Love using your mod, but could you also add combat idle animations? I'm using two handed katana and mine is using greatsword combat idle animations, which is not ideal. Maybe some mid stance katana holding animation could be great.
Katana Crafting - SE using another animations instead of this one. So i have this moveset for katanas and ADXP I MCO Dragons Dogma Fighter moveset sword and shield for onehanded swords in general. I tried plenty of fixes for this problem but none worked for me, but at some point i finally found a solution: Basicaly you need to exclude Katanas from being used by your general 1handed sword animations.
(i guess it should work with all animation replacements not only this dragons dogma thing) 1. Install Katana Crafting SE - ER Katana - Samurai - Dai Kat (optional file for katana crafting) and make sure it is below ER Katana in left Panel (tbh i dont know if this step is required but iv done it this way, also it kinda forces you to use dai katana moveset linked in katana crafting modpage) 2. - If your general 1h sword mod is based on DAR double click on it in MO2, navigate to text files and add this line to _conditions.txt NOT IsEquippedRightHasKeyword("KatanaCrafting.esp" | 0x000156) AND dunno for another mods maybe you need to do it in all condidion files but for me it was enough to put it in just 110150001 and 11050002
- if your general 1h sword mod is based on OAR you need to open game and open OAR settings, then enter user mode, then find your mod on list, and add new condition witch will look something like in picture (witch is still based on DAR "Legacy" mod but its kinda same solution, just not sure how to do it in OAR txt files). Save User Settings or something.
Now your one handed katanas from Katana Crafting should use ER Katana moveset and all other swords your another Moveset. THIS DOESNT FIX PROBLEM WITH BASE GAME KATANAS, for those you will need to do some more conditions refering to them to exclude them from general mod, but i didnt try to do it and i dont really care so feel free to experiment. Im not a modder finding solution for this took me like 4 hours.
I was able to make it work. You'll need Keyword Compatibility Framework (link below): https://www.nexusmods.com/skyrimspecialedition/mods/79564 It has this file kcf_KID.ini which has this line: Keyword = 0x80A~kcf.esm|Weapon|*Wakizashi,*Katana,*Nodachi 0x80A means here - WeapTypeKatana. It will give any weapon keyword WeapTypeKatana as long as it has Katana in its name. Place this KCF mod below your animations mods.
Now open this folder in this ER Katana mod BFCO ER Katana\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2700000. Open _conditions.txt and this line IsEquippedRightHasKeyword("kcf.esm" | 0x80A) OR
The most important thing is to put it below IsEquippedRight("Nagakiba.esp" | 0x00000801) OR and above IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND.
IsEquippedRight("Nagakiba.esp" | 0x00000801) OR IsEquippedRightHasKeyword("kcf.esm" | 0x80A) OR IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND
I have no idea why does it work that way, maybe someone can explain it to me, I would be very grateful.
You will also need Keyword Item Distributor to make KCF work, place it very high, I put mine with other must have utilities. https://www.nexusmods.com/skyrimspecialedition/mods/55728
This method is good because you won't have to put every single custom katana in its own line like this one. IsEquippedRight("KatanaCrafting.esp" | 0x008B8F) OR
Every single sword that has Katana in its name will be able to work with this mod.
Unfortunately did nothing for me. Tried it this way, tried it by putting the individual entries in the folder, hell I tried it by combining them, and nothing.
I have tried every suggestion I can find in this comment section and the vast corners of the internet, and this mod just will not work for Katana Crafting, Weapons of the Third Era, or anything else with Katanas. I have the Keywords, patches, I edited the animation folders to recognize the keywords or even the specific individual katanas themselves. I checked xEdit and made sure they all had the keywords. I have used OAR to give the animation folders priority and to be used when the Katana keyword is active. No matter what, it still uses my One Handed sword animation. I legit don't know what else to do to get this thing to work.
After forcing myself through a crash course of SSEEdit, OAR, DAR, and animation annotating, I finally, FINALLY got the special staggers to work.
First off, I have zero background in programming, animation, modding, or tech in general, so I'm talking straight out my ass. This TL;DR should be taken with a massive grain of salt.
Anyway, to set the stage: ADXP|MCO ER Katana has a Special Stagger that occurs when the enemy is struck by PA3 or PA4 (i.e., the power attack stabs that follow a two-hit or three-hit normal attack combo). It also utilizes unique stagger effects from Elden Rim, in particular Paralysis, HardParalysis, and Unbalance for attacks like the PA1 overhead chop combo and Iaido attacks.
