Skyrim Special Edition
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Yong Ri Ming

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dTry

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51 comments

  1. Xynisteus
    Xynisteus
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    Can i run this mod with adxp/dmco instead of skysa?
    1. ksnumedia
      ksnumedia
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      I don't think you should. I recently installed ADXP/MCO and it badly broke some old SkySA-based animations of mine. Installing this mod with MCO instead of SkySA might work. I haven't learned how to port SkySA to MCO and don't care to for the time being, so I couldn't tell you how to. Just a fair warning before you try anything.
    2. hoangdai94
      hoangdai94
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      You need to run the SkySA to MCO converter.
  2. namechooser
    namechooser
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    i'm seeing the killmoves now.. works correctly - and looks good too 

    am using VioLens - A Killmove Mod 

    i've been kicking my way through 100's of opponents, i haven't seen the killmove trigger 1 time.
  3. namechooser
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    am loving this mod. great looking moveset.

    i want to make note of something, its sort of a bug, its not game-breaking.

    but when the character is kicking, sometimes it will stop for a second, with the leg raised in the air, 

    i think the problem was a combination of my unsorted overwrite and or a nemesis installation, seems to be working ok now
  4. tygaran
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    Just what I needed form a Dancer type combatant (rather than a boxer type).  After playing around a bit, I noticed I sometimes performed a longer chain of attacks.  Typically, I can get a four strike combo.  The description mentsion 4 light and 5 heavy strikes.  I'm guessing the long combo might be that 5th heavy, but I've no idea how to execute it more deliberately.  Any advice?
    1. ksnumedia
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      If I had to venture a guess, it correlates with what frames of the animation you're on. If it's not that, it's how long you press the attack key and in what order you perform a light or heavy attack. In short: gitgud, I think. I notice this with other animation mods as well, so you're not alone; however, I think I have started to get a feel for them and it's probably a timing thing.
  5. TDAF13
    TDAF13
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    Sorry for being disrespectful. But if your mod requires the user to bend over backwards to get it to work, you could try to explain the exact way in which I'm expected to bend over backwards in the mod description.

    Installing everything that is required and then getting only one animation working is terribly frustrating. Then you come here and see a comment section full of people having the same problem, and the people who got it to work also giving incomplete instruction on how to get it to work

    WHY are the files not already placed in the correct directory? Why aren't they named what they should be named?

    Even if you do get it to work, this mod is A WASTE OF TIME. Because you will waste HOURS trying to make it work.
    1. ksnumedia
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      It's rather difficult to help someone who complains like a petulant child about the mod not working then doesn't describe what they're doing. For all we know, you could be screwing up something really badly because you didn't properly follow documentation or available video guides. I have never wasted hours trying to get any animation mod to work.

      A few things to check:

      • Do you just "Mod Manager Download" everything? You can do this for frameworks but I HIGHLY advise you don't do it for animation packs. That's how you create conflicts and bork your game into a ridiculous animated mess unless you install stuff solely from a single author.
      • Do you have MCO installed? It might conflict with this mod - considering its age, I would imagine it was made for the SkySA behaviour framework.
      • Are SkySA, DAR/OAR and AMR set up as per their instructions? These are pretty much plug-and-play.
      • Is Stances fully set up? That's important for this to work as the author intended and it's really easy to set up.
      • Do you have other animation mods currently installed? What happens when you perform unarmed attacks? Do you T-Pose, or just perform the vanilla animations?
      • Did you Update Engine for Nemesis, and then Launch it after installing the animations? I imagine patching Nemesis for Stances would be a one-time affair, since the mod page says you don't need to run it consistently if you change animations in the DAR directory.

      Animation mods are the most daunting to manage for Skyrim. While it's easy to get stuff working if you know what you're doing, if you just click "Mod Manager Download" and expect everything to be plug-and-play, you're most likely in for a box full of nothing. It's always the entitled comments that end up making fools of themselves when it turns out they were just lazy or inept and couldn't be bothered to learn how to use anything. I installed the Nier Replicant 1H Sword animation pack by the original creator, Yong Ri Ming. Note that the uploader and creator are different people; though if this mod is anything like the Nier Replicant animation pack, it should be easy to get it working in some fashion. The only exception is that you'll want to ensure Stances works first, then put your Balrog animations in the DAR directories for Stances.

