Skyrim Special Edition
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  1. TheSh4zbot
    TheSh4zbot
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    If anyone wants to release patches or spinoffs of this feel free to do so!

    I tried to make this as user friendly as I could for other people to pick up the torch and run with it. Just please link FFS from your submissions!

    P.S. Sorry if I have not been able to help you with your issues ad requests. It has been about a year since I even launched Skyrim due to life stuff, but I am sure I will return to the scene at some point. Can't say when though ;)

    P.P.S. If there are any actual bugs or typos in FFS I can fix those if you report them to the Bugs section.
  2. TheSh4zbot
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    FFS Full and Unleveled has been updated to v1.1 to fix the search helper text file in folder 9054000 from "Greatsword - Adept" to "Greatsword - Expert".

    You should probably rename the file yourself instead of updating since you will have to go into the folder to delete the duplicate Greatsword - Adept.txt anyways, ESPECIALLY if you modified any _conditions.

    Only the search helper was wrong, so it was working fine in game.

    Let me know in Bugs section if you see any more typos!
  3. mfvicli
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    Pretty awesome mod. Honestly, I've been struggling to figure out the folder priority for months now. I have a fairly diverse moveset collection, though I have not yet integrated it into this mod. I will update when I have finished. For now, these are the movesets I am using for anyone interested. Some are paid animations.
    1. tangyfreejack
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      Hey thanks for sharing the spreadsheet. I was honestly struggling what animations to use for all the weapon types.
  4. Dingenskirchen
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    I am failing to let the Novice Stance be replaced by the Master Stance.
    The condition is fulfilled, one handed skill is at 100 and above and yet the animations from the Novice folder are still being used, instead of the Master Folder.
    Can anyone confirm that it works for them?
  5. conchetumare321
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    how the f*#@ do you install this man
    1. conchetumare321
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      how do you do it man, the mod is not recognized by MO2 so how tf do you install it
    2. TheSh4zbot
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      You drag and drop it into your Skyrim directory. No need to be rude....
    3. hoangdai94
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      @
      conchetumare321 First thing first: BE POLITE ! 
    4. conchetumare321
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      thx bros I already figured it out, dragged and dropped inside stances dynamic animation sets. Works well. Sometimes you will need to take out your weapons again in order for it to work (after saves or when you get killed)
  6. ftwranger
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    totally pointless. just learn to add the perks to the conditions of your animations directly via the main mod.
    you don't need to create a single folder. after a day of putting so much time on creating four presets I only found out in the end there will be some problems like incompatibility with some of the mods with more advanced animations so some of the moves I wanted can't possibly work with these structure folder.
    I'm scraping this and going back to adding perks to each animation as I was supposed to from the beginning. it was a good start though, I give this mod that.
  7. CurvingFyr3
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    I want that! 

    But I don't even know where to begin lol. Already a newcomer to MCO and movesets, add to that the wrinkle that I'm a VR user mostly looking to spice up the NPCs, and then the sheer SCALE of this... mind boggling. Can someone explain to me like I'm 5? So what happens if we want a full version, stances, levels, etc, but don't fill out every slot (not even sure there are enough movesets to fill out the max number)? Will they just default to whatever else is loaded into MCO? If I pick the version without stances, how will that effect the leveled animations for NPCs? The stances mod always seemed like more of a player only thing, so does that even matter for me as a vr user?
    1. patney
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      This write-up got way longer than I intended due to me having spent way too much time on this stuff the past few days, so tl;dr: Any folders not filled will skip to the novice (unstanced) folder, if that folder is not filled it will most probably skip to the MCO animations and use those. If you only got like 1-2 animations for a weapon type, you might want to put one of them in the novice folder to ensure that all stances at least uses relevant animations and not have spears default to sword animations.
      I think NPCs will be affected by this as well, but from what I can tell the unstanced version of this mod doesn't add folders or conditions to check for your skill levels, so it's just a way to keep your DAR animations organized really.

      I'm leaving my coffee-fueled wall of text in the off-chance it will be useful for anyone wanting to understand a little bit of how this and DAR or OAR works.
      ...

      Yeah I think if DAR (or preferably OAR) can't find any valid animations in the folders then it will look for the next valid folder until it finds animations. By valid I mean it checks the conditions set in the conditions-file within the folder to see if it should use the animations contained here. It always checks the highest priority folder first and works its way down. A typical use case is to only fill out the apprentice, adept and expert folders, and leave the novice folder untouched, meaning when you're unstanced it will skip the three stanced folders by default, and then check the novice folder, and when it doesn't find animations to use there it will skip to the mco animations (or any other valid animations if it's in a higher priority folder than the MCO animations and the conditions check out).

      The priorities of animation folders are extremely crucial and FFS is carefully designed to make it work correct. For instance, spears are (usually) recognized by having the keyword "WeapTypeSpear" attached to it in the game, which the conditions-file in the spear folders check for to make DAR/OAR stop there to look for animations to play. BUT,at the same time, spears are also classified as swords, so any conditions-file DAR/OAR looks at that only checks if the player is using a weapon of the sword type will say yes, the player is using a sword (even if it's a spear), so DAR/OAR will use the animations from that folder even if they are designed for swords. But since the spear animation folders have a much higher priority than the sword folders, it's gonna find and play your supplied spear animations before it ever checks the sword folders. All custom weapon types use base weapon types, with unique keywords supplied to separate them for animations.

