Thankyou for the stunning animations! and i will add if someone is try to understand how to use this animations with the calamity queller standalone spear here is how: open : ADXP I MCO Nioh Spear-80521-1-0-1670853247\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions and in the 3 folders open conditions wit notepad and paste this: IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x000822) OR IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080D) OR IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080E) OR IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080F) OR
did you have one for non-standalone calamity queller?
Just add this after the last line in _conditions.txt: IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x000822) OR IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080D) OR IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080E) OR IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080F) OR
Where did you find those lines for Calamity queller, im trying to do the same for Timeless Spear https://www.nexusmods.com/skyrimspecialedition/mods/146915?tab=files&file_id=614376&nmm=1
For anyone not wanting to use this with Elden Rim and struggling with the fact that the combo power attack always defaults to mco_powerattack3.hkx (which is just slamming the butt of the spear on the ground - I assume this does something with Elden Rim, but it just drains stamina without it), you can just delete that file and rename mco_powerattack4.hkx to mco_powerattack3.hkx. Works fine.
Also, do yourself a favor, use OCF (https://www.nexusmods.com/skyrimspecialedition/mods/81469) and KCF (https://www.nexusmods.com/skyrimspecialedition/mods/79564). Anything spear-like will have relevant keywords added to it and you can just open up the conditions file in the OAR folder or use the OAR GUI (Shift + O) and edit this mod's animation conditions to check for something like OCF_WeapTypeSpear2H instead of relying on content from SpearFantasy.esp (which I'm not using). Make sure you fix your priorities.
Everytime I move, whether it be the camera or my character, the spear seems to revert to the vanilla two handed weapon stance or something, but if I stand still. the weapon is held like how the mod portrays it.
Is it supposed to be like this or is this an issue on my end? Thanks in advance.
I think this is because this mod does not include the movement animation for holding weapons. You need to find other movement animations for holding spears.
i dug around and found spear fantasy, but you hhave to get through some ad nonsense but this is the link i found goodluck peoples https://modsfire.com/download/KNBqal4FH4aI8t3/e5079
Make sure you have an antivirus protection on just to be safe :)
edit: tried it out without it and it kind of works, unfortunately it's not 100%. hope we can see a eldenrimless version eventually, even if it cuts some content!
Just in case it's helpful for others. If you want spears from Animated Armoury or Skyrim Spear Mechanic to use these animations, your conditions.txt for these animations should read; IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e457e) OR IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e4580) OR IsEquippedRightHasKeyword("SkyrimSpearMechanic.esp" | 0x000d62)
Unfortunately the idle and running animations don't work entirely.
It seems I cannot to make this work, it just make my character out of camera and do a two-handed animation then teleport back...
IsEquippedRight("Spear Fantasy.esp" | 0x000800) OR IsEquippedRightHasKeyword("kcf.esm" | 0x801) AND NOT IsEquippedLeftType(1) AND NOT IsEquippedLeftType(2) AND NOT IsEquippedLeftType(3) AND NOT IsEquippedLeftType(4) AND NOT IsEquippedLeftType(11)
87 comments
and i will add if someone is try to understand how to use this animations with the calamity queller standalone spear here is how:
open : ADXP I MCO Nioh Spear-80521-1-0-1670853247\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
and in the 3 folders open conditions wit notepad and paste this:
IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x000822) OR
IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080D) OR
IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080E) OR
IsEquippedRight("[Caenarvon] Calamity Queller Standalone.esp"| 0x00080F) OR
IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x000822) OR
IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080D) OR
IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080E) OR
IsEquippedRight("[Caenarvon] Calamity Queller.esp"| 0x00080F) OR
https://www.nexusmods.com/skyrimspecialedition/mods/146915?tab=files&file_id=614376&nmm=1
Also, do yourself a favor, use OCF (https://www.nexusmods.com/skyrimspecialedition/mods/81469) and KCF (https://www.nexusmods.com/skyrimspecialedition/mods/79564). Anything spear-like will have relevant keywords added to it and you can just open up the conditions file in the OAR folder or use the OAR GUI (Shift + O) and edit this mod's animation conditions to check for something like OCF_WeapTypeSpear2H instead of relying on content from SpearFantasy.esp (which I'm not using). Make sure you fix your priorities.
Is it supposed to be like this or is this an issue on my end? Thanks in advance.
Make sure you have an antivirus protection on just to be safe :)
edit: tried it out without it and it kind of works, unfortunately it's not 100%. hope we can see a eldenrimless version eventually, even if it cuts some content!
IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e457e) OR
IsEquippedRightHasKeyword("NewArmoury.esp" | 0x0e4580) OR
IsEquippedRightHasKeyword("SkyrimSpearMechanic.esp" | 0x000d62)
Unfortunately the idle and running animations don't work entirely.
Btw, how you do get the hex code from the weapon?
IsEquippedRight("Spear Fantasy.esp" | 0x000800) OR
IsEquippedRightHasKeyword("kcf.esm" | 0x801) AND
NOT IsEquippedLeftType(1) AND
NOT IsEquippedLeftType(2) AND
NOT IsEquippedLeftType(3) AND
NOT IsEquippedLeftType(4) AND
NOT IsEquippedLeftType(11)
But it's ok to use by player.