Consider adding DODGE for different types of armor and different weight in the future, DARK SOULS will be difficult to use DODGE when your weight is too high
If your animation doesn't work, check if your DAR path is correct
TK DODGE RE in version 0.6 changed the animation directory from
meshes\actors\character\animations\ to
meshes\actors\character\animations\TKDodge
So if your animation doesn't work, please create a new TKDodge
mods\elden rim dodge\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\9000000\TKDodge\~~~dodge.hkx files mods\elden rim dodge\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\9000000\_conditions.txt
< -- This is right.
'9000000' <-- If there is an overlapping DAR, change the folder name to another number. (Usually, if you use 'Sign' mode, '9000000' overlaps.)
Hi Black, as always thanks for your work. I don't know if you've been following the upcoming Pandora Behavior Engine, but it appears TK Dodge animations must be patched to work with it otherwise the characters will play the roll animation without actually moving.
For now, this works fine with Nemesis as it was designed, just thought I'd give you a heads-up in case you start hearing more about Pandora in the future.
When I first installed it, it worked, after that it didn't work at all. I have followed many of the suggestions in this thread. I'm using version 1.6640.
I'm not 100% sure this is the correct way to do it, but it worked for me. I changed the folder structure of the mod to this: meshes actors character animations DynamicAnimationReplacer _CustomConditions 8999999 - TK DODGE 9000000
67 comments
If your animation doesn't work, check if your DAR path is correct
TK DODGE RE in version 0.6 changed the animation directory from
meshes\actors\character\animations\ to
meshes\actors\character\animations\TKDodge
So if your animation doesn't work, please create a new TKDodge
folder in the animations folder and move the
DynamicAnimationReplacer folder to it.
mods\elden rim dodge\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\9000000\TKDodge\~~~dodge.hkx files
mods\elden rim dodge\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\9000000\_conditions.txt
< -- This is right.
'9000000' <-- If there is an overlapping DAR, change the folder name to another number. (Usually, if you use 'Sign' mode, '9000000' overlaps.)
to make the mod work properly
make folder named "TKDodge' where animations are in this mod, copy all 4 animations, paste into "TKDodge" folder, rename each
"StepDodge" and then the corresponding direction; forward, back, left and right.
For now, this works fine with Nemesis as it was designed, just thought I'd give you a heads-up in case you start hearing more about Pandora in the future.
I made a version with roll sounds added, so that it isn't silent. May I have your permission to upload it?
meshes
actors
character
animations
DynamicAnimationReplacer
_CustomConditions
8999999 - TK DODGE
9000000
Hope that helps