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NickNak

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NickaNak

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1379 comments

  1. abelyo
    abelyo
    • member
    • 18 kudos
    This mod used to worked fine but for like years now after changing to MCO I cant for the life of me get the animations for the weapons this mod adds to work. For example, I recently switched to BFCO, converted the whole Animated Armoury folder to BFCO version, but ingame when I use a spear it uses animation for 1h sword, but in first person it actually uses the right spear animations (thrust attacks). The rapier moveset is the only one working fine. Whips I think they never worked well after I installed MCO/BFCO, i attack with the whip and the chain doesnt extend or anything.
    Anyone else that had the same issue know how to solve this? I legit tried everything, I installed all the Animated Armoury patches like keyword distributing and etc. Cant figure out whats the issue with this mod.
  2. MelAnarch
    MelAnarch
    • member
    • 1 kudos
     This mood uses some weapons introduced by the mod "Immersive Weapons" by Hothtrooper44. Would there be duplicates of the same weapons if I install both mods? Any incompatibilities?
  3. JonThackery
    JonThackery
    • BANNED
    • 225 kudos
    Everything works fine on my end but the steel greatsword and Skyforge Greatsword are wielded like pikes...strange.
    1. t4w3R5
      t4w3R5
      • BANNED
      • 0 kudos
      wdym??
    2. JonThackery
      JonThackery
      • BANNED
      • 225 kudos
      ultvd ?

    3. t4w3R5
      t4w3R5
      • BANNED
      • 0 kudos
      the hell does ultvd mean
    4. JonThackery
      JonThackery
      • BANNED
      • 225 kudos
      wdym
    5. t4w3R5
      t4w3R5
      • BANNED
      • 0 kudos
      speak ENGLISH MAN
    6. JonThackery
      JonThackery
      • BANNED
      • 225 kudos


      Sorry was joking. I did not understood your "wdym" abreviation actually.
    7. chrishargrave
      chrishargrave
      • member
      • 0 kudos
      wdym= "What do you mean"
    8. JonThackery
      JonThackery
      • BANNED
      • 225 kudos
      Ok...šŸ˜Ž

      I mean exactly what i said in the first statement, nothing less, nothing more šŸ˜Ž
    9. Dalleminum
      Dalleminum
      • premium
      • 0 kudos
      Ahh this gave me a good laugh, thank you! :'D
    10. JonThackery
      JonThackery
      • BANNED
      • 225 kudos


    11. cvjohnston
      cvjohnston
      • supporter
      • 0 kudos
      Did you ever solve this? I’m having a fairy similar issue.
  4. cvjohnston
    cvjohnston
    • supporter
    • 0 kudos
    I believe this mid May have caused an issue that I’m not sure how to fix, even after uninstalling this. 

    some great swords are using my intended animation while others are not. Does this seem like something that may have been caused by this mod?
  5. gatonado
    gatonado
    • member
    • 6 kudos
    Hey, if someone is having problems with gunslicer and Animated Armoury, open the OAR menu (with Shift + O by default), and get in author mode, then open in the animated armoury menu, get in the  pike/spear menu, and, in the priority bar, you'll see a 11 as priority, while gunslicers greatsword animation is 800010, so, copy 800011, it will be higher priority by 1, and will let you play with spear/pike animations and not gunslicers ones, while gunslicers animations will be only for greatswords.

    I did best to explain, not a natural in english, so, srry for the kindergarten spelling, we good?
  6. quelembor
    quelembor
    • member
    • 3 kudos
    Hello, I have a strange problem, since I installed this mod, the NPCs that use maces or daggers combined with a spell in the other hand remain frozen in an attack position and only react if I hit them with the block, but they return to the same problem if they attack combining a spell, I don't know what the problem is, the only animations I use are from this mod and basic animations for vanilla from the creator "Vanargand Animations" any solution please
  7. Urkana
    Urkana
    • premium
    • 0 kudos
    If there is anyone that knows the means to fix the bound whips specifically, let me know what steps I would need to take for that.

    Good mod otherwise.

    Thank you
  8. quelembor
    quelembor
    • member
    • 3 kudos
    Is there any way to remove the dagger and mace animations? I use other animations and don't want them to conflict.
    1. kaijuK41
      kaijuK41
      • member
      • 11 kudos
      Yes! If you go into the mod's folder structure either through mo2 or file explorer, you can find a _CustomConditions folder with all the animations. The text file there will tell you which number corresponds to which weapon, it is their priority in OAR. In your case you're looking for the folders 16 and 17. 
      You have option to open OAR and disable them, or hide or more drasticaly delete them if you're never gonna use them at all. Otherwise if your other animation mods have a higher priorty they will just overwrite the ones from here.
  9. LittleExplorere123
    LittleExplorere123
    • member
    • 0 kudos
    im suprised this mod hasnt moved to OAR
    1. AizenV
      AizenV
      • member
      • 86 kudos
      OAR is fully backwards compatible with any animation replacer mods created for DAR.
  10. Tyrosh
    Tyrosh
    • member
    • 0 kudos
    I'm experiencing a bug with the new weapons where unsheathing them in first person (but NOT third person) plays the unsheathing sound twice and overlaps them. Is there a fix for this?