Thanks to KlausGamingShow for reconfiguring the FOMOD installer.
"Disable Turn Animation" dll is not supported for AE, so AE users should use the "Turning Animation Won't Affect UpperBody" feature of Nemesis. Same function.
Anyone else's working more or less, but doesn't switch to combat-ready when an enemy approaches. For me, not even when I lock on target. But other than that, it's still worth having just so i can put large weapons over my shoulder.
This mod have beautiful idles, but unfortunetely it have no other supporting animations (good equip\unequip, changing between combat and non-combat) + all other animations (like jumping and sprinting) perfectly working for "Smooth Moveset" but not for this. Autor, if you will ever read this, it could be the best all-in-one animation mod for skyrim, if you would take idles from this mod that looks better then analogs from "Smooth moveset" (for example, smooth moveset dual-sword running is much better then we have here while bow and two handed pose here for female are absolutely stunning) and integrate them (change whole moving\equip\junping animations for this idles), i swear ppl would create a new church of Smooth and prey there every day :D
Shealthing animations and xpmse positions don't add up when I activate this. Swords on back, are sheathed back into hip animation, but then the weapons display on back. Is there a patch for this animation conflict???
It works without it just fine. Personally I still use that mod because the vanilla turn animations feel too snappy and awkward. Idk sliding and shuffling their feet in place in combat feels odd, would love it if there were some other animation for it
This is an amazing mod. One the things that always bugged me about Skyrim was not being able to run/walk around with my awesome weapon out without looking like I'm ready to slice someone in half. I can't say definitively, but I don't know any other mod that gives this very cool function (which is a must-have for 3rd person immersion IMO), and the animations are also quite well done.
Just a note to spellswords (which is me; guessing the mod author is not): there's only one animation option each (for in and out of combat) while holding a 1h weapon in RH and spell in LH. Unlike the other weapon configurations that have many animations that will awesomely randomize (if you select Random in mod installer), you either use the one it has or you use vanilla. While the "in combat" one seems fine, the "not in combat" one has the weapon resting on your shoulder, so spellswords will ALWAYS have the weapon on their shoulder while not in combat. This can be a bit disappointing IMO and lazy looking. If you disable the "non-combat" one with shoulder rest and enable the "combat" one, then your character will always look like in combat with spell+1h (and even more intense tbh than the vanilla one). I actually thought I installed something wrong when I first installed the Recommended (non-custom) way. But no, that's the mod working properly.
If you want to have your 1h weapon just held down by your side while also holding a spell in non-combat, I recommend copying the spell + dagger animations into the spell + 1h animations folder (overwrite them; they are named the same). You can find which folder is the one for spell+dagger in the fomod .xml file (animation starts with "MLH_" for "magic left hand" I assume). You could probably also make a new DAR folder to randomize between resting on your should sometimes (I lowered all of these to 20% chance max, because it shouldn't be half the time IMO, but that's just me), and other times held down by your side, but I didn't do this yet so cannot confirm 100%. Just look at the way he has set up the other randomized animations and realize DAR goes from highest number (of the folder) to lowest. Anyways I use the spell + dagger animation for all my 1h weapons and this mod is now EVERYTHING I wanted it to be and more. Have fun!
(BTW, if the DAR folder stuff I was discussing above is confusing, just post a reply and I'll try to help and go back to give specific folder#/paths)
Hi, like you I am playing spellblade and was looking to use the dagger+spell animation for all 1h weapon+spell. I've found the MLH idle hkx files but even with the fomod xml I'm not able to track down witch one is for the dagger, sword and so on... any advice would be welcome.
Edit Ok nvm I've just found on the DAR mod page the dagger is flagged with the number 2 sword axe and mace are 1,3,4 thats was the missing piece, in any case thank for your helpfull post
If anyone's still interested, this is how I did it. Using OAR's UI: Not sure which animations belong to where as I use many different ones, but through these steps I got the desired relaxed spell sword feel to my character.
Search for 702332. Open the Replacement animations toggle and deactivate 1hm_idle.hkx. Search for 702102. This submod only contains one animation so deactivate it from the search results.
Make sure that you're set to User Mode so the check boxes appear, don't forget to save your submod config to retain your changes.
Ah this would have been a lifesaver with OAR but I don't seem to have the 702102 submod, how did you find out which folder is which? I'm thinkuing it must be under another name.
