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Monops and PrivateEye

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DrMonops

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  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. StarbuckBunny
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    Okay I did it, what I tested works fine with Injected Animated Armoury.
    If you like to beta test you are more than welcome, I will be fix any abomination that escaped me, there is way too many weapons and combination for me to test alone so any labrat volunteer will receive a kiss from Nazeem

    My poor eyes bleed but skill based IAA is here
    1. DrMonops
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      Awesome, congrats on the release!
    2. StarbuckBunny
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      Thanks, it am testing it out, with IAA all seems good right now but any bug report will help to fix!
  3. StarbuckBunny
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    I made a patch to use custom greatsword animations with IAA without interfering with AA arimation, seems to be working will test it and release it
    1. StarbuckBunny
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      Okay, I release a fix for custom greatsowrd animation.

      You can have stabby stabby pikes, stabby shorter spears, and flashy cutty Greatswords all conditional and separated again.

      Here is the fix link all seems working on my end.

      I made it for a specific animation pack, but is universal, you just need to place it in your animation mod and deploy, instructions on the mod page. You can use it with whatever animation of your choice it should work.
    2. DrMonops
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      Thanks for putting the patch together. I'll add a link to it in the description. Cheers!
    3. StarbuckBunny
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      Great!

      I am down the rabbit hole (of course) so making a mod to have IAA with conditional skill/ perk animation / situation variance + customizable + whatever lies at the end of the rabbit hole.

      Damn rabbits!
  4. StarbuckBunny
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    Hi there, this seems what I was looking for, I understand it does not need animated armoury, does it also work with Automatic Animations / Icon for Animated armoury (I will check it as by logic only adds keywords)
    1. StarbuckBunny
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      By the way, if anyone is curious confirming it does work
    2. StarbuckBunny
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      Apparently I cannot make it work, the keyword are distributed correctly (rapier appears as rapier in inventory so do polearms and spears etc) however the rapier animation does not replace the vanilla one. I have goetia, vanaguard and leviathan cata animations about idle and walk, no combat. In OAR the animation are registered. Any suggestion what I am doing wrong?

      Thanks
    3. StarbuckBunny
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      Okay the mod works fine for all AA basic things, did anybody manage to make it work with spears of skyrim (or any spear for what matters)?

      I can get the SkyUI spear icon addressed properly, all animations are vanilla 2 handed axe.

      Animated Armoury DAR Modified Conditions for MCO - ADXP is for old DAR version so it will not work with this, but even getting pike animation would be a great step forward. Setting Spears of skyrim.esp with keywords pike and animation greatsword also does zilch.

      Anybody succesfully made spears work like spears and not swinging axes?
    4. DrMonops
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      If the movesets are looking for the original Animated Armoury keywords, they may not work with this mod out of the box, but if you'd like to give this SkyPatcher .ini a try, it should make them work (it requires SkyPatcher). I haven't had a chance to test it, so I'd appreciate any feedback you may have.
    5. StarbuckBunny
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      Will try it now, I only use animated armoury and spears of skyrim not heavy armoury, I also use skyvalor with skypatcher so giving it a shot. The moveset... well I resigned to use any, I am trying to make it work with Injected AA spear = Pike so using AA pike animation (that works perfectly in game with AA Pikes thanks to IAA).

      Tested- Unfortunately it does not work with spears of skyrim, I can see the replacement animations loaded correctly for 2h - injected AA - WeapTypePole2H_Thrust and it is assigned keyword pike.

      But keyword spear is not there (I couldn't find it) so it uses 2 handed axe vanilla animation.
      I will try re editing the .esp adding keyword manually with OCF Keywords as master.

      I don't get it, SkyUI weapon pack detects it perfectly as spear and assigns the icon, it should work. This is the hardest / simple thing thing to make work I ever encountered before haha.

      Unless ... I am not sure how it maps the items, if it uses conditions like full name, in xedit Spears of SKyrim have all this template: [EditorID 000IronSpear - 000SteelSpear etc], if it checks for EID that might explain the mess? Or it does it KID style in the name like *Spear, *Javelin, *etc?

      - I use it with Kryptopyr patch (because I use CCOR), automatically assigning to spears of skyrim the keywords [ShWeapTypeSpear OCF_WeapTypePole2H_Thrust] this suggests they already should have the correct keyword for InjectedAA as they are a match with Injected AA Keywords.esp.


