updating on this dingus pursuit of mine to get vanargand animations to work with AGO. what ended up happening the first time around was i had, at the time, reinstalled AGO without ticking the AGO option in nemesis. in subsequent nemesis patches, i enabled AGO, and then vanargand refused to work. as it turns out, the patched behaviors from nemesis override certain sneaking bow animations that lead to odd behavior when you're sneaking with your bow drawn. this is what happens: 1. it will play the VNG equip animation when you're sneaking, but will instead transition to the AGO idle sneak bow animation 2. it will play the VNG draw animation when you're getting ready to loose an arrow, but AGO's behavior causes the bow to jerk up and to the right whenever you move the mouse left or right - however, the bow remains steady and faces forward when you move directly up or down. 3. it will play the VNG firing animation, but again, it transitions to the AGO idle animation after firing, leading to an issue where as soon as you fire an arrow, you have another arrow in your hand, but drawing the bow again leads you to grab another arrow from your quiver. it's extremely bizarre.
here's what disabling the AGO patch in nemesis does: 1. the correct VNG animations play in place of AGO's animations. 2. the jerky bow issue is resolved, the aiming is smooth in all directions 3. you can walk in all directions with the correct animations playing, if you're using the true directional movement mod 4. from my hour-long test after having disabled the patch, i haven't noticed any discernible difference in how the mod plays. the correct AGO animations play when you walk, run, or sprint (while not sneaking) when you have a bow equipped (however, there is an issue, especially if you're using Verolevi's CATA animation suite, for a female character, where your model will face forward at a 45 degree angle when you jump with the bow drawn - this happens without regard to AGO's nemesis patch status) and correctly change to the VNG animations as soon as you begin to sneak.
what i wrote previously still applies, the use of the AGO/XP32 compatibility patch is vital to this mod's animations playing at all, at least in my case, where i use several animation/behavior-altering mods together. this is the solution that is currently working for me, and to repeat, i have not noticed any obvious issues from disabling the AGO patch in nemesis. i hope someone other than me who may be having this problem finds this somewhat useful; if it doesn't fix their issue, it might at least let them know why vanargand doesn't play nice with AGO.
@halcyonpurge OMG this WORKS!!! Unchecking AGO in the Nemesis engine updater makes AGO animations play when standing and Vanargand animations play when sneaking! With the proper quiver animations and everything! (The nocked arrow disappears/reappears when going into/coming out of sneak, but that's such a minor issue it doesn't matter, and the transition is so smooth you really have to be looking for it to notice.)
Thanks so much for discovering this! I have no idea why AGO seems to function just fine without the Nemesis patch checked, but like you I haven't run into any issues yet. So stoked to be able to use this mod now!
Without knowing exactly what kind of behaviour edits AGO did, it's not really possible to say why this works. My best guess would be, that AGO somehow separated the hand positions from the rest of the animations, so that you could use AGO with your favourite bow animation replacers. However, this functionality clearly does not fully extend to sneaking, where the Vanargand animations override the sneakbow_drawlight animation completely. Probably a bug or an oversight on the part of DServant. By unticking the Nemesis patch and letting AGO's changes be overridden, it basically just becomes a standard animation replacer with some added functionality like the arrow wounds and other stuff.
I have this weird bug when sneaking slow, the animation plays for fast sneaking. It's the case with all Verolevi's weapon animations. What could cause this?
Putting this here for anyone using these animations together with IED & the Weapon Styles - DrawSheathe animations and are also using the chesko quiver option:
Remove the Quiver - On Back Hip folder from the Weapon Styles - DrawSheathe animations mod located in meshes/actors/character/animations/OpenAnimationReplacer/Weapon Styles.
After this, copy over in the XPMSSE-specific animations from Vanargand animations into the rest of the bow animations. (Located in meshes/actors/character/animations)
If you're using the sneak bow animations from Verolevi aswell, go into DynamicAnimationReplacer/_CustomConditions and do the same for the animations located in the folders "68391" and "68390"
I for the life of me cannot get the sneak aim (drawing the bow) to work. It defaults to the vanilla aim and I get very wonky twitchy movement all animations in the collection pack work, up until aiming. I have tried purging mods, I have tried completely reinstalling everything that has to do with animations and combat. And I started with a fresh install. I do not have any other archer mods that alter anything related to archery. I have OAR, I have Animation motion revolution. I have ran Nemesis. How do I fix this? I got XPMSE. Got the full rig. I have Immersive Equipment displays, (maybe something in that is over writing? I have googled my ass off and I cannot find a solution.
I fixed it. Turns out it was an Immersive Equipment Displays, some of the profiles have preset animations, becareful installing them. As DAR based animations tend to get the short end of the stick, and not easily moved to the top or replace on the fly. They easily get over written by others.
Uh... this seems to cause the third person player model to vanish? When in interior cells and in certain lighting conditions? Not sure what it's about. I thought it's something else but when I deactivate this mod the issue doesn't happen.
I have the same problem with the sneak animation. The sight twitches when turning while standing still (while aiming). + When moving forward+left and backward+right (while aiming). -- P.s. Did you manage to solve this problem?
Any chance of an OAR conversion? If you want to convert it you can do so automatically using DARtoOAR. Once you have done that you can tweak the Oar version of the mod to your liking.
For anyone wondering why I prefer OAR the biggest benefit is the in-game editor that allows users and mod authors to tweak the animation priorities and rules in game. Makes getting that custom feel so much easier. It also support additional logic and is expandable through the API.
