just noticed on the description that this is not compatible with nacs for some reason. i've been using the two together and there haven't been any problems so far, so is something gonna break if i get to the dlc or something? is it necessary to switch to conditional stamina costs-spid instead?
Note the wording used on the compatibility section. NASC and this mod have a conflict on animation record. Both set their own condition, so whatever mod gets loaded after will be the one with the live changes. Game won't crash nor have issues.
What I mention about the DLCs is that if you open NASC on xEdit you'll see conflicts with vanilla records modified by DLCs. Not sure what the consequences are, but I find that very sus. Most likely the mod was developed without having the DLC installed, which means the testing was done with a half baked Skyrim, very sus.
Conditional Stamina Costs does its own thing. Nothing is required. Both mods just happen to complement each other quite well. One provides the stamina consumption and another one puts minimum stamina requirement on certain animations.
Why my enemy still can use heavy attack even if i set the value to 2000(i change the max value through json)?I check in xedit and i don't find anything other than this mod do impact on idle animation other than skyrim.esm and dawnguard.esm. Which i set in mcm only limits me.
This does works with NPCs, you just happen to have certain animations that bypass the conditions set by this mod. Or you have a mod that overwrites the records modified by this mod.
From the description page.
Mods that add extra non vanilla animations will need to be patched to add the stamina requirement. For example, SCAR adds animation records. If using this mod + SCAR you will notice some NPCs will skip the requirements. That happens because such animations have no stamina conditions. SCAR bring its own stamina requirement patch but for consistency purposes I also provide one in the download section. This will make it so SCAR added animations follow the same requirements as the vanilla animations.
Thank you for the reply, I didn't read the description carefully enough. I use Precision, Comprehensive First Person Animation Overhaul, Chocolate Poise Plus with the Blade and Blunt Addon, CGO Stripped, EVG Conditional Idles, EVG Conditionals Extended. I use even more mods but these are the ones that in my view could have something to do with it.
Nothing of these add combat animations for NPC's though. MO2 doesn't show a "File overwritten" warning or anything. Is there another way to check if records get overwritten? I will try to disable EVG Idles first, maybe that's what causing it - any advice would be most welcome though! :)
- Edit: I also ran the .esp of your mod through xEdit and there didn't seem to be any error messages, I'm new to this though.
Open xEdit or CK and look for Idle Animation records. This is what this mod patches and if you have a mod that adds new records (like SCAR) those are animations that would potentially need patching. If you get standalone animation mods (behaviors, animation replacers, OAR/DAR stuff) then it doesn't matter, rather new animations.
While this is good for player, is not good on enemies, because they are not programed to escape o stay away while stamina regenerates, adn they will try to get close to the player even if they cannot attack.
Hello, can you check the MCM script again, even it is supported by MCM helper but it is not saved between save files. Also in Papyrus log it said Error: Unable to bind script SKI_PlayerLoadGameAlias (SKI_PlayerLoadGameAlias->ReferenceAlias->Alias) to CombatStaminaRequirements_MCM (FE099D63) because their base types do not match I think it is a reason why it is not saved between save files. It is also for Condition Stamina Cost
My MCM helper is correctly installed. In fact, it works for all my other mods except your mods. When I said between save files I mean between other characters save files, not the same character one. It is a feature from MCM helper that allow to store value in ini file instead of papyrus save file.
Must have mod, thank you! I noticed that the player also can't block when out of stamina, which is realistic. But since I use (SJG) Dual Wield Parrying Reimplementation for SSE, I can still block using the shortkey that that mod provides. How would I go about patching the Dual Wield Parrying mod so that I can't block with the hotkey if I'm out of stamina?
You need to open that mod in xEdit. And edit the Idle Animation Records such that they follow the same conditions I added for the vanilla animation records. You can open the SCAR patch as well as a reference for non vanilla animation records.
Thanks so much; since Dual Wield Parrying only touches vanilla Idle Animations I added your mod's stamina requirement conditions to BlockingStart, but unfortunately I'm still able to block with the hotkey Dual Wield Parrying provides when out of stamina. :( Might this be because Dual Wield Parrying uses a quest that I assume implements the hotkey blocking?