ER Katana achieves these effects by causing a vanilla stagger effect to the enemy while simultaneously casting a spell that assigns a debuff (such as ES_AttackDebuff_Katana1 or ES_Paralysis). What that debuff does is tell the game to replace the vanilla stagger with a stagger animation from ER Katana or Elden Rim. For example, if an enemy gets stabbed by PA3, instead of just stumbling around like they would in vanilla, the debuff should replace that with a special animation where they'd fall to their knees and faceplant.
However, there were a few issues preventing ADXP|MCO ER Katana's special effects from activating. First is Maxsu's Modern Stagger Lock (MSL; a hard requirement for the latest Elden Rim), which replaces the vanilla stagger system entirely. As a result, the vanilla stagger animations that ER Katana used to replace never occur, and thus the Special Stagger never occurs.
So the first step is to make ER Katana recognize the stagger animations from MSL, and then tell it replace those MSL animations with the Special Stagger animations. To do this you'll want to:
Navigate to ER Katana's special stagger animation folder: meshes\actors\character\animations\DynamicAnimationReplacer\5125090
Create a folder called modernstaggerlock.
Copy the 1H_1st_stagger.HKX animation file from the 5125090 folder and paste it in that modernstaggerlock folder (it actually doesn't matter which file you copy; all those .hkx files have the same data, they just have different file names).
Finally, you'll want to create 21 copies of that .hkx file with the following names:
The next issue is in regards to how ADXP-MCO (as of 1.6.0.6) interprets payloads (I think). ER Katana's method of annotating special statuses was by casting a payload on hit. For example: 1.333333 HitFrame.$ES_AttackDebuff_Katana1In prior versions of MCO, this likely would have caused the "ES_AttackDebuffKatana1" effect to activate on the designated hit-frame. However, something about the current ADXP-MCO doesn't seem to like this. I took a look at Black364's more recent work, and noticed that they began annotating these effects differently, something like this: 1.333333 HitFrame 1.333333 PIE.$ES_AttackDebuff_Katana1So instead of inflicting the debuff on the HitFrame line, it's entered on a separate line with a dummy event (PIE) with the same timing. For whatever reason, this works better. I was able to fix the big PA1-PA8 overhead chops and Iaido slashes just by modifying their annotations with that PIE line. Don't know how to edit annotations? I'd start by grabbing the hkanno64 animation tools, watching Distar's tutorial, and seeing where this rabbit hole takes you. It's easier than it looks.
Anyway, despite my fixes above, I still couldn't get the vaunted Special Stagger to work. Even after adding the PIE annotations, creating all the copies of MSL's stagger animations, raising the priority of Special Stagger to the top of OAR, and adding conditions explicitly telling MSL and Elden Rim to NOT activate their staggers when ES_AttackDebuff_Katana1 was activated, that blasted Special Stagger animation simply refused to show up.
Ultimately, I found that simply converting the old DAR folder structure of ER Katana to the new OAR structure did the job. I think that because MSL and Elden Rim largely use the OAR format, it makes it trickier for the conditions in the legacy DAR format to correctly replace them (as an unrelated bonus, the OAR format is much easier to navigate and modify in-game). But eh, the hell do I know.
If for some reason someone actually followed all my instructions above, do note that the Special Stagger, Paralysis, and Unbalance effects appear to require a clean hit on a human enemy (i.e., not merely humanoid, like draugr) to activate. This can be can be surprisingly hard to achieve if you're fighting enemies who have access to Elden Rim's full repertoire of Weapon Arts, as they're constantly moving, blocking, dodging, and/or parrying. So if you're testing these attacks and they don't appear to activate right away, keep trying until you get a clean hit. I recommend using OAR's animation logging, as well as liberal use of the Resurrect console command.
In any case, that's my stupid noob adventure in trying to make something extremely minor work... which I'll probably forget about in a few days when I obsess over a different malfunctioning mod.
Also, I'm certain that someone with more technical knowledge can expose my utter ineptitude as a non-technical normie, so please feel free to show me the error of my ways, I'd love to learn (and more importantly, have someone else fix my mistakes)!
