PA2 attack now has a 4x multiplier this is a slow attack, its really weighty, and since it is only one hit, which is a contrast to many of the other attacks that are 1-3 quick hits, I felt like it needed this to have more identity in the moveset and value
LA now do escalating dmg (from 1-2x) I wanted to incentivize LA chains, often with harder mco setups you have trouble doing long chains, so there should be more incentive, in addition to power attacks being so strong, especially with overhauls like ordinator for one handed weapons
PA4 2x dmg similar to pa2, this attack is a single hit, though it is much faster than pa2, therefore less damage
Sprint PA 3x DMG this animation is identical to pa4, and you cannot chain a sprint attack, so I wanted it to have increased value for the commitment of being unable to chain an attack afterwards
when performing LA, different PA will now play based on my own preference than the PA sequence these were mostly personal tweaks that I felt were in the flavor of the moveset
When I do the backwards PA, I only do the circular motion and there's no slash afterwards.
NVM. Just have to do LA during the circular motion. Also have to release the backwards button immidiately after LA cause sometimes it interrupts the attack by moving backwards.
It would be absolutely amazing to have a file that distributes the animation to ALL 1 handed swords because I love it but the weapon itself is pretty overpowered for early game and I dislike vanilla animations and can't seem to find any good 1 handed animations that suit my preference of fast and kind of flashy like this one.
The mod uses DAR file structure, so go in and edit it through there. Can be done while in game if using OAR, will explain after. Go into;
>This mod >Meshes >actors >character >animations >DynamicAnimationReplacer >_CustomConditions Inside will be folders titled with numbers. The numbers indicate priority. The bigger the number, the higher the priority. The higher the priority, the more it will overwrite all animations including Vanilla. Going in a folder will reveal the animation files and a file called "_conditions.txt" that you may edit. Only want Vanilla replacers for all Swords? Here is an example. . .
Folder: 649999997 Original; IsEquippedRight("ShadowySword.esp"|0x000803) OR IsEquippedRight("ShadowySword.esp"|0x000807)
Newly Changed; IsActorBase("Skyrim.esm" | 0x000007) AND IsEquippedRightType(1)
If it doesn't have the ActorBase row, I always add it just in case. It means the animation will play if it is the player. The row or line of text, IsEquippedRightType(x), tells DAR/OAR GUI that the animation will play if you have the x weapon equipped on your right hand. x = number which is a weapon type 1 = Swords The "AND" after the first line connects both lines mentioned as conditions. You have to be the player holding the sword on your right. Not an NPC or any other weapon.
Second Example. . .
Folder: 749999999 Original; IsEquippedRight("ShadowySword.esp"|0x000803) OR IsEquippedRight("ShadowySword.esp"|0x000807) AND HasMagicEffect("Keytrace.esp"|0x801)
Newly Changed; IsActorBase("Skyrim.esm" | 0x000007) AND IsEquippedRightType(1) AND HasMagicEffect("Keytrace.esp"|0x801)
The first two lines are changed as previously done. The second line contains "AND" afterwards to connect with a new condition. The third line basically means if you hold the "forward" key. This folder is for a Power Attack when holding "W".
Example 3:
Folder: 840000004 Original; IsActorBase("Skyrim.esm" | 0x000007) AND HasMagicEffect("Keytrace.esp"|0x804) AND IsEquippedRight("ShadowySword.esp"|0x000803) OR IsEquippedRight("ShadowySword.esp"|0x000807)
Newly Changed; IsActorBase("Skyrim.esm" | 0x000007) AND IsEquippedRightType(1) AND HasMagicEffect("Keytrace.esp"|0x804)
Generally, I like to organize the lines and keep effects at the bottom, but it doesn't matter. Just be careful with your "AND" and "OR" placement. The quotes used in the lines are mandatory. The format "0x000000" is kind of strict. Always keep 0x000xxx where the last three x's are from Form ID's except for cases where it is "0x804" like above, it's fine and you can do that too IF you want. No mistakes of any kind or the conditions won't function. If using OAR GUI and you edit the animation folders inside your mod through unlocking MO2, search for the priority number through the Legacy section of OAR GUI and reload/refresh submod. I don't use OAR GUI to edit any Legacy mods.
By the off chance you do things perfectly and edit conditions for a mod added weapon only and it isn't working, but the priority is higher, then fill in the 0's after "0x."
Example;
Vigilant has a weapon named "Nameless Katana" OAR GUI told me it couldn't be found regardless of accurate set up. In OAR GUI, the small Form ID section had the last 3 "digits" of the Form ID. As an example we'll use 800 (not the actual Form ID, I think). To test further, I added 3 more "digits" in the Form ID section. Example; 233800 The OAR GUI then changed from (Form Not Found) to the name of the weapon, which was nameless to begin with (ha funny). I DID NOT save, I went into the mod itself and changed the DAR conditions from "0x000800" to "0x233800" for all folders. I then went back In-Game to the OAR GUI and reload/refresh the submod and BINGO!
Hope this helps anyone interested in DAR conditions.
