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.
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?
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?
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
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.
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?
1379 comments
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.
Sorry was joking. I did not understood your "wdym" abreviation actually.
I mean exactly what i said in the first statement, nothing less, nothing more š
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?
I did best to explain, not a natural in english, so, srry for the kindergarten spelling, we good?
Good mod otherwise.
Thank you
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.