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KhrysINXS and NickNak

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KhrysINXS

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  1. KhrysINXS
    KhrysINXS
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    Thank you all for your endorsements
    I enjoy the names/avatars & knowing that behind each avatar, the mod made a difference for that person. That means the most to me
    Thank you all for your kind comments and constructive criticism's

    If I don't personally reply to a comment, don't take it in any negative light. I read all and value greatly
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Please keep bug reports or mod influenced oddities in the dedicated BUGS Section
    Adhere to the Spoiler "BUG REPORT EXAMPLE" template below somewhat when reporting matters
    Spoiler:  
    Show
    BUG REPORT EXAMPLE

    Environment: Using MO2; SSE(1.6.xx), Windows OS
    Behavior Framework: Nemesis ONLY
    Details: I crashed up fly my ouch face down high in my thing when etc.... Specific details = specific help/answers
    Relevant Info: your suspicion upon investigation what you believe might be behind the problem(s)
    SIN, Address & Telephone #: LOL. Just kidding
    Attempt to Debug: What you have already attempted to do in order to remedy the issue.
    If you have suspicion its betweeen this mod and another, test this theory prior to a report. Assumptions don't fly
    > Make a testing profile in your mod manager
    > Turn off all mods minus this one and the one(s) suspected as conflicting
    > Do a fresh Nemesis run for just those mods with output going into a dummy "Nemesis Testing Output" mod
    > Load up to main game menu:
    > Console ~COC WhiterunStables, Press Enter
    > Then in-game:
    > Console ~player.additem 0000000f 5000, Press Enter <--- For purchasing horse or just steal one. Whatever
    > Might need to console spawn additional objects for testing purposes depending on the nature of bug in question
    > Test see if problem is still there
    Crash Log: https://pastebin.com/hfniY03T
    ModList: https://pastebin.com/nCU64ija

    BOTTOM LINE: THE MORE INFO PROVIDED WILL HELP I AND OTHERS HELP YOU

    SE Version: Click Me     LE Version: Click Me
    ================================================================================================================
    SOME USEFUL INFO
    Q. Are thier approaches to modify torch wielding posture and positioning?
    A. There are ways

    Horsemen Torch Wield Fix and Mount Tweaks modifies how Torches are held on a mount by customizing the Horsebehavior. Before that, there was no such proper torch holding mechanics where now, the Tor_idle.hkx animation is constructed into the behavior. Tor_idle.hkx is the native idle the Player uses on foot while holding a torch. This stated above is what leads to stated below. You can either:
    01) Find mods that alter the Tor_Idle.hkx animation to influence how the Torch is wielded. An example of a great mod that does this is:
    EVG Animation Variance. The influence EVGAV animations have is on foot stance torch wielding and because the HorseBehavior rigs that same idle into the mounted picture, it reflects on horseback with the use of HTWFMT
    Spoiler:  
    Show
    02) Find models such as Mathys Proper Wield Torch models that re-work the position of the torch shape in the NIF
    03) Probably other unlisted ways

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    In a nutshell; two confirmed ways, either combined or not. Re-worked Animation (01) or Model (02). Directly from the Tor_Idle.hkx animation itself or directly from within the Model that is held from the animation. Hope that shines some light for you upon your journey
  2. TheEasyBreezy
    TheEasyBreezy
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    I can't get it to work :( I am experienced in running nemesis as well as I have mods such as  Combat Gameplay Overhaul and Jump Behavior Overhaul and they both work without any issues but no matter what I do I cant seem to get this mod to run. I updated the engine, checked the box next to this mod and launched the nemesis behavior. There were no errors detected but unfortunately my character is still not holding the torch upright :(
    1. KhrysINXS
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      HI there. I am replying in belief you have not sorted things out yet. Now assuming you followed the Description page instructions to a 'T' because I noticed you never said you deleted the last Nemesis run generated Scripts/Meshes before doing a fresh batch run. I would do that to just eliminate the possibility 'of' (even though it likely has nothing to do with it), you do it anyways. I have never needed to try this but you could give this a shot on top of the general routine usage HERE. Running Nemesis takes no skill whatsoever but knowing how to debug and figure out why something is not working as intended is where a form of skill comes into play. What I would try after ensuring you have tried everything advised and you know all the Nemesis generated output is winning against everything IS:
      • Make a new test profile in you mod manager
      • Turn everything off except this mod and Nemesis
      • Run Nemesis and this mod against nothing except pure Vanilla (not forgetting to clear old outputs creating new)
      Test in-game strictly against Vanilla. Turn Game on to main menu > console, COC WhiterunStables, enter > steal a horse and equip a torch
      This will confirm two things.
      • (A) You are doing things right on your end usage-wise, IF IT WORKS
      • (B) There may be an incompatibility somewhere with this mod and another mod you use in your full active profile that I am unaware of not stated on the Description page.
      • Start turning mods on in bulk in your testing profile and rerun Nemesis per test doing the same description page procedure until you find this mod stops working. From there (assuming there is an incompatibility somewhere), you can begin isolating the mod out that this mod is struggling with
      I HOPE THIS HELPS
    2. TheEasyBreezy
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      Hey I know its been just little over a year now but I managed to fix my problem because of you and I really want to thank you :) I didn't end up using your mod but stumbled it upon again when I saw it was updated. Turns out I had to delete my cache and temp_behavior folder ( I'm old school and use nexus mod manager so it was located here for anyone in the same situation as me - Skyrim Special Edition\Data\Nemesis_Engine) and it fixed my problem. I had to run nemesis again and " voila " it worked. Thank you for taking your time and helping me and of course thank you for creating this mod now we can finally use torches on horses. Much appreciated. Endorsed!
  3. hoskope
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    Amazing. Fall in love with the Hold Riders, did patch and outfits for Sons Of Skyrim, noticed that they're holding torch ankwardly, then found this mod. Lifes good.
  4. Geralt889
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    In case this mod does not work for you delete cache and temp_behavior in your MO2 Overwrite Folder and run Nemesis again, you have to check each Mod you are using in nemesis again but in my case it started working!