      Again, SkyUI weapon pack does indeed assign the correct icon to spears, so it is formatted in a way that should be recognizable. This is indeed a mystery (last option is checking Wrye Bash, but that should not touch keywords at all, so I am again at a loss).

      Last test: (update- also failed, ony thing changed to vanilla animation - greatsword)

      Changed Spear of Skyrim CCOR patch for spears with WeapType Greatsowrd and animation tipe 2hSword, as to match AA Pike template, leaving the keywords [ShWeapTypeSpear OCF_WeapTypePole2H_Thrust] as they were.

      Besides this, I am out of ideas for why it does not catch AA basic pike animation from IAA (rapiers, pikes and all the rest works, I only removed claws and whips). I can send you the .esps eventually see if it works on your end
    6. StarbuckBunny
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      Or, alternative try, should I create a folder like 3rdP - Pike in IAA folder structure, call it 3rdP - Spear an simply clone all pike animation there and change the config.json? (however not sure how to change this code below to not mess with priorities)

      Spoiler:  
      Show

      {
      "name": "3rdP - Pike", <--, this can be changed to 3rdP - Spear >
      "priority": 7311,  <-- what priority is safe here?>
      "keepRandomResultsOnLoop": true,
      "conditions": [
        {
      "condition": "OR",
      "requiredVersion": "1.0.0.0",
      "Conditions": [
      {
        "condition": "IsEquippedHasKeyword",
        "requiredVersion": "1.0.0.0",
        "Keyword": {
      "form": {
      "pluginName": "NewArmoury.esp",
      "formID": "E457E"  <-- probably also change to Spear Keyword already present - but unused - in NewArmoury.esp>
      }
        },
        "Left hand": false
      },
      {
        "condition": "IsEquippedHasKeyword",
        "requiredVersion": "1.0.0.0",
        "Keyword": {
      "form": {
      "pluginName": "Update.esm",
      "formID": "777772" <-- also this FormID, not sure what to change it to)
      }
        },
        "Left hand": false
      }
      ]
        }
      ]
      }

      I changed it to this as an experiment. It gets loaded properly in IAA replacement animations, however (guess what?) does not work with spear animation:

      {
          "name": "3rdP - Spear",
          "priority": 7321,
          "keepRandomResultsOnLoop": true,
          "conditions": [
              {
                  "condition": "OR",
                  "requiredVersion": "1.0.0.0",
                  "Conditions": [
                      {
                          "condition": "IsEquippedHasKeyword",
                          "requiredVersion": "1.0.0.0",
                          "Keyword": {
                              "form": {
                                  "pluginName": "NewArmoury.esp",
                                  "formID": "E457F"
                              }
                          },
                          "Left hand": false
                      },
                      {
                          "condition": "IsEquippedHasKeyword",
                          "requiredVersion": "1.0.0.0",
                          "Keyword": {
                              "form": {
                                  "pluginName": "Update.esm",
                                  "formID": "777772"
                              }
                          },
                          "Left hand": false
                      }
                  ]
              }
          ]
      }



      What do you think? If all else fail maybe this will work? In my test above it did not but perhaps there is a way

      (note for clarity, I cloned the pike animations and created a new json with the SpearType keyword matching base AA, and left the formID": "777772"
      like it was since is 2handed thrust weapon like the pike. Set priority to 7321 so it should not conflict with other AA weapons)
    7. StarbuckBunny
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      Mistery gets thicker, until now I only tried the rapier and halberd (dagger too works) and I was trying to make the spear work... but I just discovered by chance when forced to use a pike from Animated armoury: that too has the greatsword animation, which is weird.

      So perhpas the problem is not in the spear but above. Anybody has pikes working with proper animation?
    8. StarbuckBunny
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      Mistery resolved: the animation work for both pikes and spears properly, they simply get overwritten when you handle a greatsword and have a DAR or OAR animation replacer for it.

