I Have moved showcase GIf to front of gallery order, this should make the showcase clearly visible to people when you load up the mod page. Im no longer hosting videos on youtube because its a pain in the ass. Feel free to upload your own videos if you want more example than the gif. Thank you
Skysa 1.8 is built around a new feature where the player attacks are completely seperate from the enemy attacks. So attacks need to be renamed as Skysa_sword1.hkx and Skysa_sword2.hkx etc etc, up to 20, which should in theory mean mods like this work without the need for the Combo Animation Framework mod.
I say 'in theory' because I've attempted to simply rename these animations in order but only the first swing works, the second never happens. So I think the more technical work that distar describes in his latest video tutorial is needed in order to make the full combo work. Unfortunately I'm really a bit lost and confused by the entire aspect of building animations so this isn't looking like something I can do, hope the main mod gets updated
Using Set A, and deactivating Nemesis, I was able to get the animations to work, including the spin move. The problem is if you are using SkySA it's behaviors overwrite vanilla and DAR animations, so you can't use these at the same time. rob18 mentions converting these to the SkySA format, but I'm not sure how it is done. But if you just want to see the animations, deactivate Nemesis and the Nemesis output folder. Should work then.
My only issue is that I cannot get the combos to work while moving forward, they only work while I am standing still.
I am completely done with these mods I tried everything and did not work at all 2 days trying to find out how it works but either get ignore or none of the people tried to help worked (very grateful). So the only one I know to ask is you because you make the mod and you made it work (somehow). So I begged you can you please tell me how this work I am at my last leg rn.
Follow the whole guide step by step, install this mod right after SkySA and generate the nemesis patch. The video uses elder souls animation pack but I use JH Combat animation pack which allows you to pick which weapon movesets you want and don't want. That allows you to uncheck the sword moveset in the FOMOD so you can install Rugged Blade Warrior. Be sure to install these animation packs after skysa and generate the nemesis patch with both enabled.
For those that are wondering about this animations: Rugged Blade Warrior, The Old Warrior and Ostentatious Swordsmen works with Attack Behavior Revamp (like the old SkySA 1.2, but with Combat Gameplay Overhaul features and more combos), everything you have to do is:
In the case of Ostentatious Swordsmen, search for the 00000007 file inside:
And rename the file as the lowest number on those files, then, create a _conditions.txt file (right clic in a empty space, new, new text file), and finally, open that .txt file and put this text:
IsActorBase("Skyrim.esm" | 0x00000007)
For all the animations packs by ptowndrew1, locate all the files in:
And rename them to any number above 20000's, this is to make them have higher prority over ABR animations, in other words, ptowndrew1's animations will override ABR animations. Example:
Ostentatious Swordsmen animations will look like this:
?
This will work with other animation packs for the old SkySA 1.2 version, like Dark Knight Greatsword, Awakened Warrior, Glaive Master and Friede Black Flame (the old file for SkySA 1.2). Even SkySA animations from 1.6 version and lower works with Attack Behavior Revamp, but you must run Nemesis by the method given in ABR pages (for CGO). Actually, you can just use ABR normal version too if you don't like CGO, located in the optional files (there is a CBE version too).
Any animation for SkySA 1.2 will work in Attack Behavior Revamp with this method, I do this with Ni-iru's One-Handed and Two-Handed animations because it makes me feel in Dark Souls (remember to convert them to SE with Cathedral Assets Optimizer), and Roreta Tkuku's older A2B animations because... its 2B.
I hope this were helpful for people having problems installing this animations with the newest SkySA version, but its good to have variety in combat overhauls, and is amazing to have animators working hard to give us this beautiful mods.
is it possible to install Rugged Blade AND Old Warrior animations together so that DAR would randomly pick the combo for us? Im a newb, and new to modding, but i saw that Old warrior and Rugged blade both use the same folder names, installing them would just overwrite... can we change folder names of one of them so that they dont overwrite?
a step by step guide to adding more animation sets to use with SKYSA would be epic/
Use This: https://www.nexusmods.com/skyrimspecialedition/mods/40484?tab=files
Choose the Combo Animation framework option (second file). Then put my file in according to to stance. Meaning you could put old warrior combo into the high stance folder, then add the rugged warrior into the Mid stance folder. Its alot of work (easy but tedious). In the end you should be able to use my animation pack for different stance.