It's easier when u use OAR (I prefer OAR because it's really helpful and easy when u have understand all the Code) I can Remove the idle and replace it with any idle animation i want, and use the attack animation only on 1h sword (All sword)
is there any way i can take the idle animation of this weapon and apply it to all greatswords for just my character, if not how do i do it for specific greatswords?
if you use OAR you'll have to mess around in its shift+O menu to specifically apply when "isweaponequipped" (not the actual paramater) is a greatsword. You may also need to change its priority number in the mod's folder to something really high like 160000000 as an example to take priority over any other move that applies to a greatswords.
Hello is there a way i can change how my character holding the sword when idle? i kinda preferred holding the sword in the handle instead on the blade when the sword is unsheathe without any enemy around Thank you
202 comments
PA2 attack now has a 4x multiplier this is a slow attack,
its really weighty, and since it is only one hit, which is a contrast to many of the other attacks that are 1-3 quick hits, I felt like it needed this to have more identity in the moveset and value
LA now do escalating dmg (from 1-2x)
I wanted to incentivize LA chains, often with harder mco setups you have trouble doing long chains, so there should be more incentive, in addition to power attacks being so strong, especially with overhauls like ordinator for one handed weapons
PA4 2x dmg
similar to pa2, this attack is a single hit, though it is much faster than pa2, therefore less damage
Sprint PA 3x DMG
this animation is identical to pa4, and you cannot chain a sprint attack, so I wanted it to have increased value for the commitment of being unable to chain an attack afterwards
when performing LA, different PA will now play based on my own preference than the PA sequence
these were mostly personal tweaks that I felt were in the flavor of the moveset
NVM. Just have to do LA during the circular motion. Also have to release the backwards button immidiately after LA cause sometimes it interrupts the attack by moving backwards.
Add the condition next to the two abyssal weapons is equippedhaskeyword for WeapTypeSword and save the settings.
Go into;
>This mod
>Meshes
>actors
>character
>animations
>DynamicAnimationReplacer
>_CustomConditions
Inside will be folders titled with numbers. The numbers indicate priority. The bigger the number, the higher the priority. The higher the priority, the more it will overwrite all animations including Vanilla.
Going in a folder will reveal the animation files and a file called "_conditions.txt" that you may edit.
Only want Vanilla replacers for all Swords? Here is an example. . .
Folder: 649999997
Original;
IsEquippedRight("ShadowySword.esp"|0x000803) OR
IsEquippedRight("ShadowySword.esp"|0x000807)
Newly Changed;
IsActorBase("Skyrim.esm" | 0x000007) AND
IsEquippedRightType(1)
If it doesn't have the ActorBase row, I always add it just in case. It means the animation will play if it is the player.
The row or line of text, IsEquippedRightType(x), tells DAR/OAR GUI that the animation will play if you have the x weapon equipped on your right hand.
x = number which is a weapon type
1 = Swords
The "AND" after the first line connects both lines mentioned as conditions. You have to be the player holding the sword on your right. Not an NPC or any other weapon.
Second Example. . .
Folder: 749999999
Original;
IsEquippedRight("ShadowySword.esp"|0x000803) OR
IsEquippedRight("ShadowySword.esp"|0x000807) AND
HasMagicEffect("Keytrace.esp"|0x801)
Newly Changed;
IsActorBase("Skyrim.esm" | 0x000007) AND
IsEquippedRightType(1) AND
HasMagicEffect("Keytrace.esp"|0x801)
The first two lines are changed as previously done.
The second line contains "AND" afterwards to connect with a new condition.
The third line basically means if you hold the "forward" key.
This folder is for a Power Attack when holding "W".
Example 3:
Folder: 840000004
Original;
IsActorBase("Skyrim.esm" | 0x000007) AND
HasMagicEffect("Keytrace.esp"|0x804) AND
IsEquippedRight("ShadowySword.esp"|0x000803) OR
IsEquippedRight("ShadowySword.esp"|0x000807)
Newly Changed;
IsActorBase("Skyrim.esm" | 0x000007) AND
IsEquippedRightType(1) AND
HasMagicEffect("Keytrace.esp"|0x804)
Generally, I like to organize the lines and keep effects at the bottom, but it doesn't matter. Just be careful with your "AND" and "OR" placement.
The quotes used in the lines are mandatory. The format "0x000000" is kind of strict. Always keep 0x000xxx where the last three x's are from Form ID's except for cases where it is "0x804" like above, it's fine and you can do that too IF you want.
No mistakes of any kind or the conditions won't function.
If using OAR GUI and you edit the animation folders inside your mod through unlocking MO2, search for the priority number through the Legacy section of OAR GUI and reload/refresh submod. I don't use OAR GUI to edit any Legacy mods.
By the off chance you do things perfectly and edit conditions for a mod added weapon only and it isn't working, but the priority is higher, then fill in the 0's after "0x."
Example;
Vigilant has a weapon named "Nameless Katana"
OAR GUI told me it couldn't be found regardless of accurate set up.
In OAR GUI, the small Form ID section had the last 3 "digits" of the Form ID. As an example we'll use 800 (not the actual Form ID, I think).
To test further, I added 3 more "digits" in the Form ID section.
Example; 233800
The OAR GUI then changed from (Form Not Found) to the name of the weapon, which was nameless to begin with (ha funny).
I DID NOT save, I went into the mod itself and changed the DAR conditions from "0x000800" to "0x233800" for all folders.
I then went back In-Game to the OAR GUI and reload/refresh the submod and BINGO!
Hope this helps anyone interested in DAR conditions.