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black364

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black364

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  1. Well I adore this moveset but I am having trouble with performing the Waterfowl Dance and the impalement. I got around the former with a mod that produces a similar effect through a power - won't advertise it here - but so far, even pressing the keys in the order they appear has no effect. And yes, I meet all the requirements. I can do the basic strike, the running poke, and the NA followed by the PA combo - the jumping poke. 
    1. Diesel3Stain
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      Which mod is that. I can do the basic normal attack combo  and long stabby stabby and long swipey. but i cant seem to do the waterfowl dance or any combo that is directional. 
    2. You and I both... Well, since you asked, Elden Rim Weapon Arts and its dependencies. It turns ashes of war, such as the Waterfowl Dance, into usable powers - summarized explanation. But the reasons why you cannot perform any directional move has nothing to do with this mod but one of its dependencies; namely ADXP MCO and its depedency to One-Click Power Attack - or any mod that does the same thing. The Author of MCO has, so far, neglected to update the installation guide, website or even address these issues. 
  2. NeXusGunCaster
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    Another Banger from Black364! Great attention to detail on the animations! Awesome work and thanks!


    Notes:
    -If you want the grab animations to work you will have to fix it on OAR. (ManEatingSalmon made a comment how to make it work!) 
    -DKnight13 Malenia, Blade of Miquella Armor mod uses the same sword model and both are compatible. (Place this mod under it.)
    -Works with MCO right out the box.
    -Animations are a bit slow for my taste but more or less seem to match the speed from ER.
  3. ManEatingSalmon
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    Tl;Dr: I was having issues getting the grab attack on the D+PA input to work with Elden Rim Weapon Arts v3.2.8 and Modern Stagger Lock. Hoping this moveset gets updated for better compatibility.

    In trying to get the grab attack to work on my setup, I noticed two issues; an easy fix with Modern Stagger Lock, and a difficult fix with Elden Rim.

    • The stagger animation files (located in “[Malenia Moveset Folder]/meshes/actors/character/animations/DynamicAnimationReplacer/_CustomConditions/20000007”) weren’t named in the correct format for Modern Stagger Lock
    • The active effects from Elden Rim were interfering with the stagger animations of the Malenia Moveset - the most common offender was the “Paralysis” stagger animations from Elden Impact (located in “[Elden Rim Base Folder]/meshes/actors/character/animations/OpenAnimationReplacer/Elden Impact/010Paralysis/modernstaggerlock”)

    The first problem was easy to fix - just move and rename the stagger animations for Modern Stagger Lock to detect them.

    • In the Malenia Moveset directory, navigate to subfolder 20000007 (full path listed above).
    • Create a new folder and name it “modernstaggerlock”, without quotes, exactly as spelled
    • Copy one set of stagger animations and paste them into the new folder “modernstaggerlock” (I grabbed all stagger animations starting with “1hm_”, but I’m pretty sure this would work for “2hm_” and “2hw_” as well).
    • Rename all the stagger animations in the “modernstaggerlock” folder to match Modern Stagger Lock’s naming conventions - replace “1hm_”, “2hm_” or “2hw_” with “MSL_”, and replace “staggerback” with “StaggerBackward” (I updated the capitalization to match more exactly, but I doubt this is necessary).

    The second problem was tricky to identify, and I only managed a partial workaround for now. By using OAR’s animation log on the target NPC, and repeatedly closing and opening the console, I was able to identify the conflict with Elden Rim Weapon Arts. During the startup of the player’s grab animation, if the target NPC is within range, a magic effect with the keyword “RimImpact_Paralysis” is sometimes applied to the target and causes a stagger animation before the grab makes contact. This interferes with the implementation of the grab effect, which is supposed to cause a stagger when the grab connects - not before it connects - and trigger the appropriate animations.

    The sequence of events goes like this:

    • The player inputs the grab attack, and the character starts the animation.
    • The target NPC in range is given a magic effect with the keyword “RimImpact_Paralysis”, which causes them to stagger.
    • The grab makes contact with the NPC, giving them the magic effect with the keyword “SN_debuff”. This keyword is supposed to trigger the animation of the NPC being grabbed and thrown upward, but because these animations are stagger animations, and the NPC is already staggered from the magic effect applied in step 2, the second set of stagger animations are ignored.
    • The player registers a hit with the grab attack and a stagger on the opponent, triggering the spin and throw animation. This leaves the NPC on the ground to recover from the stagger applied in step 2 while the player finishes the throw animation.

