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black364

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  1. solariaplays
    solariaplays
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    Sticky
    For anyone else looking to use this moveset with the Scythe of the Crow Mother Reborn mod, these are the lines you need to add to the conditions text file (after adding OR to the end of the final existing line, of course):

    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00000D62) OR
    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00001D95) OR
    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00001D96) OR
    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00001D97) OR
    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00002307) OR
    IsEquippedRight("FGCScytheOfTheCrowMother1.esp" | 0x00002308)

    I tested it with all the weapon upgrade tiers and it's working smoothly. Thanks for such a lovely scythe moveset!
    1. SavageRavager
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      This is a very inefficient way of doing it and only works for a very specific weapon. Using KID(https://www.nexusmods.com/skyrimspecialedition/mods/55728) you can distribute the scythe keyword TO ALL weapons with the word "scythe" in it. To use this, first make a text file and call it this:
      _Scythes_KID.ini and inside it you can paste this line : Keyword = 0x806~Smooth Weapon.esm|Weapon|*Scythe. Now the example I gave here has the keyword coming from this mod - https://www.nexusmods.com/skyrimspecialedition/mods/70531, but really, you can use any keyword from animated armoury also. For example this will give the spear keyword to all weapons with the word "spear" in its name. Add this line to the ini :
      Keyword = 0xE457f~NewArmoury.esp|Weapon|*Spear       You just need the formID without the 0s of the keyword you want to put. If you want to add support for "unique" weapons which don't have the name then you can simply add them also if you know their name. For example if you want to give ebony blade the "katana" keyword you would add this line to the ini : Keyword = 0x830~Smooth Weapon.esm|Weapon|*Ebony blade| ( From the same smooth moveset mod). With this method it can add support for EVERY. SINGLE. WEAPON. from any mod. It works perfectly. And then to have DAR support it, all you have to do is go into conditions and add this line :  AND
      IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000806) and it will work perfectly :)
    2. solariaplays
      solariaplays
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      I appreciate the information! This was the first time I ever messed with item keywords in any capacity, and I was really only concerned with getting my choice of scythe mod working with the moveset. I am glad to know there is a more efficient way of going about it in the future. ^-^
    3. SussyAmongy
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      Ok i'm a bit confused by this.

      From SavageRavager's comment, after you create the file and put the keyword, which folder do you put it in?
    4. Whimsic97
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      Does this method work for bound weapons? Just wondering to prevent wasting a bunch of time on something meaningless
    5. SavageRavager
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      You have to put it in your Skyrim data folder( or you can make an empty mod in MO2 to put it under for easier organisation).
    6. SavageRavager
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      It works ON EVERYTHING. Doesn't matter what it is, where it came from, as long as it contains the word you want to distribute the keyword to in it's name. If the bound weapon is from the bound armoury mod then it will work because it's called "bound scythe" <- contains the word scythe so it works. It has FULL mod support too, any mod which adds weapons and has the name in it will AUTOMATICALLY work. It's that good.
    7. elikill240
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      Sorry but how do i find out these Keywords
    8. sigiltenebrae
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      Ok so a few clarifications for SavageRavager's post:
      - You find the keywords using SSEEdit and opening the 'keywords' tab for the mod that has the keyword, and get the form ID for the keyword you want (for Scythes, the keyword is most likely 'WeapTypeScythe'). SavageRavager is referencing Smooth Moveset as it has that keyword. (Keep in mind you do have to have Smooth Moveset installed and enabled for this to actually work). You then need to make the _KID.ini file (as documented in Keyword Item Distributer) and add the keyword which corresponds to this value

      Keyword = WeapTypeScythe|Weapon|*Scythe

      This gives all weapons that contain the word  "Scythe" the keyword WeapTypeScythe. You then need to take the form ID used for WeapTypeScythe from Smooth Moveset and add that to your DAR conditions:

      IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000806)

      Which will apply the style. As another point, the SKYUI Weapons Pack Unofficial Patches contains a KID file for basically all of the weapon keywords, and I thoroughly recommend getting that as well as the weapon pack, which fixes your SKYUI icons to match.

      Hope that clears it up for anyone that was confused.   
    9. hunterx281099
      hunterx281099
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      By your example:  Keyword = WeapTypeScythe|Weapon|*Scythe, if I understand correctly all the item that has keyword scythe in it will have this new keyword: WeapTypeScythe? Can I write my DAR condition like this "IsEquippedRightHasKeyword(WeapTypeScythe)"?
    10. Link99691021
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      So did it work?
    11. Saurus86
      Saurus86
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      Anyone can help me, it's not working and i don't know why.

