Thank you! I really like Skysa but i've always felt that there was a lack of attack variety, now i only need to find a mod that adds dodge attacks to TUDM! Just one question, if i want to replace the two handed animation with this one https://www.nexusmods.com/skyrimspecialedition/mods/43316 , what do i need to do? Do i have to just replace the animation in the DAR folder or do i have to edit something else? It's just that i use big greatswords and the witcher like attack is a bit exaggerated, even if it is really cool :D
Download the optional file "Eskyrim's 4 Slash Attack Animation" in this mod page you can just replace the animation in "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\10819802" but it may be too boring, you can make the"Eskyrim's 4 Slash Attack Animation" to become a specific weapon skill.
Here using Broadsword as example, edit the _conditions.txt in "Eskyrim's 4 Slash Attack Animation" like this: IsActorBase("Skyrim.esm"|0x000007) AND IsEquippedRight("Broadsword.esp" | 0x0000d66)
Now the "Eskyrim's 4 Slash Attack Animation" isBroadsword'sweapon art And you can bring other greatsword to use the original additional attack :)
Whops, i totally missed that optional file, my bad xD I like your idea of making the animation weapon specific, but i am afraid it require some modding knowledge i don't have yet, i tried to mantain the witcher style attack only for the longswords of Immersive Weapons, but once opened the esp in xedit i couldn't find the ID to place in the conditions of DAR. Anyway it is not a problem, for the moment i'm happy with the simple 4 slash attack, if in the future i will learn more about the animations then i will surely create a custom condition, even if it will take a lot of work and time since i have a ton of weapons mod installed hahahaha. Thanks a lot for the answer!
When I change the sprint key, for example, "shift" is the current sprint key, then I change it to "alt". Then I press "alt sprint" and press "additional attack". then the second additional attack does not work. But if you still use "shift" + "additional attack", the second additional attack works normally. That is, the "shift" sprint is changed to "alt" sprint is not recognized by the additional attack.
if you change the sprint key to other keys, you need to set the "Additional attack" hotkey again in MCM.So the MCM script can recognize your new "sprint" key
I'm trying to do this for controller, but for some reason it only works on keyboard. edit: Oh if you use the steam controller config, you can add an activator to use shift. I set my left bumper to it and it works perfectly.
To bad this mod didn't implement a Modifier Key selection. The possible Shift("LB <=> Modifier Key")+Key = Shift+Key could have been recognized for controller users. Sadly this is not the case.
This is an awesome mod, but I'd like to pose a question: Is it possible to have several hotkeys to essentially craft a "traditional action RPG" type character who, for example, has many special attacks tied to the 4 face buttons of a controller, like in the style of the PS2 game X-Men Legends, or Marvel Ultimate Alliance?
ERROR(2003): Invalid file name. File name must only be #<modcode>$<id> or #<id>. Please contact the mod author File: mod\aabl\animationdatasinglefile\DefaultFemale.txt
Yo i figured this out for another mod, it's what happens when you install a mod manually and also in vortex, and you probably realized your mistake and deleted the manual version to use the vortex version or vise versa. What you do is go to you Skyrim Special Edition\Data\Nemesis_Engine\mod and then follow the filepath from there and you'll find the file it's referencing. What you need to do is delete ALL of the .txt.backup files you find. In your file explorer you can sort by TYPE so it's faster to highlight and delete them. Afterwards, run nemesis again, and you'll recieve the same error, just keep repeating the process and let Nemesis point out the bad files for you until it finally shuts up.
To fix this, you need to delete your Nemesis cache file or delete the Nemesis folder entirely.
To do this for MO2 simply disable Nemesis, scroll down to overwrites and open it; then right click the Nemesis folder and delete it. Enable Nemesis, run the Nemesis.exe and update the engine, should fix your error (2003) 100%.
To do this for Vortex, same process except you go to your Nemesis folder manually located in the Vortexes staging folder. Disable Nemesis, Go to your mods tab, at the top you will see quick links, tap the folder icon, select staging folder and locate Nemesis, delete it, again go back the folder icon and open mod folder, delete Nemesis; then install Nemesis zip folder (clean install). enable it, and run the .exe, update the engine.
Should work, because this is how i got it to work. Happy New Year.