    This sequence isn’t entirely consistent - sometimes I get the stagger animations from one of the generic “NPCStagger” folders instead. Not sure why this is the case.

    I got the grab working by doing the following:

    • Start the game and load a save.
    • Open the OAR in-game menu - the default key is Shift + O
    • Navigate to the mod directory “Elden Impact” and look for the submod “Paralysis”. There should be one condition: “HasMagicEffectWithKeyword = RimImpact_Paralysis”. Copy this condition.
    • Navigate to the legacy section and search for folder 20000007. These should include the reformatted stagger animations for Modern Stagger Lock.
    • Add the condition “HasMagicEffectWithKeyword = RimImpact_Paralysis” from the “Elden Impact” mod earlier.
    • Disable the condition “HasMagicEffectWithKeyword = SN_debuff”

    Now the grab should work semi-consistently, at least for my testing purposes. However, there’s room for improvement in a couple of ways that I do not have the expertise for. Ideally, the stagger animations from the Malenia Moveset should overwrite existing stagger animations, removing the need to alter the conditions on the stagger animations and probably avoiding breaking things that I didn’t test. This might be possible through OAR’s interface, but I’m unsure.

    I hope someone finds this useful!

    Game Info for anyone curious:

    • Skyrim version: 1.6.1170
    • MCO version: 1.6.0.6
    • Malenia Moveset Version: 1.1 (nexus release date: March 16, 2023)
    • Elden Rim Weapon Arts version: 3.2.8
    • Modern Stagger Lock version: 1.07 AE
    1. Detttlaff
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      its work bro, but every im attacking with light attack the animation has trigger by light attack
    2. Detttlaff
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      i found how to fix it bro... thanks for your guidance
    3. q291055472
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      There is a much more thorough way to fix this, but it requires you to know how to edit a hkx file (you can do it through hkanno64, for example), just delete this line:0.300000 PIE.$ES_Paralysis in mco_powerattack1.hkx from folder 20000005, and the grab animation will work properly.
    4. iSwaZz
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      Hello,

      I might be late but for me the stagger animation on npc works now but my character doesn't play the animation.

      Any idea what should I do to make my character animation actually play ?
    5. hime291
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      There is a much more thorough way to fix this, but it requires you to know how to edit a hkx file (you can do it through hkanno64, for example), just delete this line:0.300000 PIE.$ES_Paralysis in mco_powerattack1.hkx from folder 20000005, and the grab animation will work properly.
      Is this work ? i gonna try it 
    6. NeXusGunCaster
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      Confirmed this works on Elden Rim 3.0.0, Skyrim version 1.5.97.0 and MSL version 1.07 . Thank you very much ManEatingSalmon!
  4. AllanNEXUS21
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    i have no idea how to install the dodge mod
  5. hime291
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    Malenia moveset BFCO

    Malenia - BFCO


    Malenia move set converted to BFCO , this is just temporary till Black's official version release in near future .
    Included :
    - For testing purpose i set condition for all 1h sword 
    ( Remove IsEquippedRight(1) in folder 20000001 if you dont like it apply to all 1h sword )
    - Fixed problem with combo and directional attack , the grab animation also work now ( i still not test with poise mod but probably cause issue
    - Lower the damage from drain hp effect that come along with the mod , so it wont cause problem in situation where the grab animation play but it drain all hp from nearby enemies . 
    Note : when you impale enemy while lock on target with TDM , the camera also move along which is nice , THO , because most of time enemy wont align with your sword , it will look weird , and the angle might turn to you ( instead of the target being thrown on the ground ) , so if it bother you , switch 
    All credit for Black 
  6. hime291
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    Steps for making malenia moveset included Grab ( if you want it ) working with BFCO , i play with AE 1170 , newest Elden rim weapon arts , newest modern stagger lock , etc etc .... But no Poise mods ( i will test again when have more time but for now make sure no poise included unless you dont need the grab ) so if you are on same condition as me and struggle to make this work, can try do as follow steps:   