The problem is likely the array of conditions there is on that record. There are a bunch of ORs, so the animation can be executed whenever any of the conditions between the ORs are evaluated to true. You have to add the stamina requirement condition to every OR block. Check this out.
Thank you dann1telecom! Really appreciate your time and help. Unfortunately, even with adding the stamina requirement condition to each OR block under the BlockingStart idle animation, I'm still able to use the blocking hotkey from SJG Dual Wield Parrying.
Is there a way to patch your mod in xEdit so that blocking is not affected by stamina? So that this way, the two mods work synergistically (as opposed to not being able to right-click block with one mod, but being able to hotkey block with another mod). Would certainly love if both mods followed the same stamina requirements for blocking, but also understand that the Dual Wield Parrying mod probably has a uniqueness to its coding that doesn't allow for that, and that has nothing to do with your mod.
I think it is tied to the bashing conditioning. I never realized I didn't mention it, in fact I never seemed to notice it wasn't a standalone option because it felt natural with the intended tweaks of the mod. Maybe later I'll add a toggle for differentiating blocking vs bashing.
I´m curious how you managed to make both mods work together as intended.
Did you just place Kulharins string into DualWieldParryingQuestScript.psc or did you use your esp-patch and added the string to the script? Also i'm not sure about the "< #" in the string. Is the "#" to be replaced by the stamina treshhold?
My intention is to create a patch for combat stamina requirements and the MCO 2h dual mod.
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What I mention about the DLCs is that if you open NASC on xEdit you'll see conflicts with vanilla records modified by DLCs. Not sure what the consequences are, but I find that very sus. Most likely the mod was developed without having the DLC installed, which means the testing was done with a half baked Skyrim, very sus.
Conditional Stamina Costs does its own thing. Nothing is required. Both mods just happen to complement each other quite well. One provides the stamina consumption and another one puts minimum stamina requirement on certain animations.
From the description page.
Nothing of these add combat animations for NPC's though. MO2 doesn't show a "File overwritten" warning or anything. Is there another way to check if records get overwritten? I will try to disable EVG Idles first, maybe that's what causing it - any advice would be most welcome though! :)
- Edit: I also ran the .esp of your mod through xEdit and there didn't seem to be any error messages, I'm new to this though.
Okay, it's probably Chocolate Poise Plus causing this. It edits the same FormID's as your mod. Is there a way to patch this easily?
Thank you for your help till now, I already feel like a tech programmer doing this XD
Update: I disabled Chocolate Poise Plus and the Blade an Blunt Addon. Still doesn''t work. xEdit looks like this:
https://ibb.co/GFM9ZFt
I don't see any errors.. help please?
Error: Unable to bind script SKI_PlayerLoadGameAlias (SKI_PlayerLoadGameAlias->ReferenceAlias->Alias) to CombatStaminaRequirements_MCM (FE099D63) because their base types do not match
I think it is a reason why it is not saved between save files. It is also for Condition Stamina Cost
When I said between save files I mean between other characters save files, not the same character one. It is a feature from MCM helper that allow to store value in ini file instead of papyrus save file.
Thanks so much in advance!
Is there a way to patch your mod in xEdit so that blocking is not affected by stamina? So that this way, the two mods work synergistically (as opposed to not being able to right-click block with one mod, but being able to hotkey block with another mod). Would certainly love if both mods followed the same stamina requirements for blocking, but also understand that the Dual Wield Parrying mod probably has a uniqueness to its coding that doesn't allow for that, and that has nothing to do with your mod.
Thanks so much again for your time!
Event OnKeyDown(int keyCode)
if PlayerRef.GetActorValue("stamina") < #
return
endif
gotostate("b")
EndEvent
Did you just place Kulharins string into DualWieldParryingQuestScript.psc or did you use your esp-patch and added the string to the script?
Also i'm not sure about the "< #" in the string. Is the "#" to be replaced by the stamina treshhold?
My intention is to create a patch for combat stamina requirements and the MCO 2h dual mod.