2 items

File information

Last updated

Original upload

Created by

OmecaOne

Uploaded by

OmecaOne

Virus scan

Safe to use

574 comments

  1. DRAGONiGOD
    DRAGONiGOD
    • member
    • 0 kudos
    Sticky
    Does this mod work with MCO? Using different move sets in different stances etc?
    1. andriypotapov
      andriypotapov
      • premium
      • 12 kudos
      Here is what I have done for mco move sets:
      - you don't have to use supplied folders
      - I removed all animation from original folders
      - take your your desired mco move set and modify it by ADDING to it high|mid|low stance condition
        - if your set has 3 folders, go into each folder and modify _conditions.txt to include (for mid stance)... AND
      HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
      - repeat for each stance|move set, notice they are different perks (high|mid|low)
      HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
      HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
      HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)

      Tested only with following mco move sets. Fully functional combinations and work with dedicated power attack mods as well
      - Unarmed Moveset for MCO
        - one folder
      - ADXP I MCO Skyrim Martial Arts - Kick Boxing
        - 3 folders
    2. deleted87105353
      deleted87105353
      • account closed
      • 0 kudos
      Can confirm this works. thank you @andriypotapov
    3. PaganPeach
      PaganPeach
      • supporter
      • 0 kudos
      How do you Add the stance condition?
    4. Camman2233
      Camman2233
      • member
      • 0 kudos
      inside of your moveset folder is your animation and a txt file that explains the conditions of those animations. simply take the conditions of the stance mod and add them to your animation .txt conditions. while im not sure completely. i think this makes the animations exclusive to that stance, not sure tho. currently got zap and er katana working on the same weapon. if any animations are overwritten. go to the animation folders ex. (2700021) and add two or 3 zeros to the end to add priority. this is what worked for me.
    5. theloserinasuit
      theloserinasuit
      • supporter
      • 1 kudos
      either i am stupid or doing something wrong
      installed OAR
      installed stances
      unzipped unarmed combat for mco
      moved folder to high stance
      copied andriypotapov tutorial for mco and put it in folder
      run nem
      nothing
      put it in highstance condition txt
      nothing
    6. dantegoat
      dantegoat
      • member
      • 3 kudos
      did you figure it out thelo? if so can I go over this with you on discord or something?
    7. Puttfire
      Puttfire
      • supporter
      • 1 kudos
      Does the animations have to be within the stance folders to work? Or just changing the conditions of the animations in it's own proper file would work?
    8. NexusSavior
      NexusSavior
      • premium
      • 13 kudos
      It works! Thank you so much andriypotapov
    9. OmecaOne
      OmecaOne
      • premium
      • 208 kudos
      stickying for andriypotapov's post since this is how most people will use the mod
    10. predators9000x
      predators9000x
      • BANNED
      • 3 kudos
      Please join discord and teach me please dantegoat
    11. Dworky34
      Dworky34
      • premium
      • 0 kudos
      Are you still helping people with how to make it work with MCO I use the Eldem Rim moveset
    12. peljok
      peljok
      • supporter
      • 2 kudos
      How can I do this on a .json file? I haven't explored much OAR.
    13. FaythsDream10
      FaythsDream10
      • member
      • 0 kudos
      Idk if I'm just slow or just tired(3:30am here xD), can't figure it out rn lol. I'm really liking how people are in here sharing how to get things to work right. If anyone can help me get it, I'd be really grateful
    14. Tiffany110778
      Tiffany110778
      • member
      • 0 kudos
      I didn't understand anything at all
      can someone normally explain how to install it (I want to put animations ADXP I MCO elden rim moveset collection (SCAR))
    15. Guys use this mod! https://www.nexusmods.com/skyrimspecialedition/mods/78727 Its a folder set for mco.
    16. Guys use this mod https://www.nexusmods.com/skyrimspecialedition/mods/78727 Its a folder set for mco.
    17. conchetumare321
      conchetumare321
      • member
      • 0 kudos
      how do you even install that bro
    18. Mahler322
      Mahler322
      • premium
      • 1 kudos
      should this condition be placed first in the conditions text or at the end?
    19. Mahler322
      Mahler322
      • premium
      • 1 kudos
      nevermind got it!
    20. netoezio
      netoezio
      • supporter
      • 0 kudos
      so i need to copy "_conditions.txt" file from stances mod and paste it into each folder of MCO animation or i chance "config.json" file in each folder of MCO animation ? Because MCO animation dont have "_conditions.txt" file.
    21. Mahler322
      Mahler322
      • premium
      • 1 kudos
      Is there a line to add to use a moveset in neutral stance? i trired just not having a line for one and if i do that it overwrites all the other three stances. So theres no way to have a fourth mco moveset as the neutral stance?
    22. retrodreamer16
      retrodreamer16
      • member
      • 0 kudos
      I think this only works with animations made for DAR (Dynamic Animation Replacer) and not OAR (Open Animation Replacer), as only DAR animations use the "_conditions.txt".
  2. kyril27
    kyril27
    • member
    • 0 kudos
    Guys if you can't change stance after following all the requirements and instructions, try install dTry Plugin Updates. You can ignore all the requirements stated on the mod page except dTry's Key Utils which you should already have it installed. Use a mod manager to install it. Pick the dTry's Key Utils option. I can confirm at least it solves my problem for getting ADXP I MCO Nioh2 Dual Katana Moveset (SCAR) stances switching to work.

