I've noticed a problem after installing this mod... It seems to conflict with Smooth Combat Non Combat Animations. After installing this mod, single dagger and the left hand on dual dagger goes into a reverse grip idle during combat and when not in combat after attacking once. I'm not sure why it's doing this, but it's something to do with this mod specifically because when I disable this mod, it reverts back to how I have SCNCA set up for dagger/dualdagger.
I use Immersive Equipment Displays so I don't need to use XPMSE styles, How do I use the animations for Back hip Dagger for XPMSE without using that mod? I searched the files but coudn't find a way to enable the animation.
If you have the XPMSE skeleton meshes (as required by Immersive Equipment Displays) along with Simple Dual Sheath, then it should work out of the box. Just run Nemesis and make sure your load order after running Nemesis (and getting the FNIS.esp dummy) is like that:
FNIS.esp XPMSE.esp Weapon Styles.esp
Also make sure to match Styles' MCM placements with Immersive Equipment Displays placements.
Yes, I had to rename the equip and unequip animations from the XPMSE folder inside this mod and replace the original equip and unequip animations from the files, it took quite some time, but it worked.
I used two mods, IED and Weapon Styles - Draw-Sheathe animations for IED, which made the animation of pulling out a weapon use Weapon Styles‘ animation instead of smooth moveset. For example, when I pull a dual-wielding sword out of my back, the two swords don't swing across my chest. How can I make the Weapon Draw animation use this mod?
For anyone who play with dual axes, you need to delete "8113000" folder inside "_CustomConditions" folder. This will let you unequip axes on hip as intended instead of back.
P.S. Actualy nwm, i found a solution, remember that you need to disable all XPMSE equip/unequip animations in MCM menu, otherwise you will get wrong animations like double axes unequip on back.
Loved the animations but I had to disable 2hRunright and 2hRunleft because when using the True Directional Movement - Target Lock, my character was glitching really bad. Good thing OAR did the job with just a few clicks.
What animation files would i have to delete so that it's compatible with Emmersive Equipment Displays assigned gears nodes / XPMSE nodes???
I have swords on back, but when I try to draw or sheath, the animations are shown for hip draws/sheaths. Any patches or updates for these issues? Anyone find a work around?
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Can I safely delete some of the animations/mesh files for stuff I don't want?
Conflicts with XPMSE and EID mods :/
FNIS.esp
XPMSE.esp
Weapon Styles.esp
Also make sure to match Styles' MCM placements with Immersive Equipment Displays placements.
I installed Weapon Styles but somehow this mod takes priority over it
I'm having issues here with the same mod combo ugh
P.S. Actualy nwm, i found a solution, remember that you need to disable all XPMSE equip/unequip animations in MCM menu, otherwise you will get wrong animations like double axes unequip on back.
You found any other workarounds?
Loved the animations but I had to disable 2hRunright and 2hRunleft because when using the True Directional Movement - Target Lock, my character was glitching really bad. Good thing OAR did the job with just a few clicks.
edit: nvm it was xp32 I think some setting in there
I have swords on back, but when I try to draw or sheath, the animations are shown for hip draws/sheaths.
Any patches or updates for these issues? Anyone find a work around?
Grat mod, but oof this hurts