Cant make this work. I have multiple animations already instaled and they all work fine, but most of them require Nemesis and are For honor animations. The twinblade is treated as greatsword category, and its just so happens i have Warden(For honor) animations installed, so it overwrites twinblade animations. I would like to know how do i solve this, am i supposed to delete previous animations? Or there is a way to have multiple ones? I am not really smart when it comes to editing stuff in xEdit, so i dunno how to solve my issue
after finially figuring out how to find and download ADXP i managed to install this mod and it looks quite stunning...
however i was wondering...see i have the Magika sabers mod (the one that adds lightsabers to the game) and i was wondering if there was a way to make the animations for this apply to the Double lightsabers?
(note: im completely ignorent about manipulating mod files after they have been installed ,also i use Mod Organizer 2)
Find the conditions.txt file for this mod (...\mods\ADXP I MCO Elden Rim Twinblades Moveset (SCAR)\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2200009\_conditions.txt) and add this line below IsEquippedRightHasKeyword("MBlade.esl" | 0x0883) OR
You can thank SimpleTharnised for posting this lower in the comment section \(^-^
most excelent thank you...now all i need is a power that will let me throw it lol. but i have another question...how do i trigger certain animations in the chain...are they just random or is there a trick. (for instance that cool twirling jump)
Add a condition exclusively for the weapon you downloaded (check first ingame for the weapon ID by adding it with some item menu, drop it on the ground and open console - that gives you the id. Then just copy and paste the condition from the twinblade condition and paste the new id instead of the twinblade id)
The animation isn't working and conflicts with greatsword animation. Even though, the greatsword's priority is 68001. At first, the animation works correctly until I delete the nemesis output and recreate the new output. Any idea how to fix it?
In my case, I wanted the animations only for the quarterstaff of the animated armory. But regardless of that, what causes the twinblade animations not to work is the order of priority.
In my case, I have an animations mod for battleaxe and warhammer. In this case, these mods have priority order 8076006, 8076007, etc.
So what I did was basically rename the folder for this mod, which by default was 2000009, to something higher than the animation mods above... so I renamed it to 8076011
And that's it, that made it work normally for the quarterstaff of the animated armory. If you want it to work with twinblades, and have animations for two-handed swords, do the similar process and I believe it will work for you.
Because MBlade.esl has keyword for dualsaber so you need to use the keyword "FE00D883" ( IsEquippedRightHasKeyword ) if doesn't have keyword use IsEquippedRight and use weapon FormID
Use sse edit to change the keywords in the weapon. or use open animation replacer and make sure the weapon id is in the condition section. Its best if you find a youtube video for it since it can get complicated. but once you know how its super easy.
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however i was wondering...see i have the Magika sabers mod (the one that adds lightsabers to the game)
and i was wondering if there was a way to make the animations for this apply to the Double lightsabers?
(note: im completely ignorent about manipulating mod files after they have been installed ,also i use Mod Organizer 2)
IsEquippedRightHasKeyword("MBlade.esl" | 0x0883) OR
You can thank SimpleTharnised for posting this lower in the comment section \(^-^
but i have another question...how do i trigger certain animations in the chain...are they just random or is there a trick.
(for instance that cool twirling jump)
In my case, I wanted the animations only for the quarterstaff of the animated armory. But regardless of that, what causes the twinblade animations not to work is the order of priority.
In my case, I have an animations mod for battleaxe and warhammer.
In this case, these mods have priority order 8076006, 8076007, etc.
So what I did was basically rename the folder for this mod, which by default was 2000009, to something higher than the animation mods above... so I renamed it to 8076011
And that's it, that made it work normally for the quarterstaff of the animated armory.
If you want it to work with twinblades, and have animations for two-handed swords, do the similar process and I believe it will work for you.
if have U have this mod below add this to conditions.txt
- Dragon Spiral Greatsword Twinblade and Sword 3 in One at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
IsEquippedRight("GildDragonSpiralSword.esp" | 0x080A) OR
- Lightsabers (Magicka Sabers) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
IsEquippedRightHasKeyword("MBlade.esl" | 0x0883) OR
How did you find the number 0x0883? The FormID listed in my SSEdit is different.
if doesn't have keyword use IsEquippedRight and use weapon FormID
Would it work if I did:
IsEquippedRightHasKeyword("MBlade.esl" | FE02F883)
?
Of course 883 seems to be for everyone.
https://afdian.net/p/10dc75c8207e11eea5085254001e7c00
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