THIS VERSION IS NOW RETIRED Use the DAR version instead, it's much better than this out of date version. This file will remain here with it's patches but I wont be working on this any more
Check the FAQ if you have some questions about the mod: https://www.nexusmods.com/skyrimspecialedition/articles/1319 If you're having issues with the mod check out this article: https://www.nexusmods.com/skyrimspecialedition/articles/1307 If you're wanting to do some compatibility patches for your mods or another check this article: https://www.nexusmods.com/skyrimspecialedition/articles/1308 Looking for Source files or Guides on how to create weapons for my mod check out this Mod page? : https://www.nexusmods.com/skyrim/mods/99987 Script less DAR only version available here: https://www.nexusmods.com/skyrimspecialedition/mods/35978
JDM has great videos showing off my mod and lots of other great mods, - https://www.youtube.com/channel/UCbS9VGfMUd5_ot_lZaQMWyg He did the awesome Dagger video and the screen archery shots on my mod's page
The Nemesis Patch is no longer needed, this should work with Nemesis out the box
Animated Armoury is compatible with GodlySandwich's Speed and Reach Fix: https://www.nexusmods.com/skyrimspecialedition/mods/29847
Animated Armory Animation zPatch by darkphoenixff4 https://www.nexusmods.com/skyrimspecialedition/mods/25969 This is a Zedit script that will run through your load order and add my mods keywords to weapons it finds in your load order, this is great as it tailor makes compatibility patches for your load order, you wont need to download any compatibility patches after running this script
3rd party 1st Person Animation Mod - Kinda of Outdated JzBai has made a great first person animation mod that works with my mod, you can grab it here https://www.nexusmods.com/skyrimspecialedition/mods/22039
3rd party Compatibility Patches ManyStrongWords, has made a few patches for my mod(Thanks!) here they are: Dual Sheath Redux - https://www.nexusmods.com/skyrimspecialedition/mods/17480 Vigilant - https://www.nexusmods.com/skyrimspecialedition/mods/22964 Outlaws and Revolutionaries - https://www.nexusmods.com/skyrimspecialedition/mods/22998 MERPs Gondorian Armament - https://www.nexusmods.com/skyrimspecialedition/mods/23043
Webmetz, has made a patch for The Relics of Hyrule mod https://www.nexusmods.com/skyrimspecialedition/mods/31935
MeraxesUrrax, has made a patch for Diamond Smithing Complete https://www.nexusmods.com/skyrimspecialedition/mods/20449
ScarecroOw, has made a patch for True Weapons https://www.nexusmods.com/skyrimspecialedition/mods/23209
Squirrellysama, has made a patch for Lintra Spear https://www.nexusmods.com/skyrimspecialedition/mods/22936
wherediditrun, has made an Xedit script that seeks to rebalance weapons from this mod and Heavy armoury https://www.nexusmods.com/skyrimspecialedition/mods/19547
FafnirEtherion, has made a patch for the Creation Club mod, Dead Man's Dread https://www.nexusmods.com/skyrimspecialedition/mods/30502/
Immersive Weapon Integration has a patch for Animated Armoury on their page https://www.nexusmods.com/skyrimspecialedition/mods/22420
Translations RaulMZ Has made a Spanish translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/28342 Dezinho53 Has made a German translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/29986
When I click "launch nemesis behavior engine", an error is prompted
ERROR(4011): Alternate animation file has not been registered. Please contact the mod author File: FNIS_NAR_List.txt Line: 84 Animation File: NAR1_1hmlefthand_attackpowerforwardsprint.hkx Failed to generate behavior
Where you get ancient nordic pikes, halberds, rapiers and quarterstaves? The draugr don't have them and you need those weapons to craft their nord hero versions on the skyforge after ending the Companions questline.