    Thank you for fixing the game!!


    <3
    1. Indrival
      Indrival
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      Was having trouble with this not working on a first time install. This fix definitely worked for me. <3
    2. SariaRosegold
      SariaRosegold
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      I deleted the cache folder but i couldnt find temp_behavior, i'm new to modding and dont know where to find anything. i just download and install and hope MO2 makes it happen, until i read your comment i didnt even have Nemesis installed properly, just dumped into the pile. (still not sure its right tbh but it seemed to work) but the torch mod is still not doing anything

      Edit: however, everything else from the mod seems to work and i hardly use torches so i'm gonna leave it as is i think. still, thanks for the post cause it got me to actually USE nemesis and not just install it.
    3. KhrysINXS
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      I am sure there are many youtube videos out there on using these behavior engines with mo2. That might help you. Nemesis unlike usual installed mods via mo2 comes with an exe which you have to make a mo2 exe shortcut of that mods executable.. You run it, fill the nemesis options, update engine ans then run it to generate behavior output files. Just google videos on nemesis with mo2. Im sure youll find alot and honestly, its super simple to use once you figure it out
    4. SariaRosegold
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      figured out the torch thing, the Relics of Hyrule item "Poe's Torch" is not actually a torch, its a mace that works like a torch.
      so the animation isnt procking to hold the torch properly....because its not a torch.
      regular torches work fine.
  5. is it normal to feel hella retarded for not reading the fine print on this mod
  6. sosoxia
    sosoxia
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    hello really love your MOD! , but 1 quick question is this only edit the "horsebehavior.hkx" right ? no other animation hkxs?
    1. KhrysINXS
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      That is correct. That is the only file edited
      But how these behavior engines work, I think if two mods did happen to modify that same file in their own way and they are both nemesis or Pandora required mods, I think (not sure) but believe the behavior engine will take all the edits (per the two mods) creating its merger variant as output (combining all edits as one). Obviously, it can only merge the edited data if the data edits in each file are not modifying the same exact data or that would be a conflict. I believe this is how these engines would handle procossing files. I would probably have to ask NickNak to confirm
  7. Kedavix
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    Based on my observation, Animated Mounted Casting - Cast Spells On Horseback And Dismiss does modify the HorseBehavior.hkx file. It's mod page lists compatibility with this mod. Is anyone using them both and if so, what has been your experience, particularly with horse mounted combat?
  8. cuddm
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    Anyone tried building this with Pandora instead of Nemesis? Does it work without issues?
    1. KhrysINXS
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      It is so funny you asked that. I was reading a conversation last night on Discord about one person asking about Pandora and if they should switch. Apparently, from what I read, Pandora users said all Nem mods are backwards compatible with it. I guess their is a significant level of truth to that. I dont think anyone can speak for every single mod out their but in their testing, all their Nemesis mods work. You would just have to try. I was waiting on feedback here before I can disclaim its compatible or not. I have a hunch it will work but until I try or get feedback, I cant disclaim that yet. I cant say when I will transition personally so feedback would be appreciated.
    2. KhrysINXS
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      Alright. I just tried Pandora and it works fine. Like Nemesis, you still require ticking this mod in the Pandora launcher itself before generating behavior files. I have to look into why Pandora's Engine launcher says this mod is version 1.0.0 when its 1.2.0. Anyways, it works flawless otherwise. Fast as hell. I tested on this version Pandora Behavior Engine+ (for context). I am not sure how many alpha/beta forks of Pandora are floating about so better I say what I tried it on.
  9. hoangdai94
    hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  10. Keltarion
    Keltarion
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    Equipping a torch occurs instantly, without any animation.
  11. Optimus2Prime
    Optimus2Prime
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    VERR GOOD  THANK YOU!