Is there any way using this system we could add alternate first person animation mods to work in the same manner? I love this mod and want to be able to make the experience more consistent between 1st and 3rd person gameplay.
Hello, This is a fantastic mid! I was wondering if there is a way to increase the damage even moreso than what is allowed in the mcm? Can I edit something in Xedit to accomplish this?
I decreased the damage to only 30% of the original damage in Xedit by edditing the increase damage option on the MCM, you can use that to increase it further instead, just dont forget to check the increase damage option on the MCM for the changes to take effect, good luck!
Also don't forget to edit both the twohanded and onehanded values
Is there a way to add the Bow to the list of weapons that can use this mod? I tried a couple hacks myself (like adding: "IsEquippedLeftType(7)") to the some of the conditionals but I clearly dont know what im doing. Does the esp also need to be edited? I dont mind tinkering in xEdit if someone knows a solution but, I have no idea where to start.
NVM. I was able to do it! For those wondering the esp does need to be edited. I removed Conditions 1 and 2 from the idles. Then I added the condition noted above ("IsEquippedLeftType(7)") to a couple of the conditions (in the mesh folder). Super hacky job but it worked. I have no idea if its going to cause other problems with the esp but haven't noticed any so far.
203 comments
Just one question, if i want to replace the two handed animation with this one https://www.nexusmods.com/skyrimspecialedition/mods/43316 , what do i need to do? Do i have to just replace the animation in the DAR folder or do i have to edit something else? It's just that i use big greatswords and the witcher like attack is a bit exaggerated, even if it is really cool :D
you can just replace the animation in "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\10819802"
but it may be too boring, you can make the "Eskyrim's 4 Slash Attack Animation" to become a specific weapon skill.
Here using Broadsword as example, edit the _conditions.txt in "Eskyrim's 4 Slash Attack Animation" like this:
IsActorBase("Skyrim.esm"|0x000007) AND
IsEquippedRight("Broadsword.esp" | 0x0000d66)
Now the "Eskyrim's 4 Slash Attack Animation" is Broadsword's weapon art
And you can bring other greatsword to use the original additional attack :)
I like your idea of making the animation weapon specific, but i am afraid it require some modding knowledge i don't have yet, i tried to mantain the witcher style attack only for the longswords of Immersive Weapons, but once opened the esp in xedit i couldn't find the ID to place in the conditions of DAR. Anyway it is not a problem, for the moment i'm happy with the simple 4 slash attack, if in the future i will learn more about the animations then i will surely create a custom condition, even if it will take a lot of work and time since i have a ton of weapons mod installed hahahaha.
Thanks a lot for the answer!
then the second additional attack does not work.
But if you still use "shift" + "additional attack", the second additional attack works normally.
That is, the "shift" sprint is changed to "alt" sprint is not recognized by the additional attack.
edit: Oh if you use the steam controller config, you can add an activator to use shift. I set my left bumper to it and it works perfectly.
- $500 no one will do it in the next month
- Sad World.
- Standing in place when doing additional attack
- TUDM had a patch made for this as well.
File: mod\aabl\animationdatasinglefile\DefaultFemale.txt
Nemesis error please help!!
Sadly, I still can't fix it
To do this for MO2 simply disable Nemesis, scroll down to overwrites and open it; then right click the Nemesis folder and delete it. Enable Nemesis, run the Nemesis.exe and update the engine, should fix your error (2003) 100%.
To do this for Vortex, same process except you go to your Nemesis folder manually located in the Vortexes staging folder. Disable Nemesis, Go to your mods tab, at the top you will see quick links, tap the folder icon, select staging folder and locate Nemesis, delete it, again go back the folder icon and open mod folder, delete Nemesis; then install Nemesis zip folder (clean install). enable it, and run the .exe, update the engine.
Should work, because this is how i got it to work. Happy New Year.
There's this mod First Person Thrust at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) that allows alternate first person attacks, however it lacks the other options you have with the MCM.
Is something like this possible with the framework of this mod?
This is a fantastic mid! I was wondering if there is a way to increase the damage even moreso than what is allowed in the mcm? Can I edit something in Xedit to accomplish this?
Also don't forget to edit both the twohanded and onehanded values
https://imgur.com/a/E5SvMN3
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