Anyone know why the OAR Version would fail to play while the DAR Version doesn't? It's a bit strange, I removed all of my another block animations mods and that didn't fix it.
Maybe other animations with higher priority overwrite it. You are using OAR right? There is a way to find out where the animations you are playing come from.
First, you can open the OAR in-game setting menu. Click the "animation log" at the bottom right, then you will see the animation log window appear. Second, open the console, select your character, then when your character is playing an animation, it will be recorded in the animation log window. Third, go block something or bash, and check the log to see where the block animations you are playing come from.(At the line with "path")
If you find it, you can deactivate the animations you want in OAR in-game setting menu. Select the "user mode" at the top, and then uncheck the animation mod you want to deactivate and save.(If the animations are from the DAR folder, it can't be saved. You can just delete them).Or giving my mod higher priority.
A possible issue (the one that I had) is that the file paths for the mod are too long. The longest paths in the mod sit around 130 characters starting from the "meshes" folder and depending on folder structure some animations might have their file paths reach past the 260 character limit and will no longer be loaded (they won't appear in the OAR menu if this is happening).
I have an issue with animations not affecting the lower body as did some others a while back in the comments. Unlike those guys, I DON'T run eldenrim or the other mod they were using. Just pure ADXP/MCO/SCAR. From what I can tell, it is just playing vanilla animations on the lower body.
Huh. So when I equip a staff, the animations from your parry mods work properly. I suppose because there are no dar or oar mods affecting staff animations. So it does seem like this mod has a problem with other weapon combat animations. I'm going to disable their blockbashes and see if that helps.
This seems to happen even though these parry mods of yours have higher priority and technically do play. Other mods still overwrite the lower body animation during a bash.
Okay, looking at the priorities it definitely seems to be a priority issue, despite the fact that the animations play on the upper body. I'll try increasing the priority since most animations I use have a much, much higher priority number.
Update: Yep. Nope. Can't seem to make it work correctly. Other combat animation mods seem to affect your main hand and legs in such a way that, even though this mod has priority, just about any other combat animation mod is going to cause the lower body to be unaffected by this mod. I don't know if perhaps this mod is missing an animation file that would keep the lower body in line or what, but I don't think one can fix this with priority. When I remove my other MCO animation mods, these animations play properly.
It's a real shame. There aren't really any other parry animations other than these mods (and the mod author's other mods). They look fine with strafing, but ridiculous when standing still. In fact, I'm pretty sure that these mods are supposed stop the player from strafing while using them (given that I stop moving when using them with a staff), meaning that something to do with mods that add movement animations to weapon types are probably what break this.
That any animation is overwriting this mod is not easily discernible. It seems like it simply is that some other animation mod allows movement while bashing, which breaks this mod's animations on the lower body.
(I was going to remove these parry animation mods because I couldn't figure out how to make them work properly. BUUUT, upon testing I realized the bash animations even from other mods look like crap anyway, so even with the broken lower body, these parry animations are surprisingly superior. lol).
Can confirm that , with impactful blocking 1.4, the oar version 1.2.1 doesn't work properly, the parry and bash animations overlap, meaning the character bashes than parries
With the two SHD and 2HD vanilla files, everything works as intended.
i overwrite in eldenrim the JumpAttack.wav with an empty wav (greatword) and with shield in sound folder from this mod - makes for me not really sense this sound fx and so loud :D big thx for mod :)
I downloaded these parry animations with NPC Parry Style Stagger animations(OAR), I get the parry animation but stagger animation won't trigger, I checked the annotations. "0.000001 PIE.$EDparrystagger" is already added. So what I am missing?
After researching, I found out that Modern stagger animation triggered upon successful parry, and by enabling log in OAR, I see the stagger animation for NPC triggered from Elden Rim mod and not from NPC Parry Style Stagger animations(OAR). How to solve this because I don't know how to use OAR conditions.
For the Greatsword parry the animation is weird, while the upper body does the animation, the lower body does'nt. My character doesn't turn on her feet like yours in the gif.
I don't know why
I use MCO + Elden Rim + Hollowslayer, I guess it's a conflict between the stance/idles ?
The shield bash animations are compatible with maxsu block overhaul. The block hits are not compatible, I want to remake it in maxsu block overhaul oneday.
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First, you can open the OAR in-game setting menu. Click the "animation log" at the bottom right, then you will see the animation log window appear.
Second, open the console, select your character, then when your character is playing an animation, it will be recorded in the animation log window.
Third, go block something or bash, and check the log to see where the block animations you are playing come from.(At the line with "path")
If you find it, you can deactivate the animations you want in OAR in-game setting menu. Select the "user mode" at the top, and then uncheck the animation mod you want to deactivate and save.(If the animations are from the DAR folder, it can't be saved. You can just delete them).Or giving my mod higher priority.
Huh. So when I equip a staff, the animations from your parry mods work properly. I suppose because there are no dar or oar mods affecting staff animations. So it does seem like this mod has a problem with other weapon combat animations. I'm going to disable their blockbashes and see if that helps.
It's a real shame. There aren't really any other parry animations other than these mods (and the mod author's other mods). They look fine with strafing, but ridiculous when standing still. In fact, I'm pretty sure that these mods are supposed stop the player from strafing while using them (given that I stop moving when using them with a staff), meaning that something to do with mods that add movement animations to weapon types are probably what break this.
That any animation is overwriting this mod is not easily discernible. It seems like it simply is that some other animation mod allows movement while bashing, which breaks this mod's animations on the lower body.
(I was going to remove these parry animation mods because I couldn't figure out how to make them work properly. BUUUT, upon testing I realized the bash animations even from other mods look like crap anyway, so even with the broken lower body, these parry animations are surprisingly superior. lol).
With the two SHD and 2HD vanilla files, everything works as intended.
Whether I light bash or power bash it seems to only play the power bash animation only and it's very loud even when hitting nothing.
The AIO works better for me although I have to edit the DAR conditions for the shield otherwise it will only work with a sword in your right hand,
thanks much
if so, what files do i remove?
But if you insist, you can delete
PC_fence1,2
fence1,2
shd_blockhit
For the Greatsword parry the animation is weird, while the upper body does the animation, the lower body does'nt.
My character doesn't turn on her feet like yours in the gif.
I don't know why
I use MCO + Elden Rim + Hollowslayer, I guess it's a conflict between the stance/idles ?
How should I do it please ?