Ok, after poring through the FOMOD xml and OAR UI, for me the problem was I was following instructions for female character - me are dumdum - for male character with OAR I disabled the animation pretty easily - one click
Follow the above advice from Holen25 but search 701332. I didn't need to disable any other tick box - just "(default male) 1hm_idle.hkx"
Scythe idle and run animations not applying. I have DAR and ADXP MCO as well as Cosmo Warscythe with the proper weapon type keyword attached but still wont apply. I don't know how to get it to apply properly...
Guys, I need help! Maybe someone knows how to disable these vanilla animations for NPCs (one-handed sword & magic in hand or just one-handed sword in hand) NPC swings sword or spins (this is considered idle) when shield + sword. I don't know what it's called but this vanilla crap disrupts idle animations. The main character's idle animation sword + shield or sword + magic or just sword is normal, but NPC starts spinning, swinging, etc. I hope I was able to convey the essence of the problem clearly) thanks for your attention...
685 comments
"Disable Turn Animation" dll is not supported for AE, so AE users should use the "Turning Animation Won't Affect UpperBody" feature of Nemesis. Same function.
folder table link
https://smooths.tistory.com/17
Autor, if you will ever read this, it could be the best all-in-one animation mod for skyrim, if you would take idles from this mod that looks better then analogs from "Smooth moveset" (for example, smooth moveset dual-sword running is much better then we have here while bow and two handed pose here for female are absolutely stunning) and integrate them (change whole moving\equip\junping animations for this idles), i swear ppl would create a new church of Smooth and prey there every day :D
Shealthing animations and xpmse positions don't add up when I activate this. Swords on back, are sheathed back into hip animation, but then the weapons display on back. Is there a patch for this animation conflict???
Personally I still use that mod because the vanilla turn animations feel too snappy and awkward. Idk sliding and shuffling their feet in place in combat feels odd, would love it if there were some other animation for it
how to fix shoulder slash with a two-handed sword?
Just a note to spellswords (which is me; guessing the mod author is not): there's only one animation option each (for in and out of combat) while holding a 1h weapon in RH and spell in LH. Unlike the other weapon configurations that have many animations that will awesomely randomize (if you select Random in mod installer), you either use the one it has or you use vanilla. While the "in combat" one seems fine, the "not in combat" one has the weapon resting on your shoulder, so spellswords will ALWAYS have the weapon on their shoulder while not in combat. This can be a bit disappointing IMO and lazy looking. If you disable the "non-combat" one with shoulder rest and enable the "combat" one, then your character will always look like in combat with spell+1h (and even more intense tbh than the vanilla one). I actually thought I installed something wrong when I first installed the Recommended (non-custom) way. But no, that's the mod working properly.
If you want to have your 1h weapon just held down by your side while also holding a spell in non-combat, I recommend copying the spell + dagger animations into the spell + 1h animations folder (overwrite them; they are named the same). You can find which folder is the one for spell+dagger in the fomod .xml file (animation starts with "MLH_" for "magic left hand" I assume). You could probably also make a new DAR folder to randomize between resting on your should sometimes (I lowered all of these to 20% chance max, because it shouldn't be half the time IMO, but that's just me), and other times held down by your side, but I didn't do this yet so cannot confirm 100%. Just look at the way he has set up the other randomized animations and realize DAR goes from highest number (of the folder) to lowest. Anyways I use the spell + dagger animation for all my 1h weapons and this mod is now EVERYTHING I wanted it to be and more. Have fun!
(BTW, if the DAR folder stuff I was discussing above is confusing, just post a reply and I'll try to help and go back to give specific folder#/paths)
Edit
Ok nvm I've just found on the DAR mod page the dagger is flagged with the number 2 sword axe and mace are 1,3,4 thats was the missing piece, in any case thank for your helpfull post
Not sure which animations belong to where as I use many different ones, but through these steps I got the desired relaxed spell sword feel to my character.
Search for 702332. Open the Replacement animations toggle and deactivate 1hm_idle.hkx.
Search for 702102. This submod only contains one animation so deactivate it from the search results.
Make sure that you're set to User Mode so the check boxes appear, don't forget to save your submod config to retain your changes.
Hope it helps
Follow the above advice from Holen25 but search 701332. I didn't need to disable any other tick box - just "(default male) 1hm_idle.hkx"