About this mod
A Nemesis mod that fixes the Jank War Hammer and Battle Axe locomotion bug by removing the arm blends
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Simple behaviour edit that REMOVES the arm blends from the 2hw locomotion and idle turn animations, thus actually(not like the previous update) fixing the War Hammers and Battle Axes movement animations janking up after moving


The animations are just vanilla 2hm locomotion animations but with the 2hw arms added in Blender, so there's no more arm blend in game
ALL ANIMATIONS CAN BE REPLACED WITH OAR
Installing:
Install like any other Nemesis mod:
Tick "Two Handed Weapon Movement fix" in your Nemesis mod list
Click "Update Engine"
Click "Launch Nemesis Behavior Engine"
Jobs down and bobs you're uncle and all that
Should work with Pandora though there may be caching issues

Nemesis/virtual file systems seem to have a bit of trouble with Windows Defender, make an exclusion for it in Windows Defender, If you have issues with your Nemesis mods, you may need to clear your Nemesis cache:
Open up the mod that contains your Nemesis output and go to "Data\Nemesis_Engine\cache" delete everything inside there, this will untick any mods you ticked, and revert the mod order back to default then re run Nemesis
Updating:
When updating from a previous version, you need to REPLACE and NOT merge updates, this is very important, else you can get crashes, mods not working, broken vanilla behaviours, general bugs, Nemesis errors etc, this applies to ANY BEHAVIOUR MOD, not just this one, if manually updating remove the old version completly
Re run Nemesis make sure "Two Handed Weapon Movement fix" is ticked liked in the image above,
Click "Update Engine"
Click "Launch Nemesis Behavior Engine"
You should be good to go
The gist of this mod is, In vanilla Skyrim, the 2hw animations used one walk and one run animation called arm blends that are 48(walking) and 20(running) frames long, these are applied to the some of the upper body bones and layered on top of the 2hm movement animations, the 2hm movement animations do not have the same amount of frames
The 2hw locomotion logic uses incorrect speed values to switch animations between walking and running, while the 2hm movement use correct speed values, also the arm blends are 48(walking) and 20(running) frames long while not every 2hm walking and running animation share that length, thus making the whole locomotion state desync during playback, this mod fixes those issues by completely removing the arm blends and just adding in a full locomotion state for 2hw with new animations(edited 2hm animations)
The animations to replace are all in the same location as any other vanilla animation:
meshes\actors\character\animations
Run Animations:
2HW_RunBackward.hkx 2HW_RunBackwardLeft.hkx 2HW_RunBackwardRight.hkx 2HW_RunForward.hkx 2HW_RunForwardLeft.hkx 2HW_RunForwardRight.hkx 2HW_RunLeft.hkx 2HW_RunRight.hkx
Walk Animations:
2HW_WalkBackward.hkx 2HW_WalkBackwardLeft.hkx 2HW_WalkBackwardRight.hkx 2HW_WalkForward.hkx 2HW_WalkForwardLeft.hkx 2HW_WalkForwardRight.hkx 2HW_WalkLeft.hkx 2HW_WalkRight.hkx
Idle Turn Animations:
2HW_TurnLeft60.hkx 2HW_TurnLeft180.hkx 2HW_TurnRight60.hkx 2HW_TurnRight180.hkx
You'll notice there's no Strafe animations for the running, I didn't bother adding them as they're pointless and just ruin(I feel like they do) the run blend, also it's easier for other modders to replace these with their own