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atakuou and old fire

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atakuou

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34 comments

  1. DBxv2gameplays
    DBxv2gameplays
    • supporter
    • 7 kudos
    bro t-bagged tf outta him LMAO
  2. Barobab
    Barobab
    • member
    • 1 kudos
    Not a big fan of the idle and walking animations, but everything else is just perfection. can you make a version of this with different more fearsome looking idle pose please? or better yet tell me how to change those specific animations to their original versions.
  3. lobotomyxyz
    lobotomyxyz
    • supporter
    • 1 kudos
    yo whats up with the storageutildata? how does that come into play?
  4. hoangdai94
    hoangdai94
    • member
    • 188 kudos
    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  5. Hard18
    Hard18
    • BANNED
    • 1 kudos
    Can someone help me where the mission begins to access the arena, please, I am referring to the patreon mod related to the bosses etc...
  6. xXxSpartan4226
    xXxSpartan4226
    • supporter
    • 0 kudos
    great move set and animation :D but i should warned you guys that if you have dual wielding dagger or other dual wielding weapons animations. it will replace them as well :{
    1. naixboi
      naixboi
      • member
      • 0 kudos
      Well this one is old but I suppose this could be resolved easily if anyone is looking for a solution.

      Open up the animation folder: meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
      Go into each subfolder named with numbers and find _conditions.txt

      It will look like this: 

      HasMagicEffect("Keytrace.esp"|0x801) AND
      IsActorBase("Skyrim.esm" | 0X000007) AND
      IsEquippedRightType(1) OR
      IsEquippedRightType(2) OR
      IsEquippedRightType(3) OR
      IsEquippedRightType(4) AND
      IsEquippedLeftType(1) OR
      IsEquippedLeftType(2) OR
      IsEquippedLeftType(3) OR
      IsEquippedLeftType(4)

      Leave only these if you want it to affect swords only. [(2) is daggers, (3) is axes, (4) is maces.]

      IsEquippedRightType(1) AND
      IsEquippedLeftType(1)
  7. deleted153691308
    deleted153691308
    • account closed
    • 0 kudos
    what dodge mod do you have installed?
    1. AugnierCalyenin
      AugnierCalyenin
      • member
      • 7 kudos
      I don't think he's using dodge in this video, those are small teleportation effects that are part of the moveset, which is why his other mod Abyssal Blade is required for this to work since Abyssal Blade originally uses the teleportation effects.
  8. KateReaver
    KateReaver
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    Just had to comment that found you from Youtube and been hooked so following and can't wait for big mod. On a aside, are you planning on optional SCAR patches so say your followers could do some of these move sets? Or better yet do you or anyone else have a turotiral how to patch move sets? I have some cool ones, but many NPC's/followers can't use
    1. atakuou
      atakuou
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      • 229 kudos
      you can actually give pretty much any of the boss weapons to followers and they will essentially become the boss you killed :)
  9. Fleetfootwork
    Fleetfootwork
    • supporter
    • 1 kudos
    I really like the sides power attack , when timed right it puts my character right behind the enemy  . Everything else is really nice .
    The only negative thing I would say is that the sides normal attack , the dodge is nice but there is no follow up attack  which feels kinda weird to me . 
  10. Tsuinobuvan
    Tsuinobuvan
    • member
    • 0 kudos
    Really liking it. Can't wait for the big story mod. Btw there is any way to make the dodge animation standard without the weapon equipped?
    1. atakuou
      atakuou
      • premium
      • 229 kudos
      look up the dar / oar conditions and make a folder with dodge animations that have higher priority if the weapon is unequipped :)
    2. Tsuinobuvan
      Tsuinobuvan
      • member
      • 0 kudos
      Managed to solve it. Had different dodge in TKdodge. I just dropped the files there now it works. Thanks BTW for the past reply!