Thanks to Black364 for creating all this stuff, though! After digging through all the records, animations, and files, I am astonished that any of this works at all, because this is wildly ambitious stuff. Cheers!
The other is to go into ER Katana's animations folder and revise the _conditions.txt files in 270000 and 270001. They should look like this: IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR IsEquippedRightHasKeyword("Akavir.esm" | 0x3C56DD) OR IsEquippedRight("Skyrim.esm" | 0x000F1AC1) OR IsEquippedRight("Skyrim.esm" | 0x000F71CD) OR IsEquippedRight("Skyrim.esm" | 0x000F71CE) OR IsEquippedRight("Skyrim.esm" | 0x000F71CF) OR IsEquippedRight("Skyrim.esm" | 0x000F71D0) OR IsEquippedRight("Skyrim.esm" | 0x0003AEB9) OR IsEquippedRight("Skyrim.esm" | 0x000C1989) OR IsEquippedRight("Dawnguard.esm" | 0x000067CF) OR IsEquippedRight("Dawnguard.esm" | 0x00014555) OR IsEquippedRight("RiversofBlood_and_Moonveil.esp" | 0x00000802) OR IsEquippedRight("RiversofBlood_and_Moonveil.esp" | 0x00000803) OR IsEquippedRight("Nagakiba.esp" | 0x00000801) OR IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) What you'll want to do is add the following entries directly under "IsEquippedRight("Nagakiba.esp" | 0x00000801) OR" and above "IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND": IsEquippedRight("KatanaCrafting.esp" | 0x000D70) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D71) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D72) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D73) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D74) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D75) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D76) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D77) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D78) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D7C) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D7D) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D7E) OR IsEquippedRight("KatanaCrafting.esp" | 0x000D7F) OR IsEquippedRight("KatanaCrafting.esp" | 0x008B8C) OR IsEquippedRight("KatanaCrafting.esp" | 0x008B8D) OR IsEquippedRight("KatanaCrafting.esp" | 0x008B8E) OR IsEquippedRight("KatanaCrafting.esp" | 0x008B8F) OR IsEquippedRight("KatanaCrafting.esp" | 0x012BCF) OR IsEquippedRight("KatanaCrafting.esp" | 0x017CD6) OR IsEquippedRight("KatanaCrafting.esp" | 0x017CD7) OR IsEquippedRight("KatanaCrafting.esp" | 0x017CD8) OR IsEquippedRight("KatanaCrafting.esp" | 0x0311E5) OR IsEquippedRight("KatanaCrafting.esp" | 0x0362EC) OR IsEquippedRight("KatanaCrafting.esp" | 0x0362ED) OR IsEquippedRight("KatanaCrafting.esp" | 0x0362EE) OR IsEquippedRight("KatanaCrafting.esp" | 0x0404F7) OR IsEquippedRight("KatanaCrafting.esp" | 0x0455FF) OR IsEquippedRight("KatanaCrafting.esp" | 0x045600) OR IsEquippedRight("KatanaCrafting.esp" | 0x045601) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F815) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F816) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F817) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F818) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F81A) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F81B) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F81C) OR IsEquippedRight("KatanaCrafting.esp" | 0x04F81D) OR IsEquippedRight("KatanaCrafting.esp" | 0x05491E) OR IsEquippedRight("KatanaCrafting.esp" | 0x05491F) OR IsEquippedRight("KatanaCrafting.esp" | 0x054920) OR IsEquippedRight("KatanaCrafting.esp" | 0x05492A) OR IsEquippedRight("KatanaCrafting.esp" | 0x05493A) OR IsEquippedRight("KatanaCrafting.esp" | 0x05493E) OR IsEquippedRight("KatanaCrafting.esp" | 0x054942) OR IsEquippedRight("KatanaCrafting.esp" | 0x054943) OR That should allow ER Katana to detect every weapon in Katana Crafting.
Finally, there's the SSEEdit route, which is to go into Katana Crafting's esp and manually add WeapTypeKatana [KYWD:XXXXXXXX] to every katana's keywords. You probably don't want to do this; the first solution above effectively does this for you. But it's good to know in case you want to add other modded katanas that don't already have the katana keyword.
Youre an absolute legend for posting this - btw for anyone else there are a few missing like the heartstone katana (may be some others but I haven't tested them all) which you can add if you follow the comment above to add to the condition txt file
you can also use KID instead: make an .ini file (xxx_KID.ini) and add these line inside: Keyword = 0x344733~NewArmoury.esp|Weapon|*Katana|OneHandSword Keyword = 0x344733~NewArmoury.esp|Weapon|*Wakizashi|OneHandSword that's it.
