The requirements listed on the Desc page says that the Elden Rim weapon arts mod is merely "Highly Suggested" not "Mandatory" yet MO2 is saying that it does require it.
What is it called in the OAR menu? Im trying to add a new condition to integrate it into the Stances framework so these anims only work when I go into the Low Stance
For those getting the sprint jump forward attack normal even though you are only running and not sprinting, here is the fix courtesy of RinneAvenir on the SKyrimGuild Discord.
You need to go into the Dual wield mod folder, doesn't matter if MO2 or Vortex. Under meshes> Actors> Character>Animations>DynamicAnimationReplacer>CustomConditions, in the 533118002 FOLDER (yes just this one as this is the one that manages the sprint attack), open up the _conditions.txt and change the last line from HasMagicEffect("Keytrace.esp"|0x000801) to IsSprinting() so it should look like this :
IsEquippedRight("MBlade.esl" | 0x000819) OR IsEquippedRight("MBlade.esl" | 0x00081A) OR IsEquippedRight("MBlade.esl" | 0x00081B) OR IsEquippedRight("MBlade.esl" | 0x00081C) OR IsEquippedRight("MBlade.esl" | 0x00081D) OR IsEquippedRight("MBlade.esl" | 0x00081E) OR IsEquippedRight("MBlade.esl" | 0x00081F) OR IsEquippedRight("MBlade.esl" | 0x000872) OR IsEquippedRight("MBlade.esl" | 0x000898) OR IsEquippedRight("MBlade.esl" | 0x000899) AND IsEquippedLeft("MBlade.esl" | 0x000819) OR IsEquippedLeft("MBlade.esl" | 0x00081A) OR IsEquippedLeft("MBlade.esl" | 0x00081B) OR IsEquippedLeft("MBlade.esl" | 0x00081C) OR IsEquippedLeft("MBlade.esl" | 0x00081D) OR IsEquippedLeft("MBlade.esl" | 0x00081E) OR IsEquippedLeft("MBlade.esl" | 0x00081F) OR IsEquippedLeft("MBlade.esl" | 0x000872) OR IsEquippedLeft("MBlade.esl" | 0x000898) OR IsEquippedLeft("MBlade.esl" | 0x000899) AND IsSprinting()
I'm guessing the mod author is possibly not using any directional attack inputs for his MCO ADXP, but yeah. Do NOT do this in OAR in game, while changes will take effect, as RinneAvenir says (quoted):
"Also, make sure to make the change I mentioned to the _conditions.txt file so it actually stays for the next time you start up the game. OAR does not save in game edits for DAR (legacy) animation mods."
Does dual weilding unlocker conflict with mco grip unlock(or whatever its called) in any way? i wanna make sure before i download this because i have so many movesets that require it
HOW TO SET THIS ANIMATION ONLY TO LIGHTSABERS? IS THIS POSSIBLE TO USE THIS AND ANOTHER ANIMATION PACK FOR ALL THE REST OF SWORDS? SOMEBODY LET ME KNOW. LUV THIS s#*! THO GANG U DID YOUR THING
OMG THIS IS PERFECT!! the seamless motions even the camera zoom-ins after each power attacks makes it feels like modern games combat.
i think that's what we're lacking right now. dramatic camera movements during combo animation can make BIG difference to how in-game's combat feels. I mean, it shouldn't be always just about hitstop and camera noises during the impact right? its the actual pan and zooming-in during the animations that makes the combat looks cool in games nowadays. a quick example is MHW imo.
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Might wanna remove the fact that the mod won't work without elden rim, Until then removed from load order and won't endorse until fixed, sorry bud
You need to go into the Dual wield mod folder, doesn't matter if MO2 or Vortex. Under meshes> Actors> Character>Animations>DynamicAnimationReplacer>CustomConditions, in the 533118002 FOLDER (yes just this one as this is the one that manages the sprint attack), open up the _conditions.txt and change the last line from HasMagicEffect("Keytrace.esp"|0x000801) to IsSprinting() so it should look like this :
IsEquippedRight("MBlade.esl" | 0x000819) OR
IsEquippedRight("MBlade.esl" | 0x00081A) OR
IsEquippedRight("MBlade.esl" | 0x00081B) OR
IsEquippedRight("MBlade.esl" | 0x00081C) OR
IsEquippedRight("MBlade.esl" | 0x00081D) OR
IsEquippedRight("MBlade.esl" | 0x00081E) OR
IsEquippedRight("MBlade.esl" | 0x00081F) OR
IsEquippedRight("MBlade.esl" | 0x000872) OR
IsEquippedRight("MBlade.esl" | 0x000898) OR
IsEquippedRight("MBlade.esl" | 0x000899) AND
IsEquippedLeft("MBlade.esl" | 0x000819) OR
IsEquippedLeft("MBlade.esl" | 0x00081A) OR
IsEquippedLeft("MBlade.esl" | 0x00081B) OR
IsEquippedLeft("MBlade.esl" | 0x00081C) OR
IsEquippedLeft("MBlade.esl" | 0x00081D) OR
IsEquippedLeft("MBlade.esl" | 0x00081E) OR
IsEquippedLeft("MBlade.esl" | 0x00081F) OR
IsEquippedLeft("MBlade.esl" | 0x000872) OR
IsEquippedLeft("MBlade.esl" | 0x000898) OR
IsEquippedLeft("MBlade.esl" | 0x000899) AND
IsSprinting()
I'm guessing the mod author is possibly not using any directional attack inputs for his MCO ADXP, but yeah. Do NOT do this in OAR in game, while changes will take effect, as RinneAvenir says (quoted):
IsEquippedLeft("MBladeWhite.esp" | 0x00080A) AND
IsSprinting()
i think that's what we're lacking right now. dramatic camera movements during combo animation can make BIG difference to how in-game's combat feels. I mean, it shouldn't be always just about hitstop and camera noises during the impact right? its the actual pan and zooming-in during the animations that makes the combat looks cool in games nowadays. a quick example is MHW imo.
btw Thanks and endorsed!