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Monops and PrivateEye

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DrMonops

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65 comments

  1. PrivateEye
    PrivateEye
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    For Mod Users

    If a mod author has directed you to download the DAR condition files from this page, they can be found in the Downloads section under "Injected Animated Armoury - Condition Files".
    Install them using the mod manager of your choice, and make sure they load after (overwrite) the condition files included in Animated Armoury.
  2. AtsushiATS
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    Btw is it normal for Pikes to use Greatsword unsheathed non combat animation? because it looks weird when using Leviathan animation.. The spear facing backward in the right hand..
  3. AtsushiATS
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    Should I put this lower than Heavy Armory or otherwise?


    Edit : Nvm, I found the answer in Heavy Armory post, and this mod should overwrite Heavy Armory.
  4. Ortieworties
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    I figure I might as well ask for help on here as well as the mod page for AA since these are the animations used and I'm not certain of the cause:
    For some reason my followers unequip their shield whenever they enter combat with a rapier and shield.
    Any ideas, solutions?
    1. DrMonops
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      Sorry, I'd love to learn more about animations, but I currently have very little experience in that area. I had a look through the AA .esp on the off-chance it wasn't animation-related, but nothing stood out, unfortunately.
    2. Ortieworties
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      It's likely not the animations, but just something inherent about the rapiers; they acted the same with or without animation replacements.
      Now I just wonder if the same happens for all users of animated armory or if it's just me.
  5. accescode
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    Is this mod makes Animated Armoury/Animated Armoury DAR version compatible whit CGO?
    1. DrMonops
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      No, this mod would have the same issue with CGO as they do.
    2. dragonrykr
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      Which issue is that?
    3. DrMonops
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      Well, for this mod and AA DAR, they'll still work with CGO; it's just that because CGO separates the upper and lower body animations, some of the new AA animations may look wonky in some circumstances.

      There may have been more significant conflicts with the original (non-DAR) AA, but I don't recall any specifics.
  6. Percivali
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    hmm if I use MCO and have OCF will I still need this for for example a rapier to be recognized as a rapier?
    1. DrMonops
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      I wouldn't think so. As long as MCO or any MCO-compatible rapier animation mods you're using recognize OCF's keywords (which are the same keywords we use), then you should be good to go.
    2. Percivali
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      Thank you
  7. DeadEastProvidence
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    Whips seem to have universally garbage range, sadly, with Precision. Any way to fix?
    1. DeadEastProvidence
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      In addition to this, spears HAVE to be treated as two handed swords in the game and not two handed axes, otherwise it'll have incorrect animations.
      You can see this discrepency with the Armos Spear and Eldin Spear Wide Grip from relics of hyrule.
    2. DrMonops
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      Sorry, but while we've included the Animated Armoury animations by necessity (as OAR changes the folder structures), questions or discussion about the animations themselves are probably best directed to the Animated Armoury page. Similarly, I don't use Precision myself, so you'd probably get a better answer on the Precision page.
  8. trashmasterzero
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    So what should I do with the original animated armoury dar animation files? I am currently trying to update all my mods for the latest version of skyrim and skse. I am finally switching to OAR instead of DAR. As far as I am aware, its just animated armoury that needs to be updated for OAR, since OAR generally works with DAR animations. Should I just leave the original files there since my mod manager didn't ask me to overwrite any files from the original mod? To clarify, I have original DAR version of Animated Armoury.
    1. DrMonops
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      I'd recommend deleting the original DAR folders from Animated Armoury. I've added a note about that to the description.
  9. gamer455
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    .
  10. CloudAndProud13
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    Hmmm, so what to do if you want the actual weapons from Animated Armoury? Do you install that seperately? Also is the plugin not necessary? I thought you needed a plugin to inject keywords?
    EDIT: Wait, no, since they're the same keywords as OCF, if I have that I don't even need the injected keywords
    1. DrMonops
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      Yes, you'll need Animated Armoury if you want AA's weapons. The condition files also include AA's original keywords, so the keyword plugin shouldn't be necessary (although OAR works a little differently from DAR and it's not something I've tested).

      But, yeah, OCF, Heavy Armory, and most of PrivateEye's other mods all include the keywords as well.
    2. CloudAndProud13
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      Thanks :3
  11. Gardion
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    Hello. Will your mod work well with Animated Armoury - OAR?
    1. DrMonops
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      Not currently, but updating this mod for OAR is near the top of my todo list.
    2. KazMiller
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      Just came here to ask this question. Cool, then I'll track the mod and wait for the update