SkySA redirected me to a popup that ended up injecting the fake mcafee popup onto my computer. I was forced to jump through hoops making sure my computer was fine and virus free AND clearing the popup spam from my browser. PLEASE CHECK YOUR SITE OR CHECK IF THATS EVEN REQUIRED FOR THIS MOD!
Hello, I was hoping someone could help me. The Vanargand MCO animation sets for attacking are working properly. But the dual wield idle animation is still vanilla. I have been trying to find the problem and do not see any dw1hm1hmidle.hkx in almost any dual wield animation packs on the entire Nexus. Is this no longer needed under OAR and SCAR?
Any help would be appreciated since the vanilla dual wield idle animation is so bad. Thank you.
I wanted to share one small problem I noticed in-game that I was able to reproduce:
The NA1 > PA1 seemed to fail consistently if the PA1 was timed near the end of the NA1. Most noticeable and easiest to do if you're dual-wielding daggers at 1.30 speed, but can also happen with any combination of 1-handed weapons.
Not a big deal, but just wanted to bring it to your attention. A fix for this would be most appreciated.
I also have this problem, where NA1 > PA1 always fails; the power attack just becomes a useless spin that abruptly stops, regardless of my timing. Every other attack seems to work and link properly. Have you managed to find a fix for this?
Nope, I have not received a reply from Verolevi so I've no clue about it's cause. I decided to uninstall this mod until it gets fixed. It breaks the flow of combat and is a massive turn-off when it does, which is a shame because the animations and chaining combos are otherwise really good.
I think I now see the issue you identified: right-hand weapons with speed greater than 1 will almost certainly fail to transition from NA1 to PA2. That probably includes all daggers, and the vast majority of modded weapons.
Now, I'm not exactly a modder, and I barely know what I'm doing, but I think I managed to fix the issue by tweaking the annotations for mco_attack1.hkx, decreasing MCO_WinOpen to 0.800000. This should allow faster right-hand weapons to perform NA1 -> PA2.
Anyway, I've uploaded my tweaked mco_attack1.hkx, which should go in Meshes\actors\character\animations\OpenAnimationReplacer\Vanargand Animations - MCO Sword Dual Wield Moveset\Main. Again, I'm a noob at this, so make sure to backup the original .hkx and use at your own risk.
Love this work! Does anyone know of a mod that works with these animations but adds blocking animations for Dual Wielding? When I block while dual wielding anything other than a torch in the left hand my PC goes into the default DW pose, and if I walk while holding block he spreads his arms wide. Thank you all and especially Verolevi for this amazing work.
I love this moveset, but I still wanna get rid of that ugly as heck spinning power attack, when the buttons are held down. Before I started using SkySA or MCO/ADXP, every animation would play normally. Just that spinning power attack... Bethesda thought it was awesome... And yes, I always run Nemesis. No, I do not have any other mod overwriting it. In the end, I think I just have to deal with it.
top quality work. I like how you made it so that dual wield won't be brokenly op as the first two light attacks use one attack and only the last two in the combo use both hands, very subtle as you gotta be in the flow to get the maximum damage.
Can someone please help me ? My MCO isn't working cuz my AE version is the latest and one of the Utilities mod it requires is asking for version 1.16.29 downgrade....... is there any way around this?
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Any help would be appreciated since the vanilla dual wield idle animation is so bad. Thank you.
I wanted to share one small problem I noticed in-game that I was able to reproduce:
The NA1 > PA1 seemed to fail consistently if the PA1 was timed near the end of the NA1. Most noticeable and easiest to do if you're dual-wielding daggers at 1.30 speed, but can also happen with any combination of 1-handed weapons.
Not a big deal, but just wanted to bring it to your attention. A fix for this would be most appreciated.
Now, I'm not exactly a modder, and I barely know what I'm doing, but I think I managed to fix the issue by tweaking the annotations for mco_attack1.hkx, decreasing MCO_WinOpen to 0.800000. This should allow faster right-hand weapons to perform NA1 -> PA2.
Anyway, I've uploaded my tweaked mco_attack1.hkx, which should go in Meshes\actors\character\animations\OpenAnimationReplacer\Vanargand Animations - MCO Sword Dual Wield Moveset\Main. Again, I'm a noob at this, so make sure to backup the original .hkx and use at your own risk.
In the end, I think I just have to deal with it.