Someone can tell my why after installing this mod, all weapon types have transformed into katanas, and the animations for all weapons have become katana animations?
anyway to fix keywords on Large shields? BDOR shield pack that is required on the for honor pack (black prior) doesn't seem to work, it's being overwritten by warlord and if I disable the Warlord the Black Prior won't even work, it reverts to the basic mco which is annoying
(Microsoft Translator)I rigged a katana with another animation, but unfortunately after using this mod, the animations I rigged didn't work, and they all became the same katana animation.
Funnily enough, for Katana animations Legacy of the Dragonborn seems to have issues with their Akiviri weaponry when using the Katana moveset, had to add it manually with the original mod :P
Is there an easy way to patch it in your mod? Is it just a case of somehow changing the conditions ini?
When Smooth has finished reworking everything and is actually content with the state of the animations, he will release it to the public. I suggest that you just drop by his Patreon, and if you're interested, just drop 1,50 for a month. You then have access to the newest version. Sneakpeak: Reworked Warden, Peacekeeper and Warlord, OAR structure and a full installer with all animations included and OAR string keyword support. :P OR you just wait, whatever you want. :)
I get it, it sounds very promising, but what I wanted most is to learn, you know? I was trying to get some Smooth animations to work with some weapons and shields, but it never works and I don't know why. For example, just today I spent all morning trying to get the large shield animations on the shields in ElSopa part 1 to work. I put the conditions in the text file, I added the conditions in your mod and only the idle works and I don't know why. The animations only work when i used the same formID keywords for the mod large shields creating a dependency on that mod. What am I doing wrong?
I installed all of the weapons, then the animations. I then installed this mod and had it overwrite any conflicts. The weapons are all using other great axe animations I had installed instead of the new scythe ones (Xedit says the weapons are all classified as axes, but there's no scythe keyword to switch them to- is that not what this mod was supposed to add?). I tried to add all of the individual weapons in each of those mods to the scythe animation's behavior file, but that didn't do anything either. So what exactly am I supposed to be doing here? Am I supposed to add the scythe keyword to all of the weapons in Xedit (I don't even see that keyword anywhere), am I supposed to add a specific line to some ini or behavior file somewhere (if so, what lines and where), or am I going about this completely wrong? Sorry, I'm feeling incredibly stupid after spending quite some time on this so I'm beyond flustered at this point.
This mod causes Greatswords from other mods to be flagged as pikes (spears) for example all greatswords by MORDHAU Weapon pack by Team Tal or Kanjs - Penitent Auriel's Sword. Any fix for this?
Came here to ask about this. At least for me it made a TON of weapon be categorized as PIKES. Not just greatswords but some swords and daggers as well. It might be just from certain mods tho, I have a lot of weapon mods.
No clue why this happens.. If you're KID is up to date, it should work without this bug. I could never reproduce it, but I also didn't look at the MORDHAU Weapon Pack. If they have weird names in the esp (which sadly happens with non-english speaking fellows quiet a bit), they could get the wrong keyword. But that's something they would have to fix, I can't change anything about that. :( And Keyword Patch Collection is great! I already talked to the author to maybe use his keywords in the future, so it's compatible by default. :)
Late reply, but it's most likely caused by Weapons and Armor Fixes custom *SPIKE- keywords; I think just adding a space to the beginning of 'pike' would keep it from catching all of those weapons in this mod's net.
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Is there an easy way to patch it in your mod? Is it just a case of somehow changing the conditions ini?
https://www.nexusmods.com/skyrimspecialedition/mods/76480
I have the following scythe weapon mods (and several from other sites)
https://www.nexusmods.com/skyrimspecialedition/mods/69659
https://www.nexusmods.com/skyrimspecialedition/mods/5338
https://www.nexusmods.com/skyrimspecialedition/mods/46969
I installed all of the weapons, then the animations. I then installed this mod and had it overwrite any conflicts. The weapons are all using other great axe animations I had installed instead of the new scythe ones (Xedit says the weapons are all classified as axes, but there's no scythe keyword to switch them to- is that not what this mod was supposed to add?). I tried to add all of the individual weapons in each of those mods to the scythe animation's behavior file, but that didn't do anything either. So what exactly am I supposed to be doing here? Am I supposed to add the scythe keyword to all of the weapons in Xedit (I don't even see that keyword anywhere), am I supposed to add a specific line to some ini or behavior file somewhere (if so, what lines and where), or am I going about this completely wrong? Sorry, I'm feeling incredibly stupid after spending quite some time on this so I'm beyond flustered at this point.
Keyword Patch Collection fixed it for me :)