Minor update: BOTuser998 has been working on an edited version of the basic attacks to be used with Attack Behavior Revamp, for those of you who prefer it to SkySA.
I don't know if this is the place to ask or if I could get an answer here, but can somebody explain how to fix the slow motion attack issue with Skysa? I read the articles on how to fix it, and I might have a peanut brain, but I don't understand how to fix it lol. Any help would be greatly appreciated!
Yeah, I understand that it might be hard to grasp. In short, if you have 1hm/2hm/2hw_attackright/attackleft from other sources than the latest version of skysa, you will have to add annotations to them yourself. To do so:
1. Download HKAnno and extract hkanno.exe to a folder somewhere. 2. Download SkySA - HKAnno in Miscellaneous Files 3. Extract the .BAT and .txt files to the same folder. 4. HKAnno only supports LE animations currently, so find the LE version of the animation you want to use. 5. Extract 1hm_attackright.hkx(the first swing of a one-handed weapon.) and 1hm_attackleft(second swing) from the animation folder to the same folder(!) as the hkanno files.(2hm is usually two-handed swords, 2hw is two-handed mace/axe, so pick those instead if they are slow) 6. Drag and drop the hkx file onto one of the BAT files from SkySA - HKAnno.(lowskill is easy to avoid, highskill is hard to avoid) you do not need to open them. 7. Download Cathedral Assets Optimizer and run it. Make sure your profile is set to SSE. 8. Add the path to the folder containing the .hkx files you just edited. 9. Select under "Meshes","Process Meshes - Necessary optimization" and under "Animation", "Necessary optimization" 10. Run the optimizer. 11. Place the hkx files in the folder you originally extracted them from, or whatever animation directory you want them in(such as a custom DAR folder).
I hope this solves your issues. All my mod does is add a player-only moveset, which you do not need to edit.
Well, my issue still didnt get resolved. Even with no other animation except skysa 1.8. NPC's use vanilla greatsword animations and are just attack in slow motion except power attacks. But the mod is awesome nonethless.
For those that are still having slow-mo bug, what I had to do to fix it was completely reinstall Skysa, as well as Animated Armoury. After doing so the bug was fixed on my end.
I'm still having this issue, even after completely reinstalling SkySA. It's also the only animation mod I'm using on top of this, so the NPCs are using the default SkySA animations.
Apparently some animations weren't included because of lack of permission(didn't know that since I use my own). I'll quote Distar, and close the topic.
hey, im having a hard time figurating out what is the name of the plugin. i need this just because im on vortex having a conflict and im trying to get this mod on the load order after all other mods, just its not showing to me.
I tried converting it myself, but somehow fucked it up in the process, but I think it's possible though, you can basically convert animations from SkySA to MCO easily, just need to grasp on how to actually do it properly.
Is there a way to have this moveset only for the Hallowedsword it self? cuz i have Mikes elders souls Animations as well and maybe its just me but the Hallowed sword set overwrites Elders 2handed movesets.reason why is i dont want to use that 3 hit combo on the claymore or basted sword.does this make sence? im trying to explain..
221 comments
Firstly, I'm really grateful for the positive feedback!
As I indicated, more movesets will come, but I don't take requests.
I ask you to please read the description and see if your question is answered before asking.
Custom movesets that share weapon type are currently incompatible.Choose one moveset per weapon.I present to you AMR. My animations will be be using it in the future, once a new framework based around it is completed.Minor update: BOTuser998 has been working on an edited version of the basic attacks to be used with Attack Behavior Revamp, for those of you who prefer it to SkySA.
UPDATE: version 1.1 is out.
1. Download HKAnno and extract hkanno.exe to a folder somewhere.
2. Download SkySA - HKAnno in Miscellaneous Files
3. Extract the .BAT and .txt files to the same folder.
4. HKAnno only supports LE animations currently, so find the LE version of the animation you want to use.
5. Extract 1hm_attackright.hkx(the first swing of a one-handed weapon.) and 1hm_attackleft(second swing) from the animation folder to the same folder(!) as the hkanno files.(2hm is usually two-handed swords, 2hw is two-handed mace/axe, so pick those instead if they are slow)
6. Drag and drop the hkx file onto one of the BAT files from SkySA - HKAnno.(lowskill is easy to avoid, highskill is hard to avoid) you do not need to open them.
7. Download Cathedral Assets Optimizer and run it. Make sure your profile is set to SSE.
8. Add the path to the folder containing the .hkx files you just edited.
9. Select under "Meshes","Process Meshes - Necessary optimization" and under "Animation", "Necessary optimization"
10. Run the optimizer.
11. Place the hkx files in the folder you originally extracted them from, or whatever animation directory you want them in(such as a custom DAR folder).
I hope this solves your issues. All my mod does is add a player-only moveset, which you do not need to edit.
Any chance for a MCO|DXP version in the future?