This isn't a bug but a weird effect, and its with the equipping and unequipping animations when dual wielding the claws. randomly the animations will swap from the ones in this mod and the default dual wielding animations from XP32 Max Skeleton. I use XP32 with CGO, Nemesis, All GUD and the patches so that i can see the claws on my character. heres on LO https://pastebin.com/WcdhmRZ6
Hi puffen0. This is a known thing, it's in the description on the CGO page listing this mod as incompatible for the reason you give. However, if youre interested; my previous post provides a link to a new mod that makes CGO and this mod play nicely and both work as intended ( https://www.nexusmods.com/skyrimspecialedition/mods/45378 ). Also check this video out, I saved it at the end; you can see the AA whips being used with the CGO framework, but the whole video is worth watching ( https://youtu.be/XZggeqwekx0?t=148 ). Good luck
Do you have a recommended install/overwrite order? just installed it and after my first test it looks like the claw equip and unequip animations work (yay!) but now the attack animations with a left handed dagger is a power attack by default and causes me to crouch and i can only move forwards and back until i sheath my weapons. this happens when i use DRA support in the MCM and when i don't, while im talking about DRA i should mention that when i have it enabled my attacks with a rapier are using the default sword animations in third person and the correct animations from this mod in first person. But when i have it disabled the rapier uses the correct animations in both third and first person. i haven't tested the other weapons yet.
I would install AA (this mod) first, CGO then ABR. Here is a ling to the install guide?. You should be able to find more info on the Attack Behavior Revamp page. Of course, follow AA and CGO individual install instructions
Love this mod! Used it for a couple playthroughs years ago and I'm glad to see it made the jump to SE.
Now I'm trying to customize the pike animations using files from another mod. I replaced all the animation files so the character is making the right movements, but the problem is he's going through the motions too fast. The other mod treats the custom animation like a greatsword, and when I use the greatsword movements the custom animation mod works fine, but when I switch to the pike he's moving like the Flash. I had the brilliant idea of going into the creation kit to reclassify the pikes from this mod as a greatsword then I saw...pikes already are classed as greatswords in anim type (???). So how can I get certain pikes with this mod to revert back to the old greatsword animation?
Change the weapon's speed to slow down the animations, if you don't want pike animations you need to remove the keyword weaptypePike (or weaptypeSpear), xedit will highlight the added keyword
The Bound Claw & Bound Claw Left spell tomes in Dragonsreach are marked as Stolen when highlighted by the cursor. To fix this, open the Dragonsreach cell under the Cell tab in SSE Edit & find the aforementioned spell tomes within the Dragonsreach cell. In the Ownership line, add Player & close SSE Edit, making sure the Backup Plugins box is checked in case something goes wrong...
When I start new game, some errors occurred in script "NA_FPA_Alias". Plyr.SetAnimationVariableInt("CustomWeaponType", 0) Plyr.SetAnimationVariableInt("LeftCustomWeaponType", 0) Plyr.SetAnimationVariableInt("SSMType", 0) Plyr.SetAnimationVariableInt("CustomMagicType", 0) All these lines are errored with ?Error: (00000014): cannot find variable named CustomWeaponType.
in my log. I think I installed mod properly, run Nemesis, Update engine and run engine. How can I fix it?
Don't think it would fit very well since this mod seems to imply whips are a weapon favored by the Dawnguard and other vampire hunters just like in Castlevania, so for the father of all vampires to have an artifact shaped like such a weapon would be... not lore-unfriendly, since chain whips aren't mentioned anywhere in TES lore, but unfitting.
Deadric prince of domination.. let me repeat domination, what commun tool or weapon is use for such a goal you might ask...yeah whips, whips are the weapons of sadist causing maximum pain to break peoples...so it wont be unfitting on the contrary it would be really fitting , more fitting then the dawnguard lol
Thank you! Rapiers, Pikes, and Halberds still have a bit of a right-sweep with the mod installed, but it's MUCH more fluid and natural-looking, still obviously a mess-up, but not that weird upper-body stick where you're flailing left and right. Not a complete fix, but definetly good enough that even third person using these, it makes it look much more natural! just gotta watch forward power-attacks with pikes and halberds, since they still stab to the side for some reason, but definetly a huge improvement! Two thumbs up to this guy for finding this out!
