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585 comments

  1. DRAGONiGOD
    DRAGONiGOD
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    Sticky
    Does this mod work with MCO? Using different move sets in different stances etc?
    1. andriypotapov
      andriypotapov
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      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
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      Can confirm this works. thank you @andriypotapov
    3. PaganPeach
      PaganPeach
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      How do you Add the stance condition?
    4. Camman2233
      Camman2233
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      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
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      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
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      did you figure it out thelo? if so can I go over this with you on discord or something?
    7. Puttfire
      Puttfire
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      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
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      It works! Thank you so much andriypotapov
    9. OmecaOne
      OmecaOne
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      stickying for andriypotapov's post since this is how most people will use the mod
    10. predators9000x
      predators9000x
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      Please join discord and teach me please dantegoat
    11. Dworky34
      Dworky34
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      Are you still helping people with how to make it work with MCO I use the Eldem Rim moveset
    12. peljok
      peljok
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      How can I do this on a .json file? I haven't explored much OAR.
    13. FaythsDream10
      FaythsDream10
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      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
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      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. SuperSAYAJINkiLLer3E
      SuperSAYAJINkiLLer3E
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      Guys use this mod! https://www.nexusmods.com/skyrimspecialedition/mods/78727 Its a folder set for mco.
    16. SuperSAYAJINkiLLer3E
      SuperSAYAJINkiLLer3E
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      Guys use this mod https://www.nexusmods.com/skyrimspecialedition/mods/78727 Its a folder set for mco.
    17. conchetumare321
      conchetumare321
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      how do you even install that bro
    18. Mahler322
      Mahler322
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      should this condition be placed first in the conditions text or at the end?
    19. Mahler322
      Mahler322
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      nevermind got it!
    20. netoezio
      netoezio
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      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
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      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
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      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. Magusx88
    Magusx88
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    Can't get this to work with the Base BFCO moveset. Adding the condition removes the set from the BFCO section in the OAR GUI oO
  3. Karma94
    Karma94
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    I have Attack mco dxp - and leviathan greatsword movesets -both movesets do get applied, however the stance animation of actualy holding the greatsword high or low ect doesn't work it stays default vanilla animation... can someone help pls it's been 2 days I've been searchin for help not even a single reply.

    https://gyazo.com/a3654aec8109cfb9c061ea399322ba3b - Here's to see that I have done it yet the stance animation itself doesn't change.

    TO CLARIFY IN CASE SOMEONE DOESN'T UNDERSTAND - THE STANCES DO CHANGE, THE SYMBOL ABOVE MY HEAD, BUT THE GREATSWORD DOES NOT CHANGE STANCE IT STAYS HOW YOU HOLD THE SWORD IN VANILLA PLS HELP
    1. LognaVino
      LognaVino
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      Did you find the fix for this?? I am experiencing same problem
  4. tedbash
    tedbash
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    The DAR Conditions are way easier to handle than OAR tho...
    The only "disadvantage" I could find so far for OAR. 

    Edit:
    Ok I figured it after painful trial and error but even now I feel like DAR conditions were better, even if it couldnt be done ingame
  5. This mod needs some kind of tutorial desperately. I don't understand anything that has to do with the HasPerk coding line I've been seeing in the comments and on Reddit. I am totally lost, and installing all the mods and their prerequisites does nothing, and instead all it did was make my two handed weapons one handed for some reason. None of the comments have been any help unfortunately, not even the Plugin Updates mod I saw posted a few times. I guess I need to modify or add files or lines of code to my animation set replacers, or OAR itself but I have no idea how and I can't find tutorials. Any chance we can get one?
  6. AntaBaka777
    AntaBaka777
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    This mod seems not to work with the OAR folder structure. I did the exact same thing in both the DAR and OAR structure and only DAR works. I might be doing something wrong. When I tried with OAR, I got this when opening the OAR menu and going to Replacement Animations: "Animations from behavior projects that are not loaded will not show up here." So the game apparently just doesn't recognize the stances perk or something of the sort? Dunno, I'm not a modder or anything.
    As I said, this mod still does work with the DAR structure (even if you download the latest dtry's key utils version) so if you're having trouble like me stick to that. You'll have to add a shitton of folders into DAR and rename them so they don't conflict but at least it works.
    Just in case, what I did was the same as always. Go into a moveset's _conditions.txt and add "ADD" on the last string if it wasn't already there, and below adding the HasPerk("Stances - Dynamic Weapon Movesets SE.esp"|0x00042518) AND and then saving it. Then since I tried OAR, I put all the folders inside the high stance folder, but to no avail.
    1. justrush808
      justrush808
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      Delete whatever custom configs you've made so they'rand just go into the OAR GUI in game and add HasPerk conditions to the relevant movesets then save. It'll save custom OAR condition files to overwrite/your SKSE output. You don't need to fiddle with folders at all. Then if the moveset author ever updates conditions, you can just compare the conditions and change them accordingly.

      Personally, I couldn't write an OAR or DAR config if my life depended on it, so I do it all within OAR by copying the custom condition set (it'll remain in your clipboard til you copy something else) and deleting that custom config so I can see the author's updated conditions. If it's the same or similar, I just delete the condition set, paste my copied set from before, and amend accordingly. Then I save again.
    2. AntaBaka777
      AntaBaka777
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      I don't really understand. I grabbed a moveset (imperium animations) and put all the folders in the "High Stance" folder in the stances folder for OAR, and they just don't work ingame even after switching to the high stance. When I go to the OAR menu, none of the animations load in "replacement animations". The conditions are already set up there in the OAR menu (the perk and magic effect for the high stance) so what should I do?
    3. dogfire1984
      dogfire1984
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      Man, you're a lifesaver! Out of all the replies, yours was the most helpful!Seriously, thank you so much!
  7. shek321
    shek321
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    Why can't I change stance help
    1. Ignar89
      Ignar89
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      +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
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      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
    3. biroyski
      biroyski
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      I tried this and it doesn't work. I am going nuts on getting this work very frustrating! I have tried all inputs on ini and it doesn't work. I have all the perks of in custom skill unlocked. Please I need help. Thanks! 
  8. xx30543
    xx30543
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    How can I change the AIO hotkey to mouse button 4
  9. iravampira7
    iravampira7
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    I feel like I'm going absolutely insane every MCO OAR moveset I download does not have a "conditions" text what do I ddo ?
    1. Mikeytheend234
      Mikeytheend234
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         {            "condition": "HasPerk",            "requiredVersion": "1.0.0.0",            "Perk": {                "pluginName": "Stances - Dynamic Weapon Movesets SE.esp",                "formID": "4251A"            }        }



      This is the condition format if you are using OAR, formID is perk (low stance for this case) ..  , just copy and paste into your config.json files in every folder for your moveset , also add "," comma before adding any new conditions in the config.json file ... If you are still confused copy and paste this text in chatgpt it would work you through it 
  10. Mikeytheend234
    Mikeytheend234
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    How to apply this to OAR condition?


    Edited :- figured it out , just add this condition to OAR config.json files(the are inside the folders holding the hkx files for your moveset)

       {            "condition": "HasPerk",            "requiredVersion": "1.0.0.0",            "Perk": {                "pluginName": "Stances - Dynamic Weapon Movesets SE.esp",                "formID": "4251A"            }        } 

    formID=perkid
  11. oddxfellow
    oddxfellow
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    doesnt work with the latest version icon doesn't even pop up anymore.