About this mod
This MOD extends the original Kingsglaive MOD to work with ADXP/MCO, fixes bugs and maximizes compatibility with other MODs
- Requirements
- Permissions and credits
- Changelogs
This is tested on SE only, but there is a report that it works with AE too.
Description:
This mod extends the original Kingsglaive mod in many ways to maximize the compatibility with various mods and fix some bugs :
- Makes it work with ADXP/MCO and any MCO movesets
- Fixes the damage calculation bugs including the most problematic damage reduction bug
- No longer hijacks left/right clicks. Use your own key mapping and key mapping mod
- ini file for specifying which bound weapon to use for which attack
- Phantomsword is now a standard Two Handed weapon
- Fixes animation related bugs (Triggering wrong animations for crossbows, power attacks etc)
- Removes Phantom Dance
- Right/Left forearm runes no longer use any equipment slots
- Includes Eskyrim's Kingsglaive moveset courtesy of Eskyrim
Requirements:
- ADXP/MCO and its own requirements (Nemesis, DAR, AMR and Payload Interpreter)
- Kingsglaive - Extreme Bound Weapon Play (Kingsglaive English (No Perk) 1.2)
- PapyrusUtil SE
Installation:
- Install ADXP/MCO and its own requirements as usual
- Install Papyrusutil SE
- Install Kingsglaive English (No Perk) 1.2
- Install this MOD for the correct MCO version (Very IMPORTANT)
- Run Nemesis. You need to check/tick "Kingsglaive for MCO" in Nemesis, then "Update Engine" and "Launch"
Customization:
[1] Json mode (Default)
You (as a user or MOD author) can customize which weapon to use for which attack/power-attack by editing the json file
SKSE/Plugins/StorageUtilData/KGRDX/mco_to_weapon_map.json
If the "Mode" value in the json file is 0, then the weapon table in the json file is used. This is the default mode.
The file is in the standard Json format and it should be self-explanatory.
Below is the table of number to actual weapon mapping:
- Prelude - One hand sword
- Lapis - Spear
- Untruth&Unfaith - Dual wield swords
- Revenant - Two hand sword
- Eclair - Dual glaive
- Liberate Sky - Glaive
- Kyrie - Great Sword
- Executioner - Executioner's sword
- Sazanami&SazanamiSCB - Katana&scabbard
- Judgement - Sheathed Katana
[2] Annotation mode (Advanced)
You (as a user or MOD author) can customize which weapon to use by annotating the hkx files of your moveset.
First of all, you need to change the "Mode" value in the json file below to 1 to change it to the Annotation mode.
SKSE/Plugins/StorageUtilData/KGRDX/mco_to_weapon_map.json
Then, use hkanno64 or a similar tool to annotate each hkx file. All you need to do is to add something like this
0.010000 PIE.@SGVI|iKGRDX_Weapon|2
where the rightmost number specifies which bound weapon to be equipped. Use PIE because this MOD specifically listen to PIE.For example, like this
...
0.010000 PIE.@SGVI|iKGRDX_Weapon|2
0.033000 preHitFrame
0.690000 WeaponSwing
...
As a sample, the included moveset is annotated with different weapons from the original for demonstration purpose.
Video:
Questions & Answers:
> Where is the original Kingsglaive moveset?
Not included because the original moveset was using animation assets from various authors. Not sure of modification/reuse permission.
> Some equipment get unequipped after equipping Phantomsword. Why?
Because the Right/Left runes effects on the arms are done through equipping Right/Left rune items. The equipment slots collide with your equipment. The slots 45/56 are used. You can change them using SSEEdit or CK.
> Why did you make the Phantomsword a standard Two Handed weapon?
It was done as part of fixing the damage reduction bugs. I removed all the damage calculation modification and use of Illusion skills for damage calculation to maximize the compatibility with other mods. If you want to adjust damages etc, use your own favorite mod.
> My sprint attacks/power-attacks are strange.
That is because the original MOD hijacked various stock animations. Try removing these files from the following folder of original Kingsgailve MOD.
Remove
- 1hm_attackpowerforwardsprint.hkx
- 2hm_attackforwardsprint.hkx
- 2hm_attackpowerleft.hkx
- 2hm_attackpowerright.hkx
meshes/Actors/Character/animations/DynamicAnimationReplacer/_CustomConditions/9888800
Troubleshooting:
> I get the following error from Nemesis
ERROR(1026): Missing referencing ID.
You need to check/tick "Kingsglaive for MCO" in Nemesis.
> I still get the 1026 error from Nemesis
Please try removing your Nemesis_Engine cache in your Nemesis output directory or Overwrite directory.
Credits:
STGAMPLE - https://www.nexusmods.com/skyrimspecialedition/mods/56282
Thank you for the original MOD and cool conception of extreme bound play
Eskyrim - https://www.patreon.com/eskyrim/posts
Thank you for kindly permitting to include your Kingsglaive moveset in this MOD and always making amazing animations
Distar - https://www.patreon.com/Distar/posts
Thank you for development of ADXP/MCO, modernizing Skyrim's combat, answering questions and moral support
Authors of dependency mods (SKSE, Nemesis, PapyrusUtil, DAR, AMR, Payload Interpreter etc etc)
Thank you for all the ground work that makes my MOD and all other mods possible
Whole Skyrim Modding community
Thank you for all your impressive work
Bethesda
Thank you for originally developing the legendary game