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  1. maxsu2017
    maxsu2017
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    Bug Report:
    Please refer to this article before actually reporting a bug in the bugs section!
  2. LeoneKingzz
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    For anyone having problems with NPCs stuck in blocking animation (Aka perma-block)

    Found a fix to this problem I think:

    I think it's caused by a game settings option which is hard codded into the game. It is called
    " fCombatBlockTimeMax " which has a default ''float'' value of
    10000.0000000 !!!

    This means: if you have any mod increases NPC block chance (Like Wildcat); they can choose the max duration option ( which is 10,000 secs) and they will be stuck, blocking.

    I stopped this problem by making a new record under ''Game Settings (GMST)'' records with the Editor ID (EDID) of '' fCombatBlockTimeMax '' (Don't
    use the quote marks). You can do this in a new esp. or just make the record in Wildcat. Then in the float value, set it to 16.0000 which is essentially 16 secs (similar value to that in fallout 4).

    It may also be worth making another record with this EDID '' fCombatBlockChanceMax '' . The default float value of 1.0000 . I think this translates to 100% which may also contribute to the problem. So i set it to 0.5000 (50 %). This value is just above the '' fCombatBlockChanceMin '' in the Wildcat mod which is set to 0.4000 (40%)

    If anyone wants, I can make a small ESP.FE wiith these fixes and put it on mediafire.

    Hope these help!
    1. maxsu2017
      maxsu2017
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      Good finding! I think you should note them down in the creation kit page here
    2. FrenzyTarnished
      FrenzyTarnished
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      Yes please, that would be helpful for some of us, I'm not good at editing esp files.
    3. Key9199691
      Key9199691
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      can you please make it :3 i'm kinda confused about it
    4. LeoneKingzz
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      Sorry for the down time fellas. Been busy.

      Here is the link to the fix:

      https://www.mediafire.com/file/di3oazfu3ba82jo/NPC_PermaBlock_Fix.7z/file

      Hope it helps!
    5. Key9199691
      Key9199691
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      thanks... maybe maxsu need to add it @ description or pin it if it's work?
  3. Herwig06
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    Is it neccesary to install ADXP | MCO for this to work, i dont understand the patch option.
    1. Minstrel98
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      This is literally a mod for MCO.
      It makes it possible for NPCs / Creatures to use the combo provided by the framework which normally (with only MCO installed) would only be available to the player.
      So yes, ADXP | MCO is an hard requirement.
      Either MCO or any other combat framework you are using really.
      You don't need MCO if you are using ABR or SkySA for this mod to work.
    2. Herwig06
      Herwig06
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      ok, thank you
    3. maxsu2017
      maxsu2017
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      That ‘s not exactly true, there is creature combat overhaul mod like this one which doesn't require MCO but it requires SCAR to works.
  4. Amrovich
    Amrovich
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    Does this work with "For honor in skyrim" ?
    1. l1098291866
      l1098291866
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      Yes make sure you use the right version SE OR AE,
      And then you need to patch animation yourself by using scar patcher
  5. MatyVal
    MatyVal
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    SCAR.dll   REL/Relocation.h(1101): failed to open address library file

    i don't know what to do, and yes i had installed the requirements
    1. khajiitksyrim
      khajiitksyrim
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      You need AE support for SCAR. Download it here: https://www.nexusmods.com/skyrimspecialedition/mods/77285?tab=description
    2. SgtKeroro777
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      For me after download the SCAR AE Support, I need to reorder the mod like this

      • SCAR - Skyrim Combos AI Revolution
      • Combat Pathing Revolution
      • SCAR AE Suppoer
  6. NaneChan
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    First time reporting on Nexus but everytime I launch my game and enter my save (which was in a combat with bandits near where you get the rueful axe) I have a few seconds of action before my game screen goes black and I get the following error : 
    SCAR::DataHandler::GetSCARActionData caught an exception when convert annotation:[json.exception_out_of_range.403] key 'IdleAnimation' not found

    after I close it the game closes automatically, running latest version of SCAR, MCO and a few movesets (Elden Rim,Diverse NPC Moveset, Mace animation MCO |SCAR , Realistic Haleberd Animation MCO SCAR) 

    The game version I'm on 1.6.1170.0.8 with SKSE 2.2.6, already installed the SCAR AE Support and had no problems with it til Today