      This priority system paired with the keyword/type system also means that you can have undesired behavior, like it did for me forcing me to learn how this all worked in the first place. Since I had put animations for spears in all three stance folders but left the novice/unstanced folder empty, unstanced spears would default to mco sword animations (for any NPCs as well), and I believe the animations supplied by the Spear Mechanic are incompatible with MCO. It's easy to fix this by just dumping (MCO-compatible) animations in the novice folder for any unique weapon types to avoid them falling back to their base weapon animations. You could also modify the condtions in the base weapon folders to exclude certain weapon types (like sword folder will be valid if the weapon used is sword type and NOT keywords weaptypespear or weaptyperapier etc), but this could lead to DAR/OAR not finding any animations to fall back on and your character freezing.
    2. CurvingFyr3
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      Thank you, this was very enlightening. I intend to not use animated armory or any other spear mechanic mods for plugin space, and keeping this process less complicated is a nice bonus lol. I have heard other users say that this mod can work alongside Racial Movesets, but I was never quite sure how...
    3. patney
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      Someone please correct me if I'm wrong here, but they would only work alongside each other in the sense that the race-based moveset folders would be applied to NPCs after DAR/OAR scans the (empty) novice folders for whichever weapon the NPC would be using, while the player uses the folders from this mod. The alternative where you would merge these two behaviors for NPCs would be way too much work.

      But the beauty of OAR is that all this stuff is possible, as long as you know how condtions and priority works.
    4. tonysuns
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      Hi patney, hopefully you see this message. I am trying to make this work in OAR folder structure. I've also used the DAR to OAR converter, but for some reason, my OAR in game UI only shows the name of the mod but not showing any of the animation folders. Is it possible for you to DM me how you got it working or how you named the folders like on here (like OpenAnimationReplaces>Stances>??????>????? ) Thanks!
  8. hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  9. patney
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    I used my limited bash scripting knowledge and made a script to rename folders/config names to be easier to work with after having converted to OAR. I could also just upload the already renamed files here, if it's permitted by the author of DARtoOAR.
    1. originalsnub
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      another wishing to have this explained like i am five.

      What I downloaded is approx. 10 kb, has only one folder in it, in which there is your guide, keyword legend, actor values. There is nothing else but this folder, labeled "helpers."

      your image has a wide array of these folders. Am i to make this folder scheme myself, using your code guide?

      I have a feeling i didnt even download this right, and there is no readme or step by step as to what this is.


      heres how i see the whole scene of modding this b. Get ready to laugh.


      Ive got these animation shiz, right? I had skysa for 2 damn hours before I replaced it with this mco/adxp shiz cuz thats what you should do right? and I got the DAR thingy, and OAR too, man, hells yea. I know that OAR supercedes DAR or some shiz but i dont care, some mods still need it so im not getting rid of it, plus i read that OAR is all backwards compatible and shiz, so eff it, i know all. Im also rockin SCAR, got my payload distributer whatever the f*ck that is, im manipulating my papyrus and all that. I do what I think is a good idea, read, try, err and re-try. Im a tool, a fool, I have no real business doing this.

      ... BUT IT WORKS..... sort of. My actors walk like "a modern aarpg," they just have less actual options than before. I used to have directional attacks, now its just one, two three, with most of them. Presently, it is'nt better; Im amazed my dumb ass has even gotten this far, but Is the point to have less variety? it cant be.

      Like other people, ive downloaded and picked at all this bullsh*t and Im not going to stop effing tinkering like a 10 year old. Ive made up my mind. But I just do what you people tell me. Increasingly, nexus for skyrim is like minoring in archaeology. With your mod, I understand that there is supposed to be a volume of folders and I have effed up, or cannot find it.

      Not to bash, my man, your work is amazing, what you all do is amazing. Its just funny, the disconnect. A lot of us who follow you folks are really ignorant, like myself. And were all still here, lost. :)
    2. patney
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      I don't know the ins and outs of MCO and how it and animations made for it work, but I think they are designed to remove the conventional Skyrim attack mechanics like directional power attacks and leave it up to the animators to define that stuff. Most my animation replacers do not have directional power attacks, but have unique power attacks depending on where in the combo chain you execute them. Some have directional regular attacks which is a new feature. So if you feel like you are now missing certain mechanics, that *might* be intended, but it also might be user error. It's hard to know exactly the situation without knowing what you have done and what animations you use.

      By the way, depending on your mod setup, the keywords this mod looks for in the config files can be wrong/outdated for several of the custom weapon types like spear, in which case those folders will flat out not work. Issues like these are why it's beneficial to learn at least partially how this stuff works. This mod hasn't been updated in nearly a year, but the mods it depends on has or have newer mods that supercedes them.
  10. Sterlingchapman
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    I’m looking to use this mod for VR so I obviously only need it for NPC‘s. Does this mod work for NPC‘s? I’ve been told that there attack animations will change based on their level but after reading comments in not sure if that’s the case.
  11. jjjexorcist8
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    How to convert this mod to OAR (Open Animation Replacer).
    1. VariousStorms
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      So, good news is that all of these files will be saved as is and run with OAR thanks to its backwards compatibility.  However, if you want to make any changes after you disable DAR, I think you're required to use the DAR to OAR converter.  Fortunately, the converter is stupid easy to use once you have its requirements, and fast too!  Just follow the instructions and pick FFS's mod folder, and it will convert them.  Then, if you have a new animation you want to include, just add it into the OAR file the usual way, and the system should take care of the rest. 

      I just did this to change a bunch of dagger animations.  I left the old DAR files alone and just added the new animations to the OAR file.
  12. FrostBank
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    Is there a way to make it work with multiple custom conditions in one moveset folder?