Please post if I missed any weapons or if there are any issues with this patch. *This patch is an ESPFE and is not supported by all mod managers, to make it an esp simply remove the esl tag in xEdit* 1.2 should work with the 1.3 esp of vigilant
Open the plug in SSEdit, find the weapon you want and look for the "Keyword" section. There you can change the keyword or add another one. However if you want to change the weapon type from, for example, a one-handed sword to a two-handed sword, there are some other steps you would need to do as well (including editing a couple values in the .nif file for that weapon's model).
You need to copy the Vigilant weapon records to a plugin that DOES have them, like synthesis if you use any kind of weapon patcher. Check the keywords section in your patched plugin, see if the one you want is IN THE SAME PLUGIN. If it isn't, then simply find what plugin HAS the keyword (Like Twinblades of Skyrim is the origin of the WeapTypeTwinblade keyword, or Bladestaff of Skyrim is the origin of the WeapTypeBladestaff keyword), then copy that keyword you wanna use into the same plugin your patch is going to be in. Apply the newly copied keyword to your weapon by doing the steps from the guy above, then save your patch. You can then take it a step FURTHER by using Keyword Compatibility Framework and making your own custom conditions for mods that it doesn't support. Like a Pike from Animated Armoury can easily be patched to use the For Honor Pike animation from Smooth. Although some older mods say they are compatible with this framework, you may have to change their plugin name in the conditions.txt from "wkcf.esm" to "kcf.esm" and they will take full affect on those older animations too. Do this to add any weapon moveset to any weapon type :D
Does this mod happen to affect weapon speeds for the vigilant weapons that it touches? I'm having an issue when applying custom keywords to line up all my weapon types, where a pike or spear from vigilant, which use the same moveset in my load order, have an adjusted attack speed mult that causes them to be roughly 30% faster than pikes or spears from other mods. I have comprehensive attack speed fixes and a custom weapon speed mod where I have meticulously gone through and balanced my whole load order based on certain speeds, but for some reason I cannot get the Vigilant pikes and spears to fall in line. Lol
Its possible depending on your load order the attack speed edits are being overwritten. You could load all those mods up in xedit and see where the issue might be.
On a side note, somtimes the custom weapon speed fix and the weapon speed mult fixes don't actually take effect until I click any setting like "Save on equip", untick it then tick it again, then they take effect. That's a rare glitch tho. However even with THAT glitch resolved, the vigilant spears and pikes LOVE being faster than the rest of my modded loadout lol.
Everything seems to be working for me EXCEPT for the Rapiers. Like the Whisperer's Rapier and the Black Worm Rapier still have the swords animations. It's weird since all the others weapons seems to work :/
Is it possible to make this mod not dependant on AA itself, but on https://www.nexusmods.com/skyrimspecialedition/mods/74737 which looks much more preferable with knowing of some of AA issues? On second thought maybe it's overcomplicating things. Still thanks for this mod! :)
I'm assuming this should work with https://www.nexusmods.com/skyrimspecialedition/mods/74320?tab=description modified version of AA so it works with MCO - ADXP?
You wouldn't perhaps have a list of all the weapons added by Vigilant? I don't know how to search them up and simply wanted to give them the animations from Animated Armoury without any of the added content using Automatic Animations but I can't find a up to date list of them.
paladin melus's spear and tava spear don't have spear animation Also Could you give the akvari katana and th nameless katana the katana animation from animated Armory
And Could you give staff of pope magnus and staff of pelen the staff animation
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*This patch is an ESPFE and is not supported by all mod managers, to make it an esp simply remove the esl tag in xEdit*
1.2 should work with the 1.3 esp of vigilant
https://www.nexusmods.com/skyrimspecialedition/mods/35978
You can then take it a step FURTHER by using Keyword Compatibility Framework and making your own custom conditions for mods that it doesn't support. Like a Pike from Animated Armoury can easily be patched to use the For Honor Pike animation from Smooth. Although some older mods say they are compatible with this framework, you may have to change their plugin name in the conditions.txt from "wkcf.esm" to "kcf.esm" and they will take full affect on those older animations too. Do this to add any weapon moveset to any weapon type :D
I'm having an issue when applying custom keywords to line up all my weapon types, where a pike or spear from vigilant, which use the same moveset in my load order, have an adjusted attack speed mult that causes them to be roughly 30% faster than pikes or spears from other mods.
I have comprehensive attack speed fixes and a custom weapon speed mod where I have meticulously gone through and balanced my whole load order based on certain speeds, but for some reason I cannot get the Vigilant pikes and spears to fall in line. Lol
Might have to do the annoying processing of adding and removing to find it
It's weird since all the others weapons seems to work :/
I'm using Vigilant 1.7.2
On second thought maybe it's overcomplicating things. Still thanks for this mod! :)
i have DAR version however i use OAR because they said it is completely compatible and MCO-ADXP
What are the weapon names and what weapon type should they be?
Also Could you give the akvari katana and th nameless katana the katana animation from animated Armory
And Could you give staff of pope magnus and staff of pelen the staff animation