370 comments
1.3.2 can be used casually
So i have this moveset for katanas and ADXP I MCO Dragons Dogma Fighter moveset sword and shield for onehanded swords in general.
I tried plenty of fixes for this problem but none worked for me, but at some point i finally found a solution:
Basicaly you need to exclude Katanas from being used by your general 1handed sword animations.
(i guess it should work with all animation replacements not only this dragons dogma thing)
1. Install Katana Crafting SE - ER Katana - Samurai - Dai Kat (optional file for katana crafting) and make sure it is below ER Katana in left Panel (tbh i dont know if this step is required but iv done it this way, also it kinda forces you to use dai katana moveset linked in katana crafting modpage)
2.
- If your general 1h sword mod is based on DAR double click on it in MO2, navigate to text files and add this line to _conditions.txt
NOT IsEquippedRightHasKeyword("KatanaCrafting.esp" | 0x000156) AND
dunno for another mods maybe you need to do it in all condidion files but for me it was enough to put it in just 110150001 and 11050002
- if your general 1h sword mod is based on OAR you need to open game and open OAR settings, then enter user mode, then find your mod on list, and add new condition witch will look something like in picture (witch is still based on DAR "Legacy" mod but its kinda same solution, just not sure how to do it in OAR txt files). Save User Settings or something.
Now your one handed katanas from Katana Crafting should use ER Katana moveset and all other swords your another Moveset.
THIS DOESNT FIX PROBLEM WITH BASE GAME KATANAS, for those you will need to do some more conditions refering to them to exclude them from general mod, but i didnt try to do it and i dont really care so feel free to experiment.
Im not a modder finding solution for this took me like 4 hours.
You'll need Keyword Compatibility Framework (link below):
https://www.nexusmods.com/skyrimspecialedition/mods/79564
It has this file kcf_KID.ini which has this line: Keyword = 0x80A~kcf.esm|Weapon|*Wakizashi,*Katana,*Nodachi
0x80A means here - WeapTypeKatana. It will give any weapon keyword WeapTypeKatana as long as it has Katana in its name. Place this KCF mod below your animations mods.
Now open this folder in this ER Katana mod BFCO ER Katana\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2700000. Open _conditions.txt and this line
IsEquippedRightHasKeyword("kcf.esm" | 0x80A) OR
The most important thing is to put it below IsEquippedRight("Nagakiba.esp" | 0x00000801) OR and above IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND.
IsEquippedRight("Nagakiba.esp" | 0x00000801) OR
IsEquippedRightHasKeyword("kcf.esm" | 0x80A) OR
IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND
I have no idea why does it work that way, maybe someone can explain it to me, I would be very grateful.
You will also need Keyword Item Distributor to make KCF work, place it very high, I put mine with other must have utilities.
https://www.nexusmods.com/skyrimspecialedition/mods/55728
This method is good because you won't have to put every single custom katana in its own line like this one.
IsEquippedRight("KatanaCrafting.esp" | 0x008B8F) OR
Every single sword that has Katana in its name will be able to work with this mod.
First off, I have zero background in programming, animation, modding, or tech in general, so I'm talking straight out my ass. This TL;DR should be taken with a massive grain of salt.
Anyway, to set the stage: ADXP|MCO ER Katana has a Special Stagger that occurs when the enemy is struck by PA3 or PA4 (i.e., the power attack stabs that follow a two-hit or three-hit normal attack combo). It also utilizes unique stagger effects from Elden Rim, in particular Paralysis, HardParalysis, and Unbalance for attacks like the PA1 overhead chop combo and Iaido attacks.
ER Katana achieves these effects by causing a vanilla stagger effect to the enemy while simultaneously casting a spell that assigns a debuff (such as ES_AttackDebuff_Katana1 or ES_Paralysis). What that debuff does is tell the game to replace the vanilla stagger with a stagger animation from ER Katana or Elden Rim. For example, if an enemy gets stabbed by PA3, instead of just stumbling around like they would in vanilla, the debuff should replace that with a special animation where they'd fall to their knees and faceplant.
