To make the ER Katana animations work on Katanas, you can add an exception ("Negate") condition under the "Fancy Sword Moveset for MCO" (31117040) tab. Fancy Sword Moveset for MCO looks very nice, but its condition is too expansive and could intrude upon other animations.
1) In game, press shift+O to open OAR UI menu. 2) click on "User Mode" (middle dot of the 3 dots on right hand corner of UI). 3) Expand the tab called "Legacy" (should be on the very bottom of UI screen). 4) Expand the tab called "(Legacy) 31117040." 5) Expand the "Conditions" tab. 6) Click "Add New Condition" 7) Expand the newly added condition tab.
8) Inside the condition tab, you can find a clickable list to select a type of condition. Select the condition type, "IsEquippedHasKeyword."
9) After selecting "IsEquippedHasKeyword," there is a switchable line, either called "Literal" or "Form. If it is called "Literal," click on it to change it to "Form."
10) After changing that line to "Form," you will see two slots below called "Plugin name..." and "FormID" In "Plugin name..." write in the exact term, "kcf.esm" without the quotations. In "FormID" write in "80A" without quotations. Once you do this, you will see that the words "WeapTypeKatana" has appeared on the right side of the "FormID" slot.
11) Go back up to the condition type you selected (IsEquippedHasKeyword). To the left of it, you will see the word "Negate" with a checkbox. Make sure to select it, make it checked.
Done. Now exit the OAR interface and you could swing the Blades Sword like a real samurai.
This helped me fix the intrusive, expansive condition of Fancy Sword Moveset. There could be an easier way, but I am not tech savvy, and I found that this method works. If you did not need this, please ignore it. If it helped, that's great.
For those having trouble getting this to work with For Honor Centurion animations and Katana Crafting:
1) Make sure you have KID and Smooth Weapon.esm from Smooth Moveset installed.
2) Create a file in your Data folder called _Katana_KID.ini and put in this line: Keyword = 0x807~Smooth Weapon.esm|Weapon|*Katana
3) Navigate to _conditions.txt for this mod, which should be in folder 2700000 and put this line below IsEquippedRight("Nagakiba.esp" | 0x00000801) OR: IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) OR
4) Navigate to _conditions.txt for Centurion animations, which should be in folder 8071010 and add this line below IsEquippedRightType(1) AND: NOT IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) AND
Make sure to run Nemesis. If you're using a replacer for greatsword animations, you may have to do step 4 for that one as well.
The only katanas I have are either from Animated Armoury or the base game so this should be working, but I still get the sword/greatsword animations from my other movesets when katanas are equipped. This mod is lower in my mod order so it should take priority(I think?).
Why does the camera zoom in and out when I sprint jump with katana drawn?
like this : https://www.youtube.com/watch?v=FdVOiYfq1Xs
And it only happens in katana, not other weapons.
It solved
Different animations (mt_sprintforward.hkx) triggered...
katana use : Animated Armoury - DAR Version - New Weapons with animations\Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\20\female\mt_sprintforward.hkx
other weapon use : Pretty Combat Animations - Weapon Master (SE)\Meshes\actors\character\animations\female\mt_sprintforward.hkx
I don't know why it triggered different animations (mt_sprintforward.hkx), but I delete "mt_sprintforward.hkx" in Animated Armoury - DAR Version - New Weapons, and it work fine now.
So this mod only works if I edit all those files? If so, Ill pass, I want to play the game not spend hours frustrated because there are no clear instructions to get the damn thing to work. Waste of time imo
257 comments
1.3.2 can be used casually
To make the ER Katana animations work on Katanas, you can add an exception ("Negate") condition under the "Fancy Sword Moveset for MCO" (31117040) tab. Fancy Sword Moveset for MCO looks very nice, but its condition is too expansive and could intrude upon other animations.
1) In game, press shift+O to open OAR UI menu.
2) click on "User Mode" (middle dot of the 3 dots on right hand corner of UI).
3) Expand the tab called "Legacy" (should be on the very bottom of UI screen).
4) Expand the tab called "(Legacy) 31117040."
5) Expand the "Conditions" tab.
6) Click "Add New Condition"
7) Expand the newly added condition tab.
8) Inside the condition tab, you can find a clickable list to select a type of condition.
Select the condition type, "IsEquippedHasKeyword."
9) After selecting "IsEquippedHasKeyword," there is a switchable line, either called "Literal" or "Form.
If it is called "Literal," click on it to change it to "Form."
10) After changing that line to "Form," you will see two slots below called "Plugin name..." and "FormID"
In "Plugin name..." write in the exact term, "kcf.esm" without the quotations. In "FormID" write in "80A" without quotations.
Once you do this, you will see that the words "WeapTypeKatana" has appeared on the right side of the "FormID" slot.
11) Go back up to the condition type you selected (IsEquippedHasKeyword). To the left of it, you will see the word "Negate" with a checkbox.
Make sure to select it, make it checked.
Done. Now exit the OAR interface and you could swing the Blades Sword like a real samurai.
This helped me fix the intrusive, expansive condition of Fancy Sword Moveset. There could be an easier way, but I am not tech savvy, and I found that this method works. If you did not need this, please ignore it. If it helped, that's great.
1) Make sure you have KID and Smooth Weapon.esm from Smooth Moveset installed.
2) Create a file in your Data folder called _Katana_KID.ini and put in this line:
Keyword = 0x807~Smooth Weapon.esm|Weapon|*Katana
3) Navigate to _conditions.txt for this mod, which should be in folder 2700000 and put this line below IsEquippedRight("Nagakiba.esp" | 0x00000801) OR:
IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) OR
4) Navigate to _conditions.txt for Centurion animations, which should be in folder 8071010 and add this line below IsEquippedRightType(1) AND:
NOT IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000807) AND
Make sure to run Nemesis. If you're using a replacer for greatsword animations, you may have to do step 4 for that one as well.
like this :
https://www.youtube.com/watch?v=FdVOiYfq1Xs
And it only happens in katana, not other weapons.
It solved
Different animations (mt_sprintforward.hkx) triggered...
katana use : Animated Armoury - DAR Version - New Weapons with animations\Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\20\female\mt_sprintforward.hkx
other weapon use : Pretty Combat Animations - Weapon Master (SE)\Meshes\actors\character\animations\female\mt_sprintforward.hkx
I don't know why it triggered different animations (mt_sprintforward.hkx), but I delete "mt_sprintforward.hkx" in Animated Armoury - DAR Version - New Weapons, and it work fine now.