1276 comments
Comments locked
The author has locked this comment topic for the time beingUse the DAR version instead, it's much better than this out of date version. This file will remain here with it's patches but I wont be working on this any more
Check the FAQ if you have some questions about the mod: https://www.nexusmods.com/skyrimspecialedition/articles/1319
If you're having issues with the mod check out this article: https://www.nexusmods.com/skyrimspecialedition/articles/1307
If you're wanting to do some compatibility patches for your mods or another check this article: https://www.nexusmods.com/skyrimspecialedition/articles/1308
Looking for Source files or Guides on how to create weapons for my mod check out this Mod page? : https://www.nexusmods.com/skyrim/mods/99987
Script less DAR only version available here: https://www.nexusmods.com/skyrimspecialedition/mods/35978
JDM has great videos showing off my mod and lots of other great mods, - https://www.youtube.com/channel/UCbS9VGfMUd5_ot_lZaQMWyg
He did the awesome Dagger video and the screen archery shots on my mod's page
The Nemesis Patch is no longer needed, this should work with Nemesis out the box
Animated Armoury is compatible with GodlySandwich's Speed and Reach Fix: https://www.nexusmods.com/skyrimspecialedition/mods/29847
Animated Armory Animation zPatch by darkphoenixff4
https://www.nexusmods.com/skyrimspecialedition/mods/25969
This is a Zedit script that will run through your load order and add my mods keywords to weapons it finds in your load order, this is great as it tailor makes compatibility patches for your load order, you wont need to download any compatibility patches after running this script
3rd party 1st Person Animation Mod - Kinda of Outdated
JzBai has made a great first person animation mod that works with my mod, you can grab it here
https://www.nexusmods.com/skyrimspecialedition/mods/22039
3rd party Compatibility Patches
ManyStrongWords, has made a few patches for my mod(Thanks!) here they are:
Dual Sheath Redux - https://www.nexusmods.com/skyrimspecialedition/mods/17480
Vigilant - https://www.nexusmods.com/skyrimspecialedition/mods/22964
Outlaws and Revolutionaries - https://www.nexusmods.com/skyrimspecialedition/mods/22998
MERPs Gondorian Armament - https://www.nexusmods.com/skyrimspecialedition/mods/23043
Webmetz, has made a patch for The Relics of Hyrule mod
https://www.nexusmods.com/skyrimspecialedition/mods/31935
MeraxesUrrax, has made a patch for Diamond Smithing Complete
https://www.nexusmods.com/skyrimspecialedition/mods/20449
ScarecroOw, has made a patch for True Weapons
https://www.nexusmods.com/skyrimspecialedition/mods/23209
Squirrellysama, has made a patch for Lintra Spear
https://www.nexusmods.com/skyrimspecialedition/mods/22936
wherediditrun, has made an Xedit script that seeks to rebalance weapons from this mod and Heavy armoury
https://www.nexusmods.com/skyrimspecialedition/mods/19547
FafnirEtherion, has made a patch for the Creation Club mod, Dead Man's Dread
https://www.nexusmods.com/skyrimspecialedition/mods/30502/
Immersive Weapon Integration has a patch for Animated Armoury on their page
https://www.nexusmods.com/skyrimspecialedition/mods/22420
Translations
RaulMZ Has made a Spanish translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/28342
Dezinho53 Has made a German translation available here: https://www.nexusmods.com/skyrimspecialedition/mods/29986
When I click "launch nemesis behavior engine", an error is prompted
ERROR(4011): Alternate animation file has not been registered. Please contact the mod author
File: FNIS_NAR_List.txt
Line: 84
Animation File: NAR1_1hmlefthand_attackpowerforwardsprint.hkx
Failed to generate behavior
Please tell me how to solve this mistake?thx???
Now I'm trying to customize the pike animations using files from another mod. I replaced all the animation files so the character is making the right movements, but the problem is he's going through the motions too fast. The other mod treats the custom animation like a greatsword, and when I use the greatsword movements the custom animation mod works fine, but when I switch to the pike he's moving like the Flash. I had the brilliant idea of going into the creation kit to reclassify the pikes from this mod as a greatsword then I saw...pikes already are classed as greatswords in anim type (???). So how can I get certain pikes with this mod to revert back to the old greatsword animation?
Plyr.SetAnimationVariableInt("CustomWeaponType", 0)
Plyr.SetAnimationVariableInt("LeftCustomWeaponType", 0)
Plyr.SetAnimationVariableInt("SSMType", 0)
Plyr.SetAnimationVariableInt("CustomMagicType", 0)
All these lines are errored with
?Error: (00000014): cannot find variable named CustomWeaponType.
in my log. I think I installed mod properly, run Nemesis, Update engine and run engine. How can I fix it?
Not a complete fix, but definetly good enough that even third person using these, it makes it look much more natural! just gotta watch forward power-attacks with pikes and halberds, since they still stab to the side for some reason, but definetly a huge improvement! Two thumbs up to this guy for finding this out!