However, there were a few issues preventing ADXP|MCO ER Katana's special effects from activating. First is Maxsu's Modern Stagger Lock (MSL; a hard requirement for the latest Elden Rim), which replaces the vanilla stagger system entirely. As a result, the vanilla stagger animations that ER Katana used to replace never occur, and thus the Special Stagger never occurs.
So the first step is to make ER Katana recognize the stagger animations from MSL, and then tell it replace those MSL animations with the Special Stagger animations. To do this you'll want to:
- Navigate to ER Katana's special stagger animation folder: meshes\actors\character\animations\DynamicAnimationReplacer\5125090
- Create a folder called modernstaggerlock.
- Copy the 1H_1st_stagger.HKX animation file from the 5125090 folder and paste it in that modernstaggerlock folder (it actually doesn't matter which file you copy; all those .hkx files have the same data, they just have different file names).
- Finally, you'll want to create 21 copies of that .hkx file with the following names:
Spoiler: Show MSL_StaggerBackwardLarge1.HKX
The next issue is in regards to how ADXP-MCO (as of 1.6.0.6) interprets payloads (I think). ER Katana's method of annotating special statuses was by casting a payload on hit. For example:MSL_StaggerBackwardLarge2.HKX
MSL_StaggerBackwardLarge3.HKX
MSL_StaggerBackwardLarge4.HKX
MSL_StaggerBackwardLargest.HKX
MSL_StaggerBackwardLargest1.HKX
MSL_StaggerBackwardLargest2.HKX
MSL_StaggerBackwardLargest3.HKX
MSL_StaggerBackwardLargest4.HKX
MSL_StaggerBackwardMedium.HKX
MSL_StaggerBackwardMedium1.HKX
MSL_StaggerBackwardMedium2.HKX
MSL_StaggerBackwardMedium3.HKX
MSL_StaggerBackwardMedium4.HKX
MSL_StaggerBackwardSmall.HKX
MSL_StaggerBackwardSmall1.HKX
MSL_StaggerForwardLarge.HKX
MSL_StaggerForwardLargest.HKX
MSL_StaggerForwardMedium.HKX
MSL_StaggerForwardSmall.HKX
1.333333 HitFrame.$ES_AttackDebuff_Katana1
In prior versions of MCO, this likely would have caused the "ES_AttackDebuffKatana1" effect to activate on the designated hit-frame. However, something about the current ADXP-MCO doesn't seem to like this. I took a look at Black364's more recent work, and noticed that they began annotating these effects differently, something like this:1.333333 HitFrame
So instead of inflicting the debuff on the HitFrame line, it's entered on a separate line with a dummy event (PIE) with the same timing. For whatever reason, this works better. I was able to fix the big PA1-PA8 overhead chops and Iaido slashes just by modifying their annotations with that PIE line. Don't know how to edit annotations? I'd start by grabbing the hkanno64 animation tools, watching Distar's tutorial, and seeing where this rabbit hole takes you. It's easier than it looks.1.333333 PIE.$ES_AttackDebuff_Katana1
Anyway, despite my fixes above, I still couldn't get the vaunted Special Stagger to work. Even after adding the PIE annotations, creating all the copies of MSL's stagger animations, raising the priority of Special Stagger to the top of OAR, and adding conditions explicitly telling MSL and Elden Rim to NOT activate their staggers when ES_AttackDebuff_Katana1 was activated, that blasted Special Stagger animation simply refused to show up.
Ultimately, I found that simply converting the old DAR folder structure of ER Katana to the new OAR structure did the job. I think that because MSL and Elden Rim largely use the OAR format, it makes it trickier for the conditions in the legacy DAR format to correctly replace them (as an unrelated bonus, the OAR format is much easier to navigate and modify in-game). But eh, the hell do I know.
If for some reason someone actually followed all my instructions above, do note that the Special Stagger, Paralysis, and Unbalance effects appear to require a clean hit on a human enemy (i.e., not merely humanoid, like draugr) to activate. This can be can be surprisingly hard to achieve if you're fighting enemies who have access to Elden Rim's full repertoire of Weapon Arts, as they're constantly moving, blocking, dodging, and/or parrying. So if you're testing these attacks and they don't appear to activate right away, keep trying until you get a clean hit. I recommend using OAR's animation logging, as well as liberal use of the Resurrect console command.
