I had this working with the Nolvus mod list but im using Lorerim now and its not showing up in the MCM.. Are there any other mods that adjust attack animation speeds etc ? Any help would be much appreciated .
I was trying to make stances conditionally available to some perks, any tips on how to achieve that ? ( yes I realize it's irrelevant but you seem the only one still active on this stances side of nexus )
Hey, I know it's late. But if you didn't found out yet and still is interested to know, tell me. I can explain to you the whole proccess, which is simple with Open Animation Replacer, you just have to add a condition "hasperk" to the animation with the id of the specified perk you want (to get the id you can use SSEdit).
1. Create a folder in "Data/Meshes/Actors/Character/Animations/Dynamicanimationreplacer/_Customconditions" and give the folder a numeric value (ex: 12345).
2. inside the folder create a text file and rename it: "_conditions" , then open the text file to add conditions to it as instructed below:
3. go the Dynamic Animation Replacer's Mod page, and find the condition that you want. for example maybe you want it to be only available when you reach level 30, so the conditions would be: NOT IsLevelLessThan(30) then save the text file and close.
4. for a specific perk, you need to find the FormID of that perk, for example the "Expert Destruction" perk has the FormID: "000C44C1" , to add this perk as a condition to your Folder, open the text again and add the following: HasPerk("Skyrim.esm"|000C44C1) you can find the FormIDs for Perks from here.
5. now you want to add the Stances condition to the text, so for example lets say you want your character to use the low stance when using the conditions above, then add this to the text folder: HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
6. so now lets put this all together, if you are level 30 or above, have the Expert Destruction perk and are using the Low stance from this mod, AND only want the player to use these animations and also use them only when you have a sword in your right hand, then write the following in the text file: IsActorBase("Skyrim.esm" | 0x00000007) AND IsEquippedRightType(1) AND NOT IsLevelLessThan(30) AND HasPerk("Skyrim.esm"|000C44C1) AND HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A) First condition makes the animations player only, and second condition is for using these animations only when you have a sword equipped, now save, and close.
My install is complaining about loading settings saying papyrusutil isn't installed (which it is and working fine for the other papyrusutil requiring mods). I'm using papyrusutil 4.3, is there a different version required for this? My papyrusutil is using the 4.3 master and confirmed that in mo2 so its not being overwritten by campfire or anything like that either. I would like to be able to load settings for this on a new game.
Hey there, this is a great addition to Stances, thanks for doing this! Quick question, though: do you know if the stagger reduction applies to ALL kinds of stagger across all different mods that add stagger to different events? For example, Engarde adds stagger on normal hit - would this mod's multipliers (or those of the original Stances Add-On) affect these staggers?
Yes this should affect all stagger that references vanilla stagger effects, however depending on mod priority Engarde might overwrite the values from Stances Add-On.
I believe the "Revert Stance" option should work for that, but i am not sure i did not test it as i did not alter it in anyway from the original mod, however the buffs are disabled when you sheath your weapons.
believe me it's not . in orignal mod it only happen when u dont "equip" the weapon , not sheath the Weapon . i hope we will have a better version do that job better the original one. Your Mod make the option revert is working very well now . endorsed
Stances - Add-on only adds certain modifiers to certain stances, I.E High Stance doesn't get an Attack speed buff modifier, nor does High/Low get damage resist buff etc.
For instance old Add-on had the following Modifiers High: Attack Damage Buff Power Attack Damage Buff Damage Resist Debuff Attack Speed Debuff Movement Speed Debuff Stamina Regen Debuff Mid: Block Efficiency Buff Stagger Reduction Buff Attack Damage Debuff Damage Resist Buff Low: Attack Damage Debuff Power Attack Stamina Buff Attack Speed Buff Movement Speed Buff Stamina Regeneration Buff
Gotcha, thank you! Final thing I'd like to add is that since this mod is a replacer, could you make it ESL/ESPFE since the original is already flagged as such?
Unfortunately at this point in time i am unable to have it tagged as ESL due to one of the Object form IDs being too high to be able to be safely tagged as ESL, i'm still trying to figure out if this is something that i can fix but so far the advice i have received hasn't been positive.
I'm not always sure with esl'ing stuff but if it's forms are compacted and it's scripts are changed accordingly it can then also be flagged up as an esp-ESL?