    Edit: replaced the name of mods and links with embedded links.
  3. PsychoFreedom
    PsychoFreedom
    • member
    • 0 kudos
    How to do this, i even follow some guide but in the `mesh` folder i dont have `actors`
  4. PsychoFreedom
    PsychoFreedom
    • member
    • 0 kudos
    im dumb i need instuctions, i have every mod i need, i installed all in mo i dont knwo what next :_; 
  5. shek321
    shek321
    • member
    • 0 kudos
    Why can't I change stance help
    1. Ignar89
      Ignar89
      • member
      • 0 kudos
      +1. I don’t know if something changed or (more likely) I’m doing something wrong, but I can’t change stances, either. Not sure if it’s the input on the .ini file or something with OAR but a solution or advice would be helpful
    2. Ignar89
      Ignar89
      • member
      • 0 kudos
      I think I finally found a solution. Install this https://www.nexusmods.com/skyrimspecialedition/mods/85740?tab=description alongside dtry's key utilities and my problem has finally cleared up. I hope this works for you
  6. gtxlys
    gtxlys
    • member
    • 0 kudos
    Fantastic work! But I encountered a small problem, could this mod work along with PC Head Tracking, specifically with it's voice module? When I switch to high/mid/low stance, battle voices can't be triggerd:(
    The framework I use is BFCO by the way.
  7. RIPLichht
    RIPLichht
    • member
    • 0 kudos
    For those who couldn't get the key tracing directional changes to work, I think Dtry's key util was the problem. Try the AE-NG version pinned in the mod page's comments. That fixed my issues with key tracing.
  8. AntaBaka777
    AntaBaka777
    • member
    • 1 kudos
    This just seems to refuse to work with the provided OAR folder structure. No "replacement animations" load in. I'll try to make it work with the old DAR structure to see if it works again, given that I've gotten it to work in the past.

    Edit: Can confirm that it does indeed work with the old DAR file structure.

    A tutorial for those that also want to use this mod with different BFCO/MCO movesets:

    1.Install this mod
    2.Go to 
    \Stances - Dynamic Animation Sets\meshes\actors\character\animations\
    3. Create a folder called "DynamicAnimationReplacer" and inside that folder create another one called "_CustomConditions" (without the quotes obviously)
    4. All of the folders of all the movesets that you want to use will need to go inside that _CustomConditions folder. So if you have a folder named 40100 or something, it will go there. Edit: Those are the folders that you want to put there, not a "meshes" or whatever folder. The folders that go in there all have numbers and stuff.
    5. Grab the folders of whatever BFCO/MCO moveset you want to use, and inside those folders you need to find a "_conditions.txt" file. There's going to be one of those txt files inside every folder of every moveset.
    6. Inside "_conditions.txt" you will find the conditions that are needed to play the animation. What you need to do is add "AND", press enter, and add the corresponding Stance condition. Here's a reference sheet:

    for high stance
    HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)
    for mid stance 
    HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042519)
    for low stance 
    HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x0004251A)

    So, let's say that the inside of a given "_conditions.txt" looks like this:
    IsActorBase("Skyrim.esm" | 0x000007) AND
    IsEquippedRightType(1) AND
    NOT IsEquippedLeftType(1) AND
    NOT IsEquippedLeftType(2) AND
    NOT IsEquippedLeftType(3) AND
    NOT IsEquippedLeftType(4) AND

    You need to make it look like this:

    NOT IsActorBase("Skyrim.esm" | 0x000007) AND
    IsEquippedRightType(1) AND
    NOT IsEquippedLeftType(1) AND
    NOT IsEquippedLeftType(2) AND
    NOT IsEquippedLeftType(3) AND
    NOT IsEquippedLeftType(4) AND
    HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518)

    You always need to have an "AND" before the specific stance condition, otherwise it won't work. The stance given in that example is the high stance. Using the reference sheet, you would replace that condition with the condition of your desired stance. 
    Note that you need to do this for *EVERY* _conditions.txt file that your desired moveset has. I know, it's tedious work but it's worth it. It just works.

    If this guide helped you you can always donate me a bazillion dollars.
  9. nichio77
    nichio77
    • member
    • 3 kudos
    Hi there,

    Been using SkySA for a while, no problems there.
    While looking for something else, I stumbled upon this mod!
    OMG!!!
    No SkySA user should be without it!

    Thx & Kudos for this hidden gem!
  10. onion07
    onion07
    • supporter
    • 0 kudos
    I did every guide I found told me to (most of them were outdated, I even tried those) still can't get it to work. no icons, animations, or attacks have been changed. Need help
  11. detings
    detings
    • member
    • 0 kudos
    i feel so overwhelmed but i could just be stupid too ima fool around w these files and hope to not break anything too important