    Hopefully someone can help or just guide me on what the issue could be, thanks a bunch for this amazing mod
    1. JBRISinc
      JBRISinc
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      Duude I have the same exact error. Have you found a solution? I've tried doing a fresh install of nemesis, SCAR, and MCO and I am still getting this error. Sucks because I was really in the mood to start a new playthrough.
    2. mfadhlan11
      mfadhlan11
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      yes me too, hope someone got the solution for this one
    3. Marcelobernard
      Marcelobernard
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      I'm getting the exactly same error...
    4. whatdoIputherenow
      whatdoIputherenow
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      For people who encounter this problem in the future. V2.01 of SCAR on GitHub adds new functions that other mods on nexus are starting to use. Probably installed a mod that required that version without realizing. This version and the AE support version on Nexus are unnecessary if you want to install the GitHub versions.   SCAR AE V2.01(640,1130/1170) or SCAR SSE V2.01(1.5.97).  Only use one.
    5. Yash5555
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      Thank you so fkin much!!! I was stuck on finding a fix for this error for so long.
    6. Exploer
      Exploer
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      whatdoIputherenow, you are my goddamn hero
  7. Ipplewhelmed
    Ipplewhelmed
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    I know this is likely my fault for not setting up the mod correctly but I need to share this just to make sure: sometimes during combat, my screen goes black while a Windows 10 error sound plays once (I can still hear music and sound effects from Skyrim in the background), and when I open up the Task Manager with ctrl+alt+delete it says Skyrim and SCAR are not responding. I have not encountered any other errors (or gotten any error messages) related to SCAR while installing/setting it up for my Skyrim modlist, so this really has me scratching my head.
  8. Giovanni1285
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    I'm not sure if the issue I'm about to describe is caused by this mod, BFCO, or something else entirely—but I wanted to bring it up here in hopes that it might finally be addressed.

    One frustrating problem I’ve consistently experienced with these modern combat overhauls for Skyrim is the excessive attack commitment for both the player and NPCs. This issue affects NPCs more noticeably, and by "commitment," I mean that once an attack animation begins, the character becomes completely locked in, unable to turn or adjust direction even slightly. They just charge forward mindlessly, which undermines the whole point of having “modern” combat mechanics.

    In Dark Souls, for example, while there is a sense of commitment to attacks, enemies still have a brief window to rotate and track the player just before or during the swing. This subtle ability to adjust direction is what makes many encounters feel fair but punishing—I often get hit because an enemy manages to turn and follow me just as I'm dodging.

    This turning behavior is something I believe is essential to modern combat design. If modders can find a way to implement it, I would be blown away by the possibilities it could unlock for Skyrim. Vanilla Skyrim doesn’t have attack commitment at all—NPCs and the player can move and rotate freely during attacks—so in theory, it should be possible to find a middle ground. Maybe by enabling some degree of rotation up until the weaponSwing event triggers in the animation? Or just as the hitFrame is registered (to adjust direction just before the following attack)?
  9. hawfops
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    does not work does not appear in nemesis
  10. C0RLoCK2
    C0RLoCK2
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    Hi there, I don't know if downloading the MCO patcher is necessary, but the Nemesis Patch doesn't seem to be in the main file, as in, Nemesis doesn't list SCAR at all and I don't see a nemesis folder (Another source said sometimes you have to drag the patch into nemesis for it to appear). Anyone have any advice?

    EDIT: I apologize, I downloaded the 1.6+ AE Support version, but commented here by accident. I would still appreciate the advice if anyone can help.
  11. Mistrho
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    I have heard that having BFCO makes having SCAR redundant. Is that true? I have BFCO and I'm not sure whether to install this. Especially if it doesn't add anything more to the NPCs and how they attack. Can someone help clarify? Thanks!
    1. TheDjaximus666
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      Same question for me !
    2. VR3039x
      VR3039x
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      It's not a hard requirement for BFCO, but that doesn't make SCAR redundant. Installing SCAR can improve NPC distance behavior for BFCO.
    3. Mistrho
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      Okay thanks for clarifying. I will install it then. cheers!
    4. markus1203
      markus1203
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      In the Miscellaneous files there is a patch for MCO, do i need that patch if i'm using BFCO?
  12. ThunderEwokB
    ThunderEwokB
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    I have no idea how to get it to work, I must have installed something that is incompatible, but no idea what. Smilodon? TK Dodge? Blocking canceling attack animation? Doubt it'd be Precision since everyone seems to be running it with SCAR..
    All prerequisites installed, Nemesis ran with the patch, I've done literally everything that I was supposed to, installed support, patch, I just can't get it to work ._.
  13. kurayami4444
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    the scar animation patcher won't detect .net runtime in my windows. do i need the sdk?
    1. Scorchfrost
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      I followed a comment above that said:

      Updating the .Net version in SCAR Animation Patcher.runtimeconfig.json fixed it for me.
    2. yellowrat123
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      nvm