Alright so here is what it did in order to fix the issues I had.
Firstly I uninstalled all combat related modifications and reinstalled Animation Motion Revolution Dynamic Animation Casting Dynamic Animation Replacer Payload Interpreter Singularity TK Dodge RE - Script Free one by one I then set up TK Dodge RE as instructed from the description and then went onto to ADXP | MCO and installed it and its requirements Next was nemesis so I did a complete wipe and reinstall for nemesis engine as well Then I made a Nemesis Output for the engine, launched neme, updated and ran behavior (Make sure to tick necessary boxes) including "attacks" by disto. (hope I spelled that right) (edited) The important part for making the animation of power attacks work for SCA is that One click power attacks was somehow skipping directly to a holding power attack and thus removing half of the power attack options. Therefor i removed OCPA and everything works as intended. All animations for weapons and the modded movesets for unarmed works and the spell shoots out aswell. I hope this works for you all.
In order to make the dodge animations work, you need to go into the TK Dodge RE INI files and enable step dodge. You can find this (MO2) by right clicking TK Dodge RE, open explorer, SKSE, plugins and it should be there.
Hey, in a comment before I said that the mod didn't work OK for me, the fire ring didn't work and the frost ring fired fire spells. After trying for some time I discovered this mod to be incompatible with no enchantment restrictions remake SKSE, I believe it affects the enchantments on the rings somehow and they are not able to work together.
For everyone having similar problems as I had, if you have NERR SKSE try disabling the mod and using the rings. It should work OK.
Make sure you're using the right version of TK Dodge, make sure Step Dodge is turned on in the .ini file (for MO2 users right click the mod, click "Open in Explorer", then open the SKSE folder, then open the Plugins folder), make sure you update and run Nemesis with the box for TK Dodge ticked.
iv figured it out at least partially. player.additem 15000811 1 that should give you dark ring(flame) which give you the dodge animation. but honestly id just use stylish dodge for dmco at this point
ESP from this mod and https://www.nexusmods.com/skyrimspecialedition/mods/95196 are both named "Sorcerer.esp". If someone could create a patch that would be amazing.
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- Improved recovery speed from idle animation after attack
- Magic effect UI hidden processing
- Improved feeling of operation in charge attack
Please add the ini below
skyrim.ini
[Controls]
fInitialPowerAttackDelay=0.18
Firstly I uninstalled all combat related modifications and reinstalled Animation Motion Revolution
Dynamic Animation Casting
Dynamic Animation Replacer
Payload Interpreter
Singularity
TK Dodge RE - Script Free one by one
I then set up TK Dodge RE as instructed from the description and then went onto to ADXP | MCO and installed it and its requirements Next was nemesis so I did a complete wipe and reinstall for nemesis engine as well
Then I made a Nemesis Output for the engine, launched neme, updated and ran behavior (Make sure to tick necessary boxes) including "attacks" by disto. (hope I spelled that right) (edited)
The important part for making the animation of power attacks work for SCA is that One click power attacks was somehow skipping directly to a holding power attack and thus removing half of the power attack options. Therefor i removed OCPA and everything works as intended.
All animations for weapons and the modded movesets for unarmed works and the spell shoots out aswell. I hope this works for you all.
For everyone having similar problems as I had, if you have NERR SKSE try disabling the mod and using the rings. It should work OK.
that should give you dark ring(flame) which give you the dodge animation. but honestly id just use stylish dodge for dmco at this point
Edit: never mind, I figured it out