For player animations, you need to install externally player-specific movesets, such as For Honor series or a Stances Setup. If no player-exclusive movesets is installed, the guide is configured so that by default the player uses Elden RIM movesets.
How do I make this mod to work with yours? when Installed, my follower doesnt use the quarterstaff animation anymore. (changed the priority on MO2 and doesnt solved)
Heya, I've made a FOMOD for the mods here, i just wanted to know if I could use the Images from this page to make a nexus release (to which if any of the creators who's mod been included can request to take it down)
Solid guide, would be cool if the animations are also different for low level and high level npcs so that you can tell at a glance if this nord is only lvl 1-50 or 50-100 as they use more refined or more aggressive battleaxe animations. Or at the bare minimum have a minimum level requirement like must be lvl 30 to start using new dagger animations since with these types of mods, even civilians start using dagger acrobatic animations since they always have daggers on hand in case.
Great guide. Highly recommended to use with Elden Parry and Maxsu Poise to make learning to fight against all these diverse movesets feel more rewarding.
On top of this I'd recommend any people unfamiliar with OAR to try and learn it along with the Stances mod, so the player can fully customise their own movesets by weapon, stance, dual wield, scythes, pikes, katanas, etc etc. If using BFCO (I am), use the MCO to BFCO converter (check Posts tab there, you have to dl a Havok engine into the folder to make it convert properly but it DOES work), it will make all these movesets function again.
Thanks! Yes, set-up a stances for the player is highly recommended not only to have more combat animations at your disposal, but also to counter certain enemies simply by changing your fighting style.
Thank you for sharing all this detailed work. The instructions cannot be any easier. I wish there is something easy to follow like this for 'stances set up', particularly setting up 'conditions'.
Glad you liked the guide! For stances is even easier. If you take Stances NG for example, it comes with all the folders w/ conditions ready, you just need to drop the .hkx files of the animations into the folders :D
181 comments
How do I make this mod to work with yours? when Installed, my follower doesnt use the quarterstaff animation anymore. (changed the priority on MO2 and doesnt solved)
I did it.
On top of this I'd recommend any people unfamiliar with OAR to try and learn it along with the Stances mod, so the player can fully customise their own movesets by weapon, stance, dual wield, scythes, pikes, katanas, etc etc.
If using BFCO (I am), use the MCO to BFCO converter (check Posts tab there, you have to dl a Havok engine into the folder to make it convert properly but it DOES work), it will make all these movesets function again.
Yes, set-up a stances for the player is highly recommended not only to have more combat animations at your disposal, but also to counter certain enemies simply by changing your fighting style.
For stances is even easier. If you take Stances NG for example, it comes with all the folders w/ conditions ready, you just need to drop the .hkx files of the animations into the folders :D