      So i Tried to give this moveset to the dragonsteel scythe from immersive weapons. so like savageRavager said i created a new file called "_Scythes_KID.ini" and paste "Keyword = 0x806~Smooth Weapon.esm|Weapon|*Scythe" in it (this file is in my data folder of skyrim).

      Next i pasted"IsEquippedRightHasKeyword("Smooth Weapon.esm" | 0x000806)" in the condition of the DAR in this mod File. And it's not doing anything. Is there something i didn't understood?
    12. enzosantiago21
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      How could I add the keyword to the animation mod if the animation mod has no ESP? Sorry I'm quite new to modding.

      EDIT: Found a simpler way by also playing with weapon keywords. I just realized that I have a mod named "Weapon Keywords Unification project" and it's a great way to simplify adding lines in the _conditions file. All I had to do was find the weapon keyword of my added weapon (Ex. Scythes = WeapTypeScythe) and added the line on the _conditions file of the animation mod: IsEquippedRightHasKeyword ("wkup.esm" | 0x808). 

      To anyone out there who's also having trouble regarding multiple animation mods, or a noob like me, I just read the description of DAR, downloaded Keyword Distribution (KID) and Weapon Keywords Unification Project (WKUP) for easier use. Just find the KEYWORD of the weapon that you want (Ex. Scythe = WeapTypeScythe) and add them to the  _conditions file in this format for scythes:  IsEquippedRightHasKeyword ("wkup.esm" | 0x808). Just make sure that your chosen weapon mod has a "Keyword" tab on SSEDIT. If it doesn't have one, you can alternatively do this by adding the weapon/s directly to the _conditions file. Search for the weapon mod first on SSEDIT, expand its tab,  and find the "Weapon" Tab. Enter the form Id of the weapon on the _conditions file in this format: IsEquippedRight("yourmodhere.esp" | formIDhere). Add the prefix "0x" first and then substitute the first two letters/numericals of the form ID to "00" (Ex. FORMID IS: 2C000801, FORMID NOW: 0x00000801 / 0x801)
    13. Bryertuck
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      You don't happen to know the formID for Katanas, do you? I want to get all 1h and 2h katanas to use the ER Katana animation but I'm not sure what the FormID is or of the numbers are different for the Katana animation.
    14. Reinauld
      Reinauld
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      Doesn't seem to work
    15. Kurozamegiri
      Kurozamegiri
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      can you make an exclude weapon type? For example I'm using for honor in Skyrim gryphon for 2h axes but it override spears and scythes even when I change the folder name to a higher number.
    16. deleted154725013
      deleted154725013
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      https://www.nexusmods.com/skyrimspecialedition/mods/79564 its
    17. Mikochi35p
      Mikochi35p
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      Hello, im quite late late in this discussion but how can I know the address or this line "0x000806" ? I cant find it in the weapon's esp of mine.
    18. Dwggk
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      @Mikochi you've to open it with xEdit/SSEEdit and find the Weapon Type ID, for Scythe weapons default is usually WeapTypeBattleaxe.
    19. seller036
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      This fixed my problem by not using the keyword itself but listing the specific weapons. I had a problem with Spear of Skyrim Animations attack not playing and by listing such conditions for the weapon individually, it worked really fine.
  2. AdrienMassenot
    AdrienMassenot
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    Hi,

    What keywords should I enter to make the animation compatible with this mod?

    https://www.nexusmods.com/skyrimspecialedition/mods/143886

    I tried this: 

    IsEquippedRight("[ELLE] Necromant.esp" | 0x00000014) OR
    IsEquippedRight("[ELLE] Necromant.esp" | 0x00000007)

    But it doesn't work !
    1. Frazzlesnap
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      Those refids aren't the weapon, they're the player. I'm trying to do the same thing...
      Maybe try adding these three lines to _conditions.txt
      IsEquippedRight("[ELLE] Necromant.esp" | 0x0000181C) OR
      IsEquippedRight("[ELLE] Necromant.esp" | 0x00001820) OR
      IsEquippedRight("[ELLE] Necromant.esp" | 0x00001821) OR
      I'm going to try that.
      Yep. It works for me. Good luck!
    2. AdrienMassenot
      AdrienMassenot
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      Thank you !!!! 
  3. MontyIsntHandy
    MontyIsntHandy
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    ADXPMCO and all of skyrim guild seems to be taken by a scam. DO. NOT. CLICK. LINK.
  4. Xanins
    Xanins
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    Alrighty folks, I have the easy easy way to install this. I'm using BFCO personally, this might also work for ADXP/etc though, not sure.