    - Make combo and directional light n heavy attack work with BFCO ( and maybe newest mco ? ) -
    1. I assume you done all the convert from MCO 2 BFCO
    2. Open this mod folder \meshes\actors\character\animations\DynamicAnimationReplacer\ _CustomConditions
    2.5. Add condition IsEquippedRightType(1) in folder 20000001 , xxxxxxx2 , xxxxxxx3 , xxxxxxx4 , xxxxxxx5 . (just to make sure animation will work with other swords type) 
    Done : now we got the directional and combo working . As for the Grab , if you feel like too much work for this , then you can read instruction of ManEatingSalmon below for how to change the condition by using OAR 
    .------------- ---------------------------------- -- ------------- ---------------------------------- --- ---------- ---------------------
    As for me im using Hkanno64 so i will continue below ( much freetime on hand i guess ) . 
    If you already familiar with Hkanno64 then scroll down to last part.
    ---------------------------------------- --------------------------------------------------- ---------------------------------------------------- ------ --------
    - Make grab animation working with impale enemy properly for BFCO ( havent try with newest mco ) -
    + Preparation :
    1. download This , it is modern staggerlock we need to make this mod work properly. 
    2. put the folder you just got from the link above and put it inside folder 20000007.
    3.         Hkanno64 
    https://www.nexusmods.com/skyrimspecialedition/mods/54244?tab=posts
    3.1       distar skyrim annotation tool 
    https://www.distaranimation.com/guides/skyrimannotationtool
    3.2     havok x64 variant ver 2010
    https://www.softpedia.com/get/Programming/Other-Programming-Files/Havok-Content-Tools. shtml#download
    3.3       python 3
    https://www.python.org/downloads/
    > install python and havok
    < > You can watch this and figure out how to set up by yourself, or continue to read the setup instruction: https://www.youtube .com/watch?v=tA9pyPftZi8
    + Setup: 
    1. Make a new folder, just call it skyrim animation tool ( doesn't matter )
    2. extract distar tool and hkanno64 into this folder, you should have 2 file and 1 folder now
    3. open hkanno64 folder , run hctPlatformWin32.cmd  ,  it will scan if havok already install and show this :    

         Usage: hct.exe -o out.hkx x 64 .hkx
    --HCT Start
    -- HCT Finished

    >> Close it , this is done with Hkanno64 set up ( for those who only want Hkanno64 for MCO 2 BFCO , this is all you need )

    4. back to the SkyrimGuild annotation tool v1.1.pyw , run it , it prompt and ask you to choose json file which is Dump and Update.json " , since this is your first time, it will ask the location of hkannon64, just navigate to it inside the folder. 
    > Done setup 

    + Using tool : 
    1. Now you open malenia mod folder 20000005 and copy the file : BFCO_PowerAttack1.hkx
    !!! Note that if you converted MCO version to BFCO , this is the correct name of the file you have !!! 
    2. paste the file directly in skyrim animation tool folder . 
    3*. run SkyrimGuild annotation tool v1.1.pyw > choose " Dump and Update.json " , click open 
    > after you click open there will be a .txt version of BFCO_PowerAttack1.hkx
    4. Open the .txt file , fine the line : 0.300000 PIE.$ES_Paralysis in mco_powerattack1.hkx ( or BFCO_ )
    > delete it . Ctrl + S 
    > update file by do step 3* again . Done . now you grab the .hkx file and paste it back to 20000005 foler , overwrite if being asked . 

    Enjoy . 
    - Sorry for making too long - 
  7. Detttlaff
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    great mod, but not came with locomotion walk and run animation?
  8. GoodBoi537
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    "2.This animation comes with dodge animation, but I am using 0.4TK DODGE RE, so if you are using a new version of TK, you need to change the file directory." What does this mean in the description? I'm new to modding, so I don't have all the knowledge y'all have.
    1. Well you can either have the combos or the dodge animation, as you need to tick the check mark on Nemisis, which is the same one for Ultimate Combat, which means the combos won't work. Nemisis does not have a separate check of TK Dodge alone. What you can do is download the Ultimate Dodge Mod - loose file version - manually download this dodge, extract the files and rename them to the ones in TUDM you want to replace. I replaced the Step Dodge to the Left, Right and Backwards. Works wonders, and has a dedicated check mark on Nemisis. 
  9. yabokuchinn
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    this moveset is perfect for some vigilant bosses hope someone would implement it in the future
  10. Myst42
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    Hi. Any chance you could update this one to work with BFCO?

    I converted it myself, but I'm trying to do the full waterfowl sequence, and it's only doing the first attack while on second it does the normal one without direction key press input, instead of the waterfowl follow up