I'm just finished getting my modlist to not crash etc and still need to tweak so i'm not perfect still but i went and looked it up, it's all in the conditions.txt, the code can be found on dynamic animation page but to keep it simple you have to open the mod up EXAMPLE Gryphon\meshes\Actors\Character\animations\DynamicAnimationReplacer\_CustomConditions\8076002
open _conditions.txt and look for
IsEquippedRightType(6) OR IsEquippedRightType(10) AND
6 = Battleaxes 10 = Warhammers
so what you need to do is remove remove the second line it so it looks like this instead
IsEquippedRightType(6) AND
repeat this for all the other files, if you want to tie it to specific weapons you have to find the weapon you like and add it manually to the conditions like this
IsEquippedRightHasKeyword("Akavir.esm" | 0x3C56DD) OR
(example provided from ER KATANA (MCO SCAR))
I can't say this will work for certain as i've not tested it myself but i will be trying it out over the next few days
ALSO
look into getting pandora behaviour engine, it's 1000% better than nemesis and fnis, literally 3 seconds to generate tens of thousands of animations with no hassle, it's a beta but my modlist has 800+ mods and it works perfect
Is there a way to make this not conflict with other weapons that have different movesets? Every custom weapon, like a short staff uses this animation some reason and I don't know why.
I'm not sure if anyone is having a problem with the down+PA move constantly resetting on its own, but installing ADXP MCO 1.6.0.6 Bug Fixes may alleviate the issue. Though it might just be script lag on my end caused by other script-heavy mods I have installed, its still worth a try.
Is anyone else getting this weird issue that when you strafe left your character does a little 360 spin when doing so? It's only with this animation that it happens. Not sure how I could fix that.
If you find yourself doing vanilla forward heavy attack when trying N-N-N-P combo (you are supposed to do a whirlwind slash on P) and you're using "Elden Power Attack", you need this fix . I'm using ADXP v1.6.0.6 and it works.
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Gryphon\meshes\Actors\Character\animations\DynamicAnimationReplacer\_CustomConditions\8076002
open _conditions.txt and look for
IsEquippedRightType(6) OR
IsEquippedRightType(10) AND
6 = Battleaxes
10 = Warhammers
so what you need to do is remove remove the second line it so it looks like this instead
IsEquippedRightType(6) AND
repeat this for all the other files, if you want to tie it to specific weapons you have to find the weapon you like and add it manually to the conditions like this
IsEquippedRightHasKeyword("Akavir.esm" | 0x3C56DD) OR
(example provided from ER KATANA (MCO SCAR))
I can't say this will work for certain as i've not tested it myself but i will be trying it out over the next few days
ALSO
look into getting pandora behaviour engine, it's 1000% better than nemesis and fnis, literally 3 seconds to generate tens of thousands of animations with no hassle, it's a beta but my modlist has 800+ mods and it works perfect
If you find yourself doing vanilla forward heavy attack when trying N-N-N-P combo (you are supposed to do a whirlwind slash on P) and you're using "Elden Power Attack", you need this fix . I'm using ADXP v1.6.0.6 and it works.