In any case, that's my stupid noob adventure in trying to make something extremely minor work... which I'll probably forget about in a few days when I obsess over a different malfunctioning mod.
Also, I'm certain that someone with more technical knowledge can expose my utter ineptitude as a non-technical normie, so please feel free to show me the error of my ways, I'd love to learn (and more importantly, have someone else fix my mistakes)!
Thanks to Black364 for creating all this stuff, though! After digging through all the records, animations, and files, I am astonished that any of this works at all, because this is wildly ambitious stuff. Cheers!
https://www.nexusmods.com/skyrimspecialedition/mods/5306
IsEquippedRightHasKeyword("NewArmoury.esp" | 0x344733) OR
What you'll want to do is add the following entries directly under "IsEquippedRight("Nagakiba.esp" | 0x00000801) OR" and above "IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND":IsEquippedRightHasKeyword("Akavir.esm" | 0x3C56DD) OR
IsEquippedRight("Skyrim.esm" | 0x000F1AC1) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CD) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CE) OR
IsEquippedRight("Skyrim.esm" | 0x000F71CF) OR
IsEquippedRight("Skyrim.esm" | 0x000F71D0) OR
IsEquippedRight("Skyrim.esm" | 0x0003AEB9) OR
IsEquippedRight("Skyrim.esm" | 0x000C1989) OR
IsEquippedRight("Dawnguard.esm" | 0x000067CF) OR
IsEquippedRight("Dawnguard.esm" | 0x00014555) OR
IsEquippedRight("RiversofBlood_and_Moonveil.esp" | 0x00000802) OR
IsEquippedRight("RiversofBlood_and_Moonveil.esp" | 0x00000803) OR
IsEquippedRight("Nagakiba.esp" | 0x00000801) OR
IsEquippedRight("Skyrim.esm" | 0x0004A38F) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4)
IsEquippedRight("KatanaCrafting.esp" | 0x000D70) OR
That should allow ER Katana to detect every weapon in Katana Crafting.IsEquippedRight("KatanaCrafting.esp" | 0x000D71) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D72) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D73) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D74) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D75) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D76) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D77) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D78) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D7C) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D7D) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D7E) OR
IsEquippedRight("KatanaCrafting.esp" | 0x000D7F) OR
IsEquippedRight("KatanaCrafting.esp" | 0x008B8C) OR
IsEquippedRight("KatanaCrafting.esp" | 0x008B8D) OR
IsEquippedRight("KatanaCrafting.esp" | 0x008B8E) OR
IsEquippedRight("KatanaCrafting.esp" | 0x008B8F) OR
IsEquippedRight("KatanaCrafting.esp" | 0x012BCF) OR
IsEquippedRight("KatanaCrafting.esp" | 0x017CD6) OR
IsEquippedRight("KatanaCrafting.esp" | 0x017CD7) OR
IsEquippedRight("KatanaCrafting.esp" | 0x017CD8) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0311E5) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0362EC) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0362ED) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0362EE) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0404F7) OR
IsEquippedRight("KatanaCrafting.esp" | 0x0455FF) OR
IsEquippedRight("KatanaCrafting.esp" | 0x045600) OR
IsEquippedRight("KatanaCrafting.esp" | 0x045601) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F815) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F816) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F817) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F818) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F81A) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F81B) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F81C) OR
IsEquippedRight("KatanaCrafting.esp" | 0x04F81D) OR
IsEquippedRight("KatanaCrafting.esp" | 0x05491E) OR
IsEquippedRight("KatanaCrafting.esp" | 0x05491F) OR
IsEquippedRight("KatanaCrafting.esp" | 0x054920) OR
IsEquippedRight("KatanaCrafting.esp" | 0x05492A) OR
IsEquippedRight("KatanaCrafting.esp" | 0x05493A) OR
IsEquippedRight("KatanaCrafting.esp" | 0x05493E) OR
IsEquippedRight("KatanaCrafting.esp" | 0x054942) OR
IsEquippedRight("KatanaCrafting.esp" | 0x054943) OR
Keyword = 0x344733~NewArmoury.esp|Weapon|*Katana|OneHandSword
Keyword = 0x344733~NewArmoury.esp|Weapon|*Wakizashi|OneHandSword
that's it.
how do you trigger them?
OAR says "0x000801" is sprint but sprinting does change the animation.
and "eldenrimSpecialstagger.esp" doesn't exist when you install EldenRim.