Skyrim Special Edition
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Chaos featuring YRM and ap05 for animations

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idextroyer

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About this mod

This is a remake from scratch of Yamato Weapon of Vergil originated from elysees -> ported to SE by juschge -> improved by Anchor -> and now remastered by me. Script-Free

Requirements
Permissions and credits
Translations
  • Korean
Changelogs
If there are new advancement in technology/framework or mod tools in the future. I will not update this anymore to match those new advancement. I'm busy nowadays :(
Feel free to do it. 


Use additemmenu to get weapon
Requirements:
Dynamic Animation Casting
DAR
AMR
Your Preferred Combat Mods - MCO(recommended)//Vanilla
XP32
HDT-SMP
Nemesis - (Optional )if you use MCO/SkySA/ABR
One Click Power Attack (Optional) - Good mod for power attacking
Precision(Optional) - For VFX Trail
Behavior Data Injector - **new requirement
Judgement Cut End ap05 for Phoenix Soul I Yamato Scb Remastered I Compatibility - (Optional)soft requirement if you want to hide yamato weapon during judgement cut end ap05


I don't have time to answer questions one by one anymore. I don't want to be rude leaving you hanging with your questions for indefinite time.Sorry If I can't respond sometimes. I'll leave the comment section open incase someone is willing to answer question in my stead

You can EQUIP this to FOLLOWERS

Yamato Chaos Nyx = OLD YRM Yamato MCO moveset compatible
Yamato Chaos Erebus = NEW YRM Yamato Reanimated and Anchor New Yamato MCO moveset compatible

Don't worry if you don't have those. This mod is bundled with basic moveset that continues to whatever sword moveset you have. Compatible with both weapon. watch video below

Update v11.0 - v13.0

the  Judgement Cut End - ap05's Remake (MCO)patch available the one made by novon1
v13.0 - fixed ap05 mirror effects not showing when using laced weapon


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(Summary Video)
Update 7.0 
update 12/26/2022 - *new yrm yamato reanimted is compattible with erebus yamato

Video(07/10/2022):

Text Ver(old info 07/10/22)
Spoiler:  
Show

Separated the 2 weapon
Yamato - Chaos Nyx = YRM Yamato MCO moveset compatible
Yamato - Chaos Erebus = Anchor New Yamato MCO moveset compatible
*new yrm yamato reanimted is compattible with erebus yamato

Why I created 2 weapons?
Because YRM animations have a left over animation for shield node probably from the old elysees yamato
while Anchor animations animates the shield node in one or more in its movesets.
creating incompatibilities

What can I do?
Either wait for YRM to update his animation to remove the shield node animations. If he does so I will combine the weapon again
or you can Edit DIY the animation on your own using this Guide https://www.nexusmods.com/skyrimspecialedition/mods/70663
+ the Modders Resource File in this mod. Use the _ImportAnim.blend method

What does the file in mod resource file do?
It is for patching the animations. Use this kf fix instead of the one in the guide.
what it does is remove animation in shield node so that it can be compatible for both weapon. It also fixes various and misc.

Updated DAR Framework w animation movement & idle
I patched the animations that I have permissions. They are compatible with both weapons

after updating the old weapon will be gone. You need to additem them again


v7.7 - Anchor New Yamato Updated Compatibility

refer to | Compatible Animated Event Annotations section in tinkering according to your needs. for example here the first attack has the scabbard is grip reversed. and you want it to have an attacking grip

You can also Edit animations according to your needs using Animation Importing Editing Export using Blender

===================================================================================================
Features:

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| NIF Animated Behavior
The weapon will do a proper Scabbard Grip after sheathing.



| Compatible Animated Event Annotations
SoundPlay.WPNSwingBladeMedium = Judgement Cut Spell effects
bowReset = usheathe weapon (attacking grip) - vanilla animtion event
ShdEquip = sheath weapon and transition to reverse grip  - vanilla animation event
YamatoOut = usheathe weapon (attacking grip) - BDI Custom animation event
YamatoIn = sheathe weapon and transition to reverse grip - BDI Custom animation event

2_SoundPlay.WPNSwingBladeMedium = attacking grip without unsheathing weapon, (example judgement cut end re script free)
bashRelease = same as bowReset but for bash anims
bashStop = same as ShdEquip but for bash anims
BowEquip = make the scabbard invisible to be used with ap05 judgement cut end 

You can use these annotation to edit/create animations in accordance to your needs

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| Stances
  Stance - Iai
the unsheathe and sheath stance in one attack animation
Annotated with
bowReset or YamatoOut - to unsheathe the weapon
ShdEquip or YamatoIn - to sheathe the weapon


  Stance - Open 
If you want to make your weapon stay unsheathed.       
get new idle and movement and put 
IsEquippedRightHasKeyword("ChaosYamato.esp" | 0x000888) AND
HasMagicEffect("ChaosYamato.esp" | 0x000877) AND
IsWeaponDrawn() AND
 in conditions. Only idles and movement will need this conditions 

Annotate your attack animations with
bowReset or YamatoOut only

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| Equip FX and SMP




smp
 uses armor slot 60 and
scb uses armor slot 39/shield slot

-------------------------------------------------------------------------------------------------------------------------------------------------


| Movesets(created by Yong Ri Ming):
I included DAR Framework with Yong Ri Mings animation. annotated and edited. 
Equip - Movement


One attack and One Powerattack - Judgement Cut and a Simple Slash- Both are Iai Stance


-------------------------------------------------------------------------------------------------------------------------------------------------
| This Weapon is Compatible with these Movesets 
-Yamato by YRM
-New Yamato by Anchor

If you dont have those. no worries you can still use this weapon like the one above
-------------------------------------------------------------------------------------------------------------------------------------------------
| DAR Framework
-if you have the other animations for this weapon or you created animations for this weapon



Combo sample in this video are not included. This is more like the possibility you can do.

===================================================================================================
For Animators:
If you like to create animations for this. Feel free to do so. Just put this weapon as requirement and credits also XD

Update 7.0 = Shield node can be animated for scabbard animations. Yamato - Chaos Erebus weapon

===================================================================================================
For Beginners

watch this to edit your favorite .hkx (attack animations)
after you watch it.  it will give you now idea how annotation works.. read  the my mod description again.
also you need to read the page of
Dynamic animation replacer page.
Dynamic animation casting page
after you read it give you now idea how dar condditions work, then read my description again. 
Hope it helps i suck at explaining sorry
===================================================================================================
Clipping Adjustments
If your weapon is clipping with your hands. You can adjust the scabbard. Since we use different bodies in skyrim
YamatoscbHDTF.nif
YamatoscbHDTM.nif
adjust the values below, and save > Check ingame
Spoiler:  
Show





Please Endorse Thanks :)

Credits: 
kalesuan aka Yong Ri Ming - For Animations that he reframed. He allowed me to use some of them.
STGAMPLE/gungun - Judgement Cut Spell from Kingslaive. Thank you for having it as Open Permissions.
Lertkrush/Kittytail - Great Effect Spells from Shinobi Tools. Thank you for having it as Open Permissions.
Xing - For helping me applying SMP on weapons and Art Objects.
Dint999 - Original Script for applying SMP on weapons.
Anchor - Original idea of using animation event of bowReset and ShdEquip
elysees - Original Creator of Yamato Weapon. Thank you
juschge - I used his crafting entries from his port in xedit
Sticklove - for xnalara models which I use as base for porting the mesh and textures
capcom - original creator of anything related to dmc5
Humus - for environment cubemaps
Ersh - Precision Trail Mesh
ap05/novon1 -  thanks for granting perms
Spoiler:  
Show