      If you just want punches, or kicks exclusively, install Nemesis PCEA. You can yoink the punching and kicking animations, put them in Data\meshes\actors\character\animations\Nemesis_PCEA with an appropriate name and number i.e. 3Punch and 4Kicks, then toggle which one you want through MCM in-game. Of course, any time you create animation packs in PCEA, you need to run Nemesis Engine to patch it into the game. I highly advise manually installing Nemesis, Nemesis PCEA, and animation packs as a whole. PCEA and DAR give you so much power over how animations show up in your game, and it's important to learn how to use them.

      This is how the install ought to go, assuming you have already set up Nemesis and its PCEA (correctly):

      • Install Dynamic Animation Replacer, Animation Motion Revolution, and SkySA Combat Behaviour Compulsion using Vortex.
      • Install Stances. Take note of its DAR folders - they're on the front page of the mod.
      • Download this mod. I think it's OK to Vortex install, but I personally prefer not to. You'll need to lift a few fingers to move stuff around anyway since this isn't plug-and-play.
      • If you manually installed: copy the Nemesis_Engine folder into the Data folder of Skyrim. Drag the animations as groups, along with their respective conditions.txt, into desired folders for Stances' DAR directories. Edit the conditions.txt file as you see fit to complement worn armour sets and such.
      • I know that Stances doesn't need you to run Nemesis, but I think you ought to for this mod's installation in particular, because you copied stuff into the Nemesis_Engine folder. Just Update Engine > Launch Nemesis within the application. Doesn't hurt you at all and takes like two minutes, which is shorter than loading into a mod-heavy game only to find out you fucked up something.
      • Hopefully, profit.
      I have not installed this mod for myself because it would probably conflict with unarmed mods I currently have and I don't feel like adding conditions to deactivate them while Stances is active. However, this mod's installation should bear literally no difference from how I usually install SkySA animation mods with the exception of Stances being the middle-man. So you should be fine.
  6. AGATHAKNIFE
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    i can only do the first attack can anyone help me
  7. Nevcair
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    So just to be clear:

    I installed all pre requirements.

    Located the Stances folder in Localappdata

    Stances/meshes/actors/characters/animations/dynamicanimationreplacer/_customconditions

    And placed the files from 11534 (I am guessing thats the boxing animations) into Folder 6001 which is the highstance while placing the files from 12534 into 6003 for lowstance.


    Now there are other files (namely a folder called Nemesis and meta.ini) where do I install those?


    Edit:

    For those who want to install it:

    Do it as I did and install the mod via Modmanager. Then run Nemesis, Engine Update, Patch. 



    Folder 11534 are the kicks and 12534 are the punches for those that want them in specific stanceslots. 


    The animations are really good looking especially the kicks. It gives unarmed combat a really good feel.
    1. modsmodzmod123
      modsmodzmod123
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      I FINALL MADE IT WORK!! HOLY s#*! AFTER 3 MONTHS. THANKS FOR THIS.
    2. xavierthebossfan1234
      xavierthebossfan1234
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      i did everything in this comment and in the other thread and it still isn't working for me, how did you get it to work?
    3. mytreds
      mytreds
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      Did you do both the manual movement of the folders AND run nemesis, or did you just install via Mod Manager and run Nemesis? Not deleting your first comment is kind of confusing.
  8. Lauffeyy
    Lauffeyy
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    installed, i did run nemesis and nothing happens! :( how can i make it works? there is a video or something?

    Edit: i put this before or after skysa?
  9. Slavebdsm
    Slavebdsm
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    Please help with advice: SkySA version 1.9 and only melee attacks without weapons (1st and 3rd person) do not work! I tried different versions of mods for unarmed combat. Nemesis, DARK, and so on - installed.
  10. hamizan940
    hamizan940
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    Have anyone converted this awesome mod for MCO? I tried converting it myself for the kicks stance but only the first attack works.
    1. Violence
      Violence
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      Is converting to MCO problematic in general or is just this behaving badly? :3