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Yong Ri Ming

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  1. AMDRX5502G
    AMDRX5502G
    • member
    • 0 kudos
    mco?
  2. SuperSAYAJINkiLLer3E
    SuperSAYAJINkiLLer3E
    • supporter
    • 3 kudos
    HEY GUYS, HERE IS HOW TO USE THIS WITH MCO AND DAR OR OAR


    0 - Install Net 5.0 Runtime 64x here "https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-5.0.17-windows-x64-installer".


    0 - Install skysa to mco convertor from skyrimguild "https://www.skyrim-guild.com/s/SkySA-to-MCO-converter-v12.zip"


    0 - Install Havok content Tools here "https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqbkRQRkRtWHBueHZUbldBTkE2U2ZDdWM5b3FhQXxBQ3Jtc0tuemFaNlFOX25YMGtTaTEzUXBYeV9iV1NfVHh5Qms3WGg1OFI0SXdRUDFoNWtLYUpnVlBaTFN5X3JwQnY5dG04YXNxX2VPeWhkX0p3YmdXbkRHakxQQjlfdHpSMG5LMlJ0b3lTYkVCdnJ1eXBpWTFmaw&q=https%3A%2F%2Fwww.softpedia.com%2Fget%2FProgramming%2FOther-Programming-Files%2FHavok-Content-Tools.shtml%23download&v=63y2enWkD1s"


    0 - Install HKanno64 here - "https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqbEZ5Yk1pdE9xVG9OdWFNQmJOZE5sQXlHVEl4Z3xBQ3Jtc0tsU3FLOXNoOEtUdGoyc2lGVDgweEN4Y2k1bi1VOW9DSnVPVW5Ib2I1dW1MM0pCdWk0QlRzTy1yczJOVGF4QjNfeXB5VGppMkUyYXhGc3IzVlVidUNVTmVDUUtadGpYdWlyV193ZW1xRmY0ZFVUdkMyZw&q=https%3A%2F%2Fwww.nexusmods.com%2Fskyrimspecialedition%2Fmods%2F54244&v=63y2enWkD1s"


    0.5 - If you have any trouble downloading the files,revert back to this video here "https://www.youtube.com/watch?v=63y2enWkD1s&t=137s" and click the links below.



    1 - Estract both rar folders to a folder.

    2 - Place a "group" of animations inside the folder, and click on the skysa to mco converter exe. By group, I am reffering to going inside the animation until yo see folders that are named by numbers. It should look something like this


    "Nero Red Queen (MCO Converted)\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\82288"

    3 -  Choose a speed multipler by using values 1-10 or 1 to - 10 and so fouth to slow or speed up the animation.

    4 - Move the converted files in the same folder you took the animations from.

    5 - Repeat the process for all animation folders, then launch the game to use with open animation replacer.

    6 - Turn the folder animation folder at the start of the path, into a zip file. Install with your mo2 manager and turn the mod on.

    BONUS - One thing to be mindful of is the weapon types. For example, you may get a single skysa folder with 2 or more types.

    These "types", can be identifed by the name next to the animation. Power2hm, and powersword for example.

    This two animations are very different. The power2hm, is a 2handed power attack, thats what it stands for.

    Whereas the "powersword", is a one handed. Sometimes you may find an animation set not specified or named as previously shownfor a one handed weapon, but for the most part, look for the twohanded animations, like "2hm", and convert them together alongside any idle animations, bash, extra animation that do not specify a weapon hand type.

    Because of the fact that there may be more than one weapon type in a single folder, you will have to create more.

    You can do this by creating a new folder in the same path as the animation folder, right next to it, and adding in, a number either higher or lower at the end of that number, then editing the conditions file to contain the weapon type, which would be formated as such...

    IsActorBase("Skyrim.esm" | 0x00000007)
    IsEquippedRightType(1)


    Which in keyword terms is the base character, meaning its always there, even if you have no equipped item, or

    IsEquippedRightType(0) Will determine the weapon type as..unarmed.

    Or

    IsActorBase("Skyrim.esm" | 0x00000007)
    IsEquippedRightType(5)


    Which is the keyword for greatsword

    You can find keywords in ffs mod files.

    Download the mod here "https://www.nexusmods.com/skyrimspecialedition/mods/78727"

    Extract it, then go inside the folder, \helper. Keywords file, and in fact, all files there. Take them and save them somewhere, keep the mod, as it let you set "stances", for each weapon type in base game, and mod, to have animations that can be unlocked through perks, and changed on the fly in the style of "Nioh".



    Thats pretty much everything. When you open the converter exe, it shouldnt close straight away, and if it does, you done something wrong. It should tell you that each animation it went through was completed to 100%, but dont worry about the erros of "cant load dll", thats supposed to happen.
    1. hoangdai94
      hoangdai94
      • member
      • 175 kudos
      Thanks for your help, and hereeeeee is your very first kudos !
  3. Scarycrows
    Scarycrows
    • member
    • 1 kudos
    Does this work left hand too? I wanna be lore accurate if I'm getting this. 
  4. Garmagic
    Garmagic
    • member
    • 141 kudos
    Does this moveset affect only the player or all the NPCs as well?
    (I kinda want to be the only one in Skyrim with those sick moves)
  5. Misen47
    Misen47
    • member
    • 0 kudos
    Cant seem to get this to work. It still uses sword animations from SkySa instead of this and there is absolutely nothing in the description that helps with installing the moveset at all. Do I have to copy and paste the files into the Dynamic Animation Replacer folder maybe?

    Edit: Nope

    There is absolutely no information as to how to install ANY of your movesets. And for those who are not familiar with the intricacies of SkySa movesets, (i.e. most people), its incredibly difficult
    1. RerickQuest02
      RerickQuest02
      • BANNED
      • 0 kudos
      have skysa and amr installed. Install this mod, run nemesis, update then launch
      Some people have to do this even when its not required by the mod author
    2. BallBreaker69
      BallBreaker69
      • member
      • 0 kudos
      ik it's been 2 years but still, No that doesn't work
  6. PlutoVAT
    PlutoVAT
    • member
    • 1 kudos
    would this be able to work with MCO?
  7. madfox11
    madfox11
    • member
    • 3 kudos
    Please, please, please)))!!! Add an annotation of the dice attack, to the first animation of the weak attack. "skysa_2hm1.hkx" There is no collision capsule when using Precision - Accurate Melee Collisions. https://www.nexusmods.com/skyrimspecialedition/mods/72347?tab=description&BH=2
  8. madfox11
    madfox11
    • member
    • 3 kudos
    The first simple attack has no collision data.
  9. uncensored1993
    uncensored1993
    • member
    • 10 kudos
    Hi, anyone knows how to use this with abr?
    I renamed the moves to 2hm_atk1, 2hm_atkHVY1, etc.
    but I can only use the first normal attack. the other 2 normal attack are not playing.
  10. MomoiroAkane
    MomoiroAkane
    • member
    • 4 kudos
    Is there a trick to installing this? I have all the required mods, but the moveset doesn't show up in Nemesis like my other mods (Paraglider for instance). Can't get it to work at all
    1. ChunchunMachu
      ChunchunMachu
      • premium
      • 16 kudos
      This is an animation replacer for SkySA's one-hand and two-handed sword attack. This mod doesn't need Nemesis on itself but SkySA does. Are you sure you use SkySA?