      So I need to exclude in the config of the greatsword animation anything that is NOT a greatsword to make them compatible with IAA
    9. DrMonops
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      Thank you again for looking into this! My apologies for not responding more frequently; I was very busy irl this week and I didn't have much time for modding as I would have liked. I'm glad to hear the problem with the pikes and spears was just the conditions being overridden. 
  5. Insinsister2
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    Animated Armory 3rd person animation isn't working. but I figured out it because of BFCO - Attack Behavior Framework as it uses that animation I disabling it in OAR in-built menu, but this causes my character to t-pose and stuck in place. Do u have any suggestions to fix this?
    1. DrMonops
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      I'm only passingly familiar with BFCO so I'm not sure what would be going on there. I'd suggest taking a look BFCO Animated Armoury Configs and see if that helps.
    2. Insinsister2
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      Thanks for suggestion but it seems like it still stuck in third person

      Edited: Only way to fix it was to download a lot of different BFCO animations
  6. UnwishingDeath
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    Quatterstaffs work in 3rd person but not in first ( they use the vanilla animations ) . Help me 
    1. DrMonops
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      Are they working now after updating?
    2. UnwishingDeath
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      nope , only in third 
    3. DrMonops
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      I double-checked the conditions and confirmed they're working in game. Are you using any other 1st person weapon animation packs? If so, I can have a look and see if they're somehow conflicting.
    4. UnwishingDeath
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      im using modern combat overhaul  , its such a good mod 
    5. DrMonops
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      I double-checked MCO and it only affect 3rd person animations, so shouldn't interfere with the 1st person. If you're still experiencing this issue, maybe try reinstall v1.1.5 again, as I can confirm the 1st person animations work at my end.

      Otherwise, if you'd like to link to your load order, I can have a look and see if anything might be conflicting.
  7. snoke4prez
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    I have a potentially stupid question. I’m still kind of new to the modding scene and trying to learn how things work. What is the functional difference between this and regular AA? Are there advantages in using Injected AA over OG? And could I safely use this (or OG AA as necessary) with animation overhauls of vanilla weapons like Verolevi’s suite?
    1. DrMonops
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      The injected keywords allow them to be included in other mods without requiring Animated Armoury or even this mod as a master file. This effectively means those mods can be made compatible without needing a dedicated patch, assuming mod authors choose to include our keywords. Even if they don't, the same keywords are distributed by Object Categorization Framework, which distributes them to a whole bunch of other mods.

      With the exception of non-combat spear animations, they work with Verolevi's animations out of the box (see a few comments down for instructions regarding the non-combat spear animations).
  8. UnwishingDeath
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    quaterstaves animations are not working in 1st person 
    1. DrMonops
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      I double-checked the conditions and confirmed the 1st person quarterstaff animations are working for me in game.

      Are you using any other 1st person weapon animation packs? If so, I can have a look and see if they're somehow conflicting.
  9. BelligerentDeus
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    For people using wonderful Greatsword non combat locomotion mod by Verolevi: to prevent it overwriting spear non-combat animations you'll need to manually add condition in OAR menu (Shift+O by default), switch to User Mode, find 60000001 under Legacy -> find conditions -> add new condition -> tick negate -> choose IsEquippedHasKeyword -> type in graph below following: OCF_WeapTypePole2H_Thrust
    (NOTE: IT'S CASE SENSITIVE) -> press enter -> press Save submod config (user) -> close menu -> profit. (Well, I did it to both 60000000 and 60000001).

    For Spear of Skyrim by nukanekom3260 - to make it work with this mod you'll need not only add relevant keyword in ssedit (which is OFC_WeapTypePole2H_Thrust), but also change animation type (under DNAM - Data graph in SSEdit) from TwoHandAxe to TwoHandSword for each separate weapon.
    Thanks DeadEastProvidence for pointing (heh, get it? Spears...point? Sorry...not) out info about spears.
    1. DrMonops
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      Thanks for the tip advice!
  10. TheVambrony
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    Will the patches for the OG mod work with this? like the one for Immersive weapons?
    1. DrMonops
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      Yes, they should. The OAR configs check for both the original AA keywords as well as the new injected ones.
  11. Just making sure, when deleting the conditionals, that means EVERYTHING in "_CustomConditions" in both the "_1stperson" and "animations" folders?
    1. DrMonops
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      Correct, that's what I would suggest.
    2. Thanks for the quick response, I'm modding from/with my steam deck (linux) and my experience  so far has left me on thin ice. Just wanted to be ABSOLUTELY sure.