Nevermind, wrong mod, was meant for the normal Archery animation mod, not the sneak variant. Would delete the post, but there doesn't seem a way to do so.
What's the correct load-order regarding XP32? I don't seem to find this information anywhere. I always thought that XP32 files should never be overridden by other mods, but I suppose not doing so in this case will simply not play the animations correctly.
Got the same issue with 1.4 and 1.3 with belt fastened patch. Switching animation to default instead of belt fastened fixes the issue. Using XPMSSE skeleton meshes from Simple Dual Sheath, Immersive Equipment Displays and Weapon Styles - Draw-Sheath animations. Seems like an issue with Weapon Styles - Draw-Sheath animations.
EDIT: Fixed by using 1.3 with belt fastened patch and renaming Weapon Styles - Draw-Sheath animations\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\22000045 to Weapon Styles - Draw-Sheath animations\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\22045
using ECE skeleton xpms with this mod and the arrow becomes misaligned from the bow and floats to the right at a lower elevation, is anyone experiencing this?
EDIT: I believe the floating arrow bug, comes from immersive displays equipment, it might be conflicting with this mod.
175 comments
1. it will play the VNG equip animation when you're sneaking, but will instead transition to the AGO idle sneak bow animation
2. it will play the VNG draw animation when you're getting ready to loose an arrow, but AGO's behavior causes the bow to jerk up and to the right whenever you move the mouse left or right - however, the bow remains steady and faces forward when you move directly up or down.
3. it will play the VNG firing animation, but again, it transitions to the AGO idle animation after firing, leading to an issue where as soon as you fire an arrow, you have another arrow in your hand, but drawing the bow again leads you to grab another arrow from your quiver. it's extremely bizarre.
here's what disabling the AGO patch in nemesis does:
1. the correct VNG animations play in place of AGO's animations.
2. the jerky bow issue is resolved, the aiming is smooth in all directions
3. you can walk in all directions with the correct animations playing, if you're using the true directional movement mod
4. from my hour-long test after having disabled the patch, i haven't noticed any discernible difference in how the mod plays. the correct AGO animations play when you walk, run, or sprint (while not sneaking) when you have a bow equipped (however, there is an issue, especially if you're using Verolevi's CATA animation suite, for a female character, where your model will face forward at a 45 degree angle when you jump with the bow drawn - this happens without regard to AGO's nemesis patch status) and correctly change to the VNG animations as soon as you begin to sneak.
what i wrote previously still applies, the use of the AGO/XP32 compatibility patch is vital to this mod's animations playing at all, at least in my case, where i use several animation/behavior-altering mods together. this is the solution that is currently working for me, and to repeat, i have not noticed any obvious issues from disabling the AGO patch in nemesis. i hope someone other than me who may be having this problem finds this somewhat useful; if it doesn't fix their issue, it might at least let them know why vanargand doesn't play nice with AGO.
Thanks so much for discovering this! I have no idea why AGO seems to function just fine without the Nemesis patch checked, but like you I haven't run into any issues yet. So stoked to be able to use this mod now!
are also using the chesko quiver option:
Remove the Quiver - On Back Hip folder from the Weapon Styles - DrawSheathe animations mod located in meshes/actors/character/animations/OpenAnimationReplacer/Weapon Styles.
After this, copy over in the XPMSSE-specific animations from Vanargand
animations into the rest of the bow animations. (Located in meshes/actors/character/animations)
If you're using the sneak bow animations from Verolevi aswell, go into DynamicAnimationReplacer/_CustomConditions and do the same for the animations located in the folders "68391" and "68390"
I fixed it. Turns out it was an Immersive Equipment Displays, some of the profiles have preset animations, becareful installing them. As DAR based animations tend to get the short end of the stick, and not easily moved to the top or replace on the fly. They easily get over written by others.
i'm thinking it's from not using Directional Movement, since with that there is no stationary turning; it turns the camera.
The sight twitches when turning while standing still (while aiming).
+ When moving forward+left and backward+right (while aiming).
--
P.s. Did you manage to solve this problem?
you have done that you can tweak the Oar version of the mod to your
liking.
For anyone wondering why I prefer OAR the biggest benefit is the in-game editor that allows users and mod authors to tweak the
animation priorities and rules in game. Makes getting that custom feel
so much easier. It also support additional logic and is expandable
through the API.
Would delete the post, but there doesn't seem a way to do so.
What's the correct load-order regarding XP32? I don't seem to find this information anywhere.I always thought that XP32 files should never be overridden by other mods,
but I suppose not doing so in this case will simply not play the animations correctly.
There's one immersion breaking issue with this animation. I don't have the skill to fix it, but would like to report it here.
Condition:
1. Sneak mode engaged.
2. Bow drawn.
3. Player character is stationary.
With these conditions met, move the mouse only to "look around". The player character's shoulders will "shrug" up unnaturally.
Using XPMSSE skeleton meshes from Simple Dual Sheath, Immersive Equipment Displays and Weapon Styles - Draw-Sheath animations.
Seems like an issue with Weapon Styles - Draw-Sheath animations.
EDIT: Fixed by using 1.3 with belt fastened patch and renaming
Weapon Styles - Draw-Sheath animations\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\22000045 to Weapon Styles - Draw-Sheath animations\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\22045
EDIT: I believe the floating arrow bug, comes from immersive displays equipment, it might be conflicting with this mod.
SKSE 2.2.3
Skyrim SE 1.6.640
edit: found the culprit, it’s mu joint fix. Solution to problem is at the mod page bug section.