    Load order in MO2 left hand window:

    Keyword Item Distributor (KID) <- Did not need the 'merge mapper' in the required files fyi
    [...]
    BFCO universal support
    BFCO (pick whatever install options are relevant for you, should be fine)
    Smooth moveset <- needed for correct hand placements, etc.
    ADXP I MCO I BFCO ER Mixed Scythe (SCAR) <-(this mod)
    Keyword Compatibility Framework <-(!!! This is what will distribute the Scythe weapon keyword to all your scythes!!!)

    When you install Keyword Compatibility Framework, Select the "Scythe" option for exm842's patch in the Patches section of the install.

    (exm842 is black364, I think, AKA this mod's creator)

    ..and BAM. No tinkering with .ini files, no xedit, no having to learn how to code, or anything crazy. The mod should just work.

    P.S. The dust that gets kicked up when the scythe power attack or whatever hits the ground is from another mod supposedly, EldenRim. I haven't messed with it yet, myself.

    P.S.S. The fancy infinite combo is done by chaining together.. 3 Normal Attacks, 1 Power Attack, and then spam/hold Normal Attack to spin to win!
  5. Dwggk
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    HOW TO MAKE IT WORK:

    After messing around I finally figured out the problem. You've to add

    IsActorBase("Skyrim.esm"|0x000007) AND

    Mine looks like this (with Yol'Kreh and G.R.I.M and Reaper Scythes mods)

    IsActorBase("Skyrim.esm"|0x000007) AND
    IsEquippedRight("Reaper Scythes.esp" | 0x0006D932) OR
    IsEquippedRight(GrimmerReaper.esp | "0x0006D932") OR
    IsEquippedRight("BB Pack by Team TAL.esp" | 0x0000087F) OR
    IsEquippedRight("war scythe.esp" | 0x00000800) OR
    IsEquippedRight("war scythe.esp" | 0x00000802) OR
    IsEquippedRight("BossProject.esp" | 0x0E1F) OR
    IsEquippedRightHasKeyword("DS2ERSCYTHESXTWINBLADES.esp" | 0x0590D) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x0811) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x080F) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x080E) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x080D) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x0806) OR
    IsEquippedRight("Yol'Kreh Scythes.esp" | 0x0801)
    1. Rookmaister
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      Thank you!!! Adding the actorbase line finally got these animations to play.
    2. BrianGriffin777
      BrianGriffin777
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      where do you add this?
  6. Nielzh117
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    SERIOUSLY I CAN'T after several hour i spent want to make this mod to work, i've already follow all the guides and still it didn't work, is there any incompatibles for this mod that i should know? what imma missing i got OAR/DAR installed properly MCO/ADXP installed like charm yet the scythe animation still didn't work, i wasted my braincell for this problem and end up brain dead...........

    p/s: help needed.....

    update: after day by days i completely solve it in oddly way finally i manage this animation work in my game 
    1. ArchAngelAries
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      Edit: Never mind, got it working
    2. BrianGriffin777
      BrianGriffin777
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      how?
  7. FoxytheBlack
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    Could I possibly get the MCO file please? If so feel free to privately message me. If not, I understand. 
  8. MyKeyOFCL
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    I haven't added Animations to MCO in a while. Do i use the Scar one?
    1. harunpasa
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      If you use BFCO, use the first file, if not, use the second file. SCAR is a mod that allows NPCs to use MCO movesets.
  9. SwordArtBT
    SwordArtBT
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    For anyone that wants to use this with Battle Scythe, OAR, AND/OR BFCO:

    Converting MCO animations to BFCO: Follow the instructions on this page - make sure to get HavokTools 2010 x64 or it wont work.

    For OAR, go in-game, Open the in-game menu with Shift + O, click user mode in the top right, scroll down to Legacy, open it, then in the search bar top left of the OAR GUI search 2800000 (That's this animation packs ID) Go down to Conditions, select add condition, find "IsEquippedHasKeyWord" , (Make sure it's set to form) then, enter BattleScythe.esp and add 809 into where it asks for ID (The little bar to the right of where it says BattleScythe.esp. Click save, and you're done !


    1. DBxv2gameplays
      DBxv2gameplays
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      Thank you.
    2. Llislerva
      Llislerva
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      TYSM!!
  10. t4w3R5
    t4w3R5
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    sadly, another outdated abandoned mod. the ADXPMCO link you said that is 'REQUIRED' does NOT work. welp
    1. enragedbard
      enragedbard
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  11. DBxv2gameplays
    DBxv2gameplays
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    looking handsome there, where'd you get your outfit?

    by the way, this mod works with Open Animation Replacer