Alright so here is what it did in order to fix the issues I had.
Firstly I uninstalled all combat related modifications and reinstalled Animation Motion Revolution Dynamic Animation Casting Dynamic Animation Replacer Payload Interpreter Singularity TK Dodge RE - Script Free one by one I then set up TK Dodge RE as instructed from the description and then went onto to ADXP | MCO and installed it and its requirements Next was nemesis so I did a complete wipe and reinstall for nemesis engine as well Then I made a Nemesis Output for the engine, launched neme, updated and ran behavior (Make sure to tick necessary boxes) including "attacks" by disto. (hope I spelled that right) (edited) The important part for making the animation of power attacks work for SCA is that One click power attacks was somehow skipping directly to a holding power attack and thus removing half of the power attack options. Therefor i removed OCPA and everything works as intended. All animations for weapons and the modded movesets for unarmed works and the spell shoots out aswell. I hope this works for you all.
In order to make the dodge animations work, you need to go into the TK Dodge RE INI files and enable step dodge. You can find this (MO2) by right clicking TK Dodge RE, open explorer, SKSE, plugins and it should be there.
Hey, in a comment before I said that the mod didn't work OK for me, the fire ring didn't work and the frost ring fired fire spells. After trying for some time I discovered this mod to be incompatible with no enchantment restrictions remake SKSE, I believe it affects the enchantments on the rings somehow and they are not able to work together.
For everyone having similar problems as I had, if you have NERR SKSE try disabling the mod and using the rings. It should work OK.
The mod was working well for me for a while but all of a sudden the power attacks don't work at all. I can hold the mouse button for a couple of power attacks and I see someone has a fix for it, but do I have to remove OCPA or SPA? Is there a way around that?
Found a solution. I have to uninstall whatever power attack mod I have, run Nemesis, then run the game. Then reinstall whatever power attack mod you had, run it on Nemesis, and it should work next time you run the game. Idk what causes this but it messes up power attacks for other movesets as well. Hope this helps anyone having the same issues.
were bouts because i have look there and can not seem to fide it anywhere at all. do i have to progress more threw the dawngard quest line ????? i have downloaded ever thing that this mod neds
I didn't realize that the dodge range would be this big for the "dodge only" version xD
At least with my setup TK and MCO I got 4 dodge options (3 dodges animations already + this one when ring is equipped), because this one can be a bit hard to use in melee fight :p
(Tiny random info: the dash work in "fake first person" with Improved Camera, like a normal MCO / TK Dodge, but the range is the same as the normal dodge, it doesn't use the "custom" range from this animation)
Hey, Cool mod. The name however, conflicts with Sorcerer - Staff and Scroll Overhaul by SimonMagus. If I change the name of the esp, what else do I need tochange?
Any help please :)! I cannot get this to work, when I dodge the character just flies foward but still in the human form not the red mist as in the video. Followed all instructions changed TK dodge ini etc, not sure what could cause that. Any one run into something similar?
From what I understand, you need the ring in the mod to activate the animations. This can only be gotten via console commands, though someone did make a patch for it on the nexus with a crafting recipe.
Is this not compatible with OAR like the rest of the TK Dodge RE stuff? It just won't work despite already having the requirements and TK Dodge by itself working. Please help.
Cool dodge mod. First comment would be compatibility with Immersive First Person, it's very buggy when i n 1st person. Second, is there a way to add sound when using the dodge? That would really add the immersion.
335 comments
- Improved recovery speed from idle animation after attack
- Magic effect UI hidden processing
- Improved feeling of operation in charge attack
Please add the ini below
skyrim.ini
[Controls]
fInitialPowerAttackDelay=0.18
Firstly I uninstalled all combat related modifications and reinstalled Animation Motion Revolution
Dynamic Animation Casting
Dynamic Animation Replacer
Payload Interpreter
Singularity
TK Dodge RE - Script Free one by one
I then set up TK Dodge RE as instructed from the description and then went onto to ADXP | MCO and installed it and its requirements Next was nemesis so I did a complete wipe and reinstall for nemesis engine as well
Then I made a Nemesis Output for the engine, launched neme, updated and ran behavior (Make sure to tick necessary boxes) including "attacks" by disto. (hope I spelled that right) (edited)
The important part for making the animation of power attacks work for SCA is that One click power attacks was somehow skipping directly to a holding power attack and thus removing half of the power attack options. Therefor i removed OCPA and everything works as intended.
All animations for weapons and the modded movesets for unarmed works and the spell shoots out aswell. I hope this works for you all.
For everyone having similar problems as I had, if you have NERR SKSE try disabling the mod and using the rings. It should work OK.
for anyone who cant find the rings, use this to add them in
At least with my setup TK and MCO I got 4 dodge options (3 dodges animations already + this one when ring is equipped), because this one can be a bit hard to use in melee fight :p
(Tiny random info: the dash work in "fake first person" with Improved Camera, like a normal MCO / TK Dodge, but the range is the same as the normal dodge, it doesn't use the "custom" range from this animation)