Think that's the general issue when esl'ing out of the norm but I can't see what xedit says at the mo.
Basically i got told that it is able to be compacted, but the issue lies in my ability to do it properly, so yeah i need to learn to do it first and foremost unless someone else would be willing to do it and share it so that we can upload it.
If you open up the mod in SSEEdit you should see an option for "compact form IDs for ESL" when right clicking the esp in the left window. Once thats done, navigate to the header of the mod with the "view" tab selected in the right window. Right click and select edit in the field next to "Record Flags". Accept the prompt and then select the "box" for ESL. Save changes and should be good.
I should note, that anyone using the existing mod uploaded. on an active save, should probably avoid changing to the esl version after its form id's have been compacted.
Also - could be from the linked page as well, but if you right click on any esps in your left hand window in xedit - you should have an option for "Apply Script". Selecting that opens up a window with a bunch of different options, one of which is "find ESP plugins which could be turned into ESL". Run that, and review what mods can be turned into ESL. Any mods that say that the ESP can be flagged as ESL only after compacting Form ID's you should be wary of changing. General rule of thumb for me is to not change it if it has dependencies (patches or other mods that have the mod set as a master file) as the form id's would no longer match and break the relevant functionality in the mods referencing it.
35 comments
1. Create a folder in "Data/Meshes/Actors/Character/Animations/Dynamicanimationreplacer/_Customconditions" and give the folder a numeric value (ex: 12345).
2. inside the folder create a text file and rename it: "_conditions" , then open the text file to add conditions to it as instructed below:
3. go the Dynamic Animation Replacer's Mod page, and find the condition that you want. for example maybe you want it to be only available when you reach level 30, so the conditions would be:
NOT IsLevelLessThan(30)
then save the text file and close.4. for a specific perk, you need to find the FormID of that perk, for example the "Expert Destruction" perk has the FormID: "000C44C1" , to add this perk as a condition to your Folder, open the text again and add the following:
HasPerk("Skyrim.esm"|000C44C1)
you can find the FormIDs for Perks from here.5. now you want to add the Stances condition to the text, so for example lets say you want your character to use the low stance when using the conditions above, then add this to the text folder:
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
6. so now lets put this all together, if you are level 30 or above, have the Expert Destruction perk and are using the Low stance from this mod, AND only want the player to use these animations and also use them only when you have a sword in your right hand, then write the following in the text file:
IsActorBase("Skyrim.esm" | 0x00000007) AND
First condition makes the animations player only, and second condition is for using these animations only when you have a sword equipped, now save, and close.IsEquippedRightType(1) AND
NOT IsLevelLessThan(30) AND
HasPerk("Skyrim.esm"|000C44C1) AND
HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)
7. Done, drop the animations in there and enjoy.
believe me it's not . in orignal mod it only happen when u dont "equip" the weapon , not sheath the Weapon . i hope we will have a better version do that job better the original one.
Your Mod make the option revert is working very well now . endorsedFor instance old Add-on had the following Modifiers
High:
Attack Damage Buff
Power Attack Damage Buff
Damage Resist Debuff
Attack Speed Debuff
Movement Speed Debuff
Stamina Regen Debuff
Mid:
Block Efficiency Buff
Stagger Reduction Buff
Attack Damage Debuff
Damage Resist Buff
Low:
Attack Damage Debuff
Power Attack Stamina Buff
Attack Speed Buff
Movement Speed Buff
Stamina Regeneration Buff
Think that's the general issue when esl'ing out of the norm but I can't see what xedit says at the mo.
I should note, that anyone using the existing mod uploaded. on an active save, should probably avoid changing to the esl version after its form id's have been compacted.
If you don't see the options available in xedit, the features might be from: https://www.nexusmods.com/skyrim/mods/68617 . Hope this helps =).
Also - could be from the linked page as well, but if you right click on any esps in your left hand window in xedit - you should have an option for "Apply Script". Selecting that opens up a window with a bunch of different options, one of which is "find ESP plugins which could be turned into ESL". Run that, and review what mods can be turned into ESL. Any mods that say that the ESP can be flagged as ESL only after compacting Form ID's you should be wary of changing. General rule of thumb for me is to not change it if it has dependencies (patches or other mods that have the mod set as a master file) as the form id's would no longer match and break the relevant functionality in the mods referencing it.