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aljo styyx

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aljoxo

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About this mod

Stances NG introduces a dynamic system allowing the player to swap between different animation sets on the fly.

Requirements
Permissions and credits
Changelogs
Stances NG

Stances NG introduces a dynamic system allowing the player to swap between different animation sets on the fly.

Stances NG differs from the original Stances - Dynamic Animation Sets mod in a couple of ways:
1. Stance swapping is handled entirely through an NG DLL featuring improved responsiveness and compatibility with all game versions (VR should work but untested).
2. Stance swapping does not rely on third-party mods, like dTry's Key Utils, which could have been prone to delayed or false inputs.



Features
Stances NG provides three animation stances that can be swapped between at will: Bear, Wolf, and Hawk.
By default, the player is not given a stance, but will enter a given stance the first time the keybind is pressed.
Keybind can be changed in the included StancesNG.ini file, a list of acceptable keybinds can be found here.
Modifier keys can be used. By default, the keybinds are Shift+X for Bear, X for Wolf, Ctrl+X for Hawk.
Premade folders are included for use with Open Animation Replacer. Folders are in the 7,000,000 priority range. First person folders are in the 6990-8000 priority range.

New in 1.1.6:

Cycle Stances.
  • If you would prefer stances to only be bound to one key, you can now toggle the "cycle" setting in the ini.

New in 1.2.3:

Neutral stance.
  • It's optional in the ini and disabled by default. To enable it, set a key in the ini.
  • Neutral Stance will use whatever the highest priority OAR/DAR folders you have that are not Stance specific

List of included folders below (alphabetized for ease of reading):
Spoiler:  
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Battleaxe - Bear
Battleaxe - Hawk
Battleaxe - Wolf

Dagger - Bear
Dagger - Hawk
Dagger - Wolf

DaiKatana - Bear (checks for 2H Weapon w/ WeapTypeKatana keyword or WeapTypeDaiKatana keyword)
DaiKatana - Hawk
DaiKatana - Wolf

Dual Axe - Bear (All dual wield folders are based on right hand equip)
Dual Axe - Hawk
Dual Axe - Wolf

Dual Dagger - Bear
Dual Dagger - Hawk
Dual Dagger - Wolf

Dual Katana - Bear (checks for 1H weapon w/ WeapTypeKatana keyword + another weapon in off-hand)
Dual Katana - Hawk
Dual Katana - Wolf

Dual Mace - Bear
Dual Mace - Hawk
Dual Mace - Wolf

Dual Sword - Bear
Dual Sword - Hawk
Dual Sword - Wolf

Greatsword - Bear
Greatsword - Hawk
Greatsword - Wolf

Katana - Bear (checks for 1H weapon w/ WeapTypeKatana keyword)
Katana - Hawk
Katana - Wolf

Mace - Bear
Mace - Hawk
Mace - Wolf

Polearm - Bear (Checks for 2H weapon w/ WeapTypeSpear, WeapTypeHalberd, WeapTypeGlaive, WeapTypeTrident, OR WeapTypePike keyword)
Polearm - Hawk
Polearm - Wolf

Rapier - Bear (Checks for 1H Sword w/ WeapTypeRapier keyword)
Rapier - Hawk
Rapier - Wolf

Shield Axe - Bear
Shield Axe - Hawk
Shield Axe - Wolf

Shield Dagger - Bear
Shield Dagger - Hawk
Shield Dagger - Wolf

Shield Mace - Bear
Shield Mace - Hawk
Shield Mace - Wolf

Shield Sword - Bear
Shield Sword - Hawk
Shield Sword - Wolf

Sword - Bear
Sword - Hawk
Sword - Wolf

Unarmed - Bear
Unarmed - Hawk
Unarmed - Wolf

War Axe - Bear
War Axe - Hawk
War Axe - Wolf

Warhammer - Bear
Warhammer - Hawk
Warhammer - Wolf


How do I use this mod?
1. Download this mod
2. Download the animation mods that you would like to use
3. Place the animations in the relevant folder (list above).

Making New Stances Folders
For those who want to create their own folders here are the relevant condition checks:
Spoiler:  
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Bear Stance:
{
"condition": "HasMagicEffect",
"requiredVersion": "1.0.0.0",
"Magic effect": {
"pluginName": "StancesNG.esp",
"formID": "803"
},
"Active effects only": false
}

Wolf Stance:
{
"condition": "HasMagicEffect",
"requiredVersion": "1.0.0.0",
"Magic effect": {
"pluginName": "StancesNG.esp",
"formID": "805"
},
"Active effects only": false
}


Hawk Stance:
{
"condition": "HasMagicEffect",
"requiredVersion": "1.0.0.0",
"Magic effect": {
"pluginName": "StancesNG.esp",
"formID": "806"
},
"Active effects only": false
}


Requirements
Address Library for SKSE Plugins
Skyrim Script Extender (SKSE)
Open Animation Replacer
Backported Extended ESL Support if you are on a version of Skyrim other than 1.6.1130 or 1.6.1170

Compatibility
Compatible with all game runtimes (tested on 1.5.97, 1.6.640, and 1.6.1170 - theoretically compatible with VR but untested)

Issues
FOR CONTROLLERS: if your custom control map edits the functionality of your chosen modifier key then it will not be read in the ini. There is a note in the controller ini optional file about this.

Not really an issue, but the player does not start with any Stance buff on a New Game. If you have no default animations to fall back to (as all your animations are in the included OAR folders and locked to NPCs or similar), you will T-pose if you try to attack. Sheathing your weapon and activating a stance with your given hotkey will fix this issue.
As of version 1.1, you should automatically receive Wolf Stance on a new game/first time character load if you have no other active stance.

Credits
ThirdEyeSqueegee for the SKSE Plugin Template.
Colinswrath and KernalsEgg for the Settings and ApplySpell code taken from Blade and Blunt.
CharmedBaron for Commonlib-NG.
Alandtse for Clib-VR with NG branch.
ccldrepo for the input code taken from Toggle UI.
Samone for the vector art / texture assets.
OmecaOne for some inspiration with their original Stances - Dynamic Animation Sets mod.

Source