For anyone having problems with NPCs stuck in blocking animation (Aka perma-block)
Found a fix to this problem I think:
I think it's caused by a game settings option which is hard codded into the game. It is called " fCombatBlockTimeMax " which has a default ''float'' value of 10000.0000000 !!!
This means: if you have any mod increases NPC block chance (Like Wildcat); they can choose the max duration option ( which is 10,000 secs) and they will be stuck, blocking.
I stopped this problem by making a new record under ''Game Settings (GMST)'' records with the Editor ID (EDID) of '' fCombatBlockTimeMax '' (Don't use the quote marks). You can do this in a new esp. or just make the record in Wildcat. Then in the float value, set it to 16.0000 which is essentially 16 secs (similar value to that in fallout 4).
It may also be worth making another record with this EDID '' fCombatBlockChanceMax '' . The default float value of 1.0000 . I think this translates to 100% which may also contribute to the problem. So i set it to 0.5000 (50 %). This value is just above the '' fCombatBlockChanceMin '' in the Wildcat mod which is set to 0.4000 (40%)
If anyone wants, I can make a small ESP.FE wiith these fixes and put it on mediafire.
This is literally a mod for MCO. It makes it possible for NPCs / Creatures to use the combo provided by the framework which normally (with only MCO installed) would only be available to the player. So yes, ADXP | MCO is an hard requirement. Either MCO or any other combat framework you are using really. You don't need MCO if you are using ABR or SkySA for this mod to work.
First time reporting on Nexus but everytime I launch my game and enter my save (which was in a combat with bandits near where you get the rueful axe) I have a few seconds of action before my game screen goes black and I get the following error : SCAR::DataHandler::GetSCARActionData caught an exception when convert annotation:[json.exception_out_of_range.403] key 'IdleAnimation' not found
after I close it the game closes automatically, running latest version of SCAR, MCO and a few movesets (Elden Rim,Diverse NPC Moveset, Mace animation MCO |SCAR , Realistic Haleberd Animation MCO SCAR)
The game version I'm on 1.6.1170.0.8 with SKSE 2.2.6, already installed the SCAR AE Support and had no problems with it til Today
Hopefully someone can help or just guide me on what the issue could be, thanks a bunch for this amazing mod
Duude I have the same exact error. Have you found a solution? I've tried doing a fresh install of nemesis, SCAR, and MCO and I am still getting this error. Sucks because I was really in the mood to start a new playthrough.
so its safe to update mid game ? and wont mess up any other functions related to 1.0? as ive been using that from the start but ive noticed some mods require specific versions
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Please refer to this article before actually reporting a bug in the bugs section!
Found a fix to this problem I think:
I think it's caused by a game settings option which is hard codded into the game. It is called
" fCombatBlockTimeMax " which has a default ''float'' value of
10000.0000000 !!!
This means: if you have any mod increases NPC block chance (Like Wildcat); they can choose the max duration option ( which is 10,000 secs) and they will be stuck, blocking.
I stopped this problem by making a new record under ''Game Settings (GMST)'' records with the Editor ID (EDID) of '' fCombatBlockTimeMax '' (Don't
use the quote marks). You can do this in a new esp. or just make the record in Wildcat. Then in the float value, set it to 16.0000 which is essentially 16 secs (similar value to that in fallout 4).
It may also be worth making another record with this EDID '' fCombatBlockChanceMax '' . The default float value of 1.0000 . I think this translates to 100% which may also contribute to the problem. So i set it to 0.5000 (50 %). This value is just above the '' fCombatBlockChanceMin '' in the Wildcat mod which is set to 0.4000 (40%)
If anyone wants, I can make a small ESP.FE wiith these fixes and put it on mediafire.
Hope these help!
Here is the link to the fix:
https://www.mediafire.com/file/di3oazfu3ba82jo/NPC_PermaBlock_Fix.7z/file
Hope it helps!
It makes it possible for NPCs / Creatures to use the combo provided by the framework which normally (with only MCO installed) would only be available to the player.
So yes, ADXP | MCO is an hard requirement.
Either MCO or any other combat framework you are using really.
You don't need MCO if you are using ABR or SkySA for this mod to work.
SCAR::DataHandler::GetSCARActionData caught an exception when convert annotation:[json.exception_out_of_range.403] key 'IdleAnimation' not found
after I close it the game closes automatically, running latest version of SCAR, MCO and a few movesets (Elden Rim,Diverse NPC Moveset, Mace animation MCO |SCAR , Realistic Haleberd Animation MCO SCAR)
The game version I'm on 1.6.1170.0.8 with SKSE 2.2.6, already installed the SCAR AE Support and had no problems with it til Today
Hopefully someone can help or just guide me on what the issue could be, thanks a bunch for this amazing mod
When I am trying to open SCAR Animation Patcher exe file, I get the error message: "To run this application, you must install .net"
But I already have .net of latest version.
Hello, tell me, if I just install this mod with all the requirements, will it work?
Written, for installation:
Each set of movements should be pre-fixed to support the functions of SCAR, otherwise everything will remain as before.
I don't understand how to do it.
Will he work with
The default ADXP animation package, already included in the fashion files, contains all the standard movements for weapons in the game.