What I did was include the Dragon Quarterstaff, and removed all other quarterstaves into the SoulCaliber moveset by going into the mod's folders: >meshes >actors >character >animations >DynamicAnimationReplacer >_CustomConditions >555061 >_conditions.txt
>The same was done with 555060 >_conditions.txt
Next, I went into the WoLong moveset mod folders and excluded the Dragon Quarterstaff, so this moveset's animations won't overwrite those of the SoulCalibur moveset: >meshes >actors >character >animations >DynamicAnimationReplacer >_CustomConditions >7001301 >conditions.txt
There are other folders in the WoLong moveset, however just adding this line to this one folder did the trick for me. I know this can also be done through the OAR in-game UI as well!
Can anyone help me with this issue? I am trying to use ADXP I MCO WoLong QuarterStaff animations with this Dragon Quaterstaff but I just get warhammer animations when I use the weapon. How do I get Animated Armoury to recognize this weapon as a quarterstaff and not a warhammer?
For anyone having the same issue as me, there probably is an actual fix for this but all I did was swap the .nif from this mod and rename it to one of the quarterrstaves from Animated Armoury and that worked.
I'm ok with this because the Dragon quarterstaff attack power is VERY high and the way I did it I can choose the attack level by changing either iron, steel, daedric etc staff mesh.
I learned this the hard way but I am going to teach you: first make sure your animation for quarter staff is at top of the priority, increase the priority number in OAR to a large number it must appear at the top. I usually bound animations to the weapons in the mod... what I do...drop the dragon quarter staff, click on it, write down the base number. and the mod name with e.g. "modname.esp"
then in OAR conditions, select equipedtype in the esp section type the "modname.esp" and in the form ID section type the base ID number....it only works if it FINDS it,
which in order to do so, you must delete every first letter/digit sequentially of the base number till it shows it finds it.
Now I have my animations bound to weapons which is a lot more convenient. I only don't know how to do the SCAR patching.
Do you know what is the Base ID to Dragon Quarterstaff ? Please tell me I really want to use this Animations MCO I BFCO I SCAR WoLong QuarterStaffs to Dragon Quarterstaff
Hi, sorry, quick question; I’m operating under the assumption that under upload permissions, Bethesda.net is included in the “under no circumstances” statement; is that correct?
I am trying to use ADXP I MCO WoLong QuarterStaff animations with this Dragon Quaterstaff but I just get warhammer animations when I use the weapon. How do I get Animated Armoury to recognize this weapon as a quarterstaff and not a warhammer?
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If anyone's having trouble including/excluding this weapon from/in movesets hopefully this'll help out!
To put this into context, in my current set-up I'm using the ADXP I MCO WoLong QuarterStaff moveset for every other quarterstaff weapon, for both the PC and NPC's. For just PC & Dragon Quarterstaff, I'm using the SoulCalibur VI Kilik I Quarterstaff moveset (MCO I SCAR I BFCO) moveset.
What I did was include the Dragon Quarterstaff, and removed all other quarterstaves into the SoulCaliber moveset by going into the mod's folders:
>meshes
>actors
>character
>animations
>DynamicAnimationReplacer
>_CustomConditions
>555061
>_conditions.txt
>The same was done with 555060
>_conditions.txt
Next, I went into the WoLong moveset mod folders and excluded the Dragon Quarterstaff, so this moveset's animations won't overwrite those of the SoulCalibur moveset:
>meshes
>actors
>character
>animations
>DynamicAnimationReplacer
>_CustomConditions
>7001301
>conditions.txt
There are other folders in the WoLong moveset, however just adding this line to this one folder did the trick for me.
I know this can also be done through the OAR in-game UI as well!
I'm ok with this because the Dragon quarterstaff attack power is VERY high and the way I did it I can choose the attack level by changing either iron, steel, daedric etc staff mesh.
first make sure your animation for quarter staff is at top of the priority, increase the priority number in OAR to a large number it must appear at the top.
I usually bound animations to the weapons in the mod... what I do...drop the dragon quarter staff, click on it, write down the base number. and the mod name with e.g. "modname.esp"
then in OAR conditions, select equipedtype
in the esp section type the "modname.esp" and in the form ID section type the base ID number....it only works if it FINDS it,
which in order to do so, you must delete every first letter/digit sequentially of the base number till it shows it finds it.
Now I have my animations bound to weapons which is a lot more convenient. I only don't know how to do the SCAR patching.
🐀
Any good staff combat animations?
Edgemaster Animations for ADXP - MCO (less flashy, but no power attacks)
ADXP I MCO WoLong QuarterStaff (quite flashy, but have power attacks)
I use them both (Edgemaster for normal attacks, WoLong for power attacks).
If you use vanilla combat system then look at Animated Armoury . If you prefer MCO (ADXP) - I know these two:
Edgemaster Animations for ADXP - MCO (less flashy, but no power attacks)
ADXP I MCO WoLong QuarterStaff (quite flashy, but have power attacks)
I use them both (Edgemaster for normal attacks, WoLong for power attacks).
btw if using size matters get this patch to get it and AA to play nice together and fix a few bugs