Ignore all of that, i added AMR as a requirement so its more compatible now.
I somehow forgot to put this into the mod description, so i'll just put it here
This is not compatible with NOTNT's Hallowed Sword mod, and here's why:
SkySA is a mod framework, intended to add working motion data to attacks in a similar vein to games like For Honor, Dragon's Dogma, Dark Souls, etc.
It does this entirely through the use of behavior files, and currently with the way it all works it is impossible to apply two different sets of behavior files to weapons of the same class. As such there can only be one set of motion datas for 2hm weapons(Greatswords), one set for 2hw weapons(Warhammers and Battleaxes), and one set for 1hm weapons(All one handed weapons).
Unless two animation sets have the exact same motion data, it is impossible to use both, even with Dynamic Animation Replacer, and seeing as my motion datas are wildly different to NOTNT's, its incompatible.
This is however compatible with miken1ke's Elder Souls sword animations, seeing as that mod doesnt edit the same motion datas as this.
Distar, the creator of SkySA has proposed for a long while the idea of an skse plugin that will automatically detect the motion datas inside any hkx file, which would forever change the state of skyrim animation modding, and bring the game's animation system into the future. However you may feel about him as a creator, he has a valid point in relation to how necessary the plugin is, as it changes everything. However, very few of us animators have any experience with SKSE, which is why we're asking for help in making it.
i love this mod. however duo to the big steps forward you make when swinging a sword i often get stuck inside dragons whenever i fight them that is pretty annoying.
What would those corrections be exactly? Sorry im sure youre busy with other things, but the animations look great and I wanna use them along side ElderSouls!
Does anyone know how to get the walking/running animations to work? When my character is stationary or attacking the moveset takes effect. When they're walking or running it just reverts to vanilla animations. Is there something I did wrong? Did I check the wrong box in Nemesis?
hmm...Shouldnt SkySA take care of that since it technically implements attack commitment of some sort? Im about to try this mod so I'll let you know what happens for me. I have Nem, DAR, AMR, ElderSouls installed rn.
Hi, I can't seem to get this to work. I place it further down the load order after JH animation pack, and run nemesis, but the moveset is not loading. Is this because of DAR?
So the actual swing animations work just fine however when drawing the weapon and standing still the animation for the low stance is not active and instead my character is holding it on their shoulder, i dont mind that for the walking around and such but is there any known cause for this? I'm using JH's Pack and have greatswords turned off there and no other animation mods at the moment. Any suggestion would be rad.
i think i did something wrong ive got skysa installed i also got ammco installed though everytime i use this mod my charector does the almost t pose like stance and dont do anything is there a way to make this go away or did i do something wrong by any chance would not be the first time ive done such a thing
60 comments
I somehow forgot to put this into the mod description, so i'll just put it hereThis is not compatible with NOTNT's Hallowed Sword mod, and here's why:
SkySA is a mod framework, intended to add working motion data to attacks in a similar vein to games like For Honor, Dragon's Dogma, Dark Souls, etc.It does this entirely through the use of behavior files, and currently with the way it all works it is impossible to apply two different sets of behavior files to weapons of the same class. As such there can only be one set of motion datas for 2hm weapons(Greatswords), one set for 2hw weapons(Warhammers and Battleaxes), and one set for 1hm weapons(All one handed weapons).Unless two animation sets have the exact same motion data, it is impossible to use both, even with Dynamic Animation Replacer, and seeing as my motion datas are wildly different to NOTNT's, its incompatible.This is however compatible with miken1ke's Elder Souls sword animations, seeing as that mod doesnt edit the same motion datas as this.This however can be rectified
https://www.youtube.com/watch?v=MciK-l-BBQg&ab_channel=DistarDistar, the creator of SkySA has proposed for a long while the idea of an skse plugin that will automatically detect the motion datas inside any hkx file, which would forever change the state of skyrim animation modding, and bring the game's animation system into the future. However you may feel about him as a creator, he has a valid point in relation to how necessary the plugin is, as it changes everything. However, very few of us animators have any experience with SKSE, which is why we're asking for help in making it.Is it even possible?
Any suggestion would be rad.