Hello. I tried converting this to MCO myself, but had difficulties getting horizontal or vertical strikes to work reliably since it all seemed random as to which animation would play. Would it be possible to properly patch this to work for MCO too? Thank you.
To convert to the MCO version, you just need to change the filenames of the two HKX files, export the HKX annotations, write the MCO-specific annotations, import and you're done.
I'm glad you like it, but I won't update it again, but at least I'll convert it to the version of MCO. The recent combat mod has developed a bit fast, so I can't update it in a short time.
Yes, Elden Rim is the work of our team, although I am only responsible for localization. Bloodskal animation will be based on PI, MCO, Elden Rim, sometime in the future, but not in a short time.
Hello there, I was looking all over for a mod like this one to use with skySA, however I believe I am having some compatibility issues with some other animation mods because it's not working. I do not know for sure, but do you know if JH Combat Animations conflicts with this mod?
From what I've tested, it seems that what happens is that JH animations and the animations from this fix are both active when using the Bloodskal Blade power attack, but which one plays depends on how you click.
For example, if I hold LMB immediately after attacking, it will queue up the fixed Bloodskal Blade animations. If I wait for the first attack animation to finish before I hold LMB to power attack, it will play the JH animation.
So, Firstly this is the first "Bloodskal Blade Fix" that works for me.
And Secondly would you consider making a version that fires the blade every time you swing the blade? Like not only on power attacks, I have always thought it would be fun to have a Bloodskal fire animation sync'd with combat.
Yes, in fact, it has been implemented in my beta version, and I will make a complete moveset to release. However, I may only be based on MCO instead of SkySA.
I'm hoping that this mod will fix the Bloodskal blade for me! 2 questions though. First, is the Bloodskal Blade's effect linked directly to the animation files in this mod? If I were to replace the animation files, would it still work? Also, I use the mod Stances, and therefore use other animation sets for greatswords. Would this mod still work in that case if the animations being used for the Bloodskal Blade are not in the same folder as this mod's files?
1. It will only work if you use these two animations unless you know how to apply spells to other animations. 2. I use other greatsword animations too, so it has to use another folder with a higher priority, and the condition is that only Bloodskalblade can use these two animations. The priority is the folder name, the string of numbers, for example, if the normal greatsword animations folder is 10002, then bloodblade animation folder has to be larger than 10002. As you can see I'm using 81022100.
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I converted it but doesnt seem to use the strikes
For example, if I hold LMB immediately after attacking, it will queue up the fixed Bloodskal Blade animations. If I wait for the first attack animation to finish before I hold LMB to power attack, it will play the JH animation.
And Secondly would you consider making a version that fires the blade every time you swing the blade? Like not only on power attacks, I have always thought it would be fun to have a Bloodskal fire animation sync'd with combat.
2. I use other greatsword animations too, so it has to use another folder with a higher priority, and the condition is that only Bloodskalblade can use these two animations. The priority is the folder name, the string of numbers, for example, if the normal greatsword animations folder is 10002, then bloodblade animation folder has to be larger than 10002. As you can see I'm using 81022100.