Very late, but you could use the new version of Combo framework, Smooth Combo Animation Framework Fix. This version allows you to use different animations for different weapons. Use this for 1handed swords and Old warrior for 1handed axe.
Has anyone used this with Attack Behaviour Revamped? At the moment i consider it a better alternative than SkySA and this feels lik it would fit nicely. I still need to figure out DAR and how to plug this into it?
Smp patch for the Dark Souls pack.I believe you can find both on loverslab (be warned get an add blocker its NSFW if your worried about those kind of things)
41 comments
I say 'in theory' because I've attempted to simply rename these animations in order but only the first swing works, the second never happens. So I think the more technical work that distar describes in his latest video tutorial is needed in order to make the full combo work. Unfortunately I'm really a bit lost and confused by the entire aspect of building animations so this isn't looking like something I can do, hope the main mod gets updated
My only issue is that I cannot get the combos to work while moving forward, they only work while I am standing still.
So I begged you can you please tell me how this work I am at my last leg rn.
Follow the whole guide step by step, install this mod right after SkySA and generate the nemesis patch. The video uses elder souls animation pack but I use JH Combat animation pack which allows you to pick which weapon movesets you want and don't want. That allows you to uncheck the sword moveset in the FOMOD so you can install Rugged Blade Warrior. Be sure to install these animation packs after skysa and generate the nemesis patch with both enabled.
For those that are wondering about this animations: Rugged Blade Warrior, The Old Warrior and Ostentatious Swordsmen works with Attack Behavior Revamp (like the old SkySA 1.2, but with Combat Gameplay Overhaul features and more combos), everything you have to do is:
meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm
meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
And rename the file as the lowest number on those files, then, create a _conditions.txt file (right clic in a empty space, new, new text file), and finally, open that .txt file and put this text:
IsActorBase("Skyrim.esm" | 0x00000007)
meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
And rename them to any number above 20000's, this is to make them have higher prority over ABR animations, in other words, ptowndrew1's animations will override ABR animations. Example:
Ostentatious Swordsmen animations will look like this:
This will work with other animation packs for the old SkySA 1.2 version, like Dark Knight Greatsword, Awakened Warrior, Glaive Master and Friede Black Flame (the old file for SkySA 1.2). Even SkySA animations from 1.6 version and lower works with Attack Behavior Revamp, but you must run Nemesis by the method given in ABR pages (for CGO). Actually, you can just use ABR normal version too if you don't like CGO, located in the optional files (there is a CBE version too).
Any animation for SkySA 1.2 will work in Attack Behavior Revamp with this method, I do this with Ni-iru's One-Handed and Two-Handed animations because it makes me feel in Dark Souls (remember to convert them to SE with Cathedral Assets Optimizer), and Roreta Tkuku's older A2B animations because... its 2B.
I hope this were helpful for people having problems installing this animations with the newest SkySA version, but its good to have variety in combat overhauls, and is amazing to have animators working hard to give us this beautiful mods.
PD: yes, I know, to much videos opened, lol.
Im a newb, and new to modding, but i saw that Old warrior and Rugged blade both use the same folder names, installing them would just overwrite...
can we change folder names of one of them so that they dont overwrite?
a step by step guide to adding more animation sets to use with SKYSA would be epic/
pretty please and thank you!
Choose the Combo Animation framework option (second file). Then put my file in according to to stance. Meaning you could put old warrior combo into the high stance folder, then add the rugged warrior into the Mid stance folder. Its alot of work (easy but tedious). In the end you should be able to use my animation pack for different stance.
https://www.loverslab.com/topic/157296-%E2%AD%95skyrim-se-mods-dark-souls-pack/
You can find it here