theres no follower faction?who the hell cares how fights db,thieves , imperials or stormcloacks? I want my followers fight the way i want, and yea unarmed combat would be nice as well.Cause how fight factions what are not my followers i dont care.But sure thing thats just my point. since its no follower faction-useless mod my look. btw scar is s#*! it dont makes followers behaviours at all- so most npc using only first two attacks and not using rest of 20 even finis with DAR was better in that case
OK, so Race based animations gives everyone their different anims, then faction based overwrites that. But NPCs not part of a faction edited by faction based still have the racial based anims. Am I understanding that correctly?
Would this be compatible with skill based mco frameworks? Like, would NPCs in these factions have their faction animations overwrite the skill based ones, and NPCs out of these factions would fight based on skill?
If the mod author has set the correct conditions in their skill-based frameworks then yes. They have most likely specified in their conditions for the npc to have certain level in a skill thus not conflicting with my conditions.
OK, so, i want to use the Distar Experience movesets only for my player. but it applies to npcs. IF i put separate animation files for factions with your mod. Will the npcs use only the animation files i put on your mod?
thanks. I have two more question actually, 1. Some combat Mods contain "dual wield swords", "dual wield axes", folders. On the article, There is "General dual wield" folder for some of the factions. Should i just copy the two folders and place them in "general dual wield" folder?
2.Also how can i add specific movesets for thieves guild and assassins? btw amazing mod
1. If so, how do i use different movesets for dual wielding sword, dual wielding axe each? because hkx name files are same. Basically how to i structure my folder?
2.What to write? Sorry i need explanation like a 5 year old.
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There are just ones for DB, Morag Tong etc.?
Don't worry, the animations from the Race framework won't interfere and any nonaffiliated race will still have unique animations.
That should make those movesets player exclusive.
1. Some combat Mods contain "dual wield swords", "dual wield axes", folders. On the article, There is "General dual wield" folder for some of the factions. Should i just copy the two folders and place them in "general dual wield" folder?
2.Also how can i add specific movesets for thieves guild and assassins? btw amazing mod
2.You'll need to create a conditions.txt folder and add the conditions for those factions to give them their own combat styles.
2.What to write? Sorry i need explanation like a 5 year old.