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!
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 :)
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. ^-^
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.
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:
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.
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)"?
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?
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)
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.
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.
Funny problem here, the moveset it really works so fkg cool, but the idle animations or Running animations doesn't work, still detected like a battleaxe x_x
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("BattleScythe.esp" | 0x000809) OR IsEquippedRightHasKeyword("DS2ERSCYTHESXTWINBLADES.esp" | 0x0590D)
How I solved animation not working. My scythe mod is battle scythe.
1. add a new line above the last line in your conditions.txt: IsEquippedRightHasKeyword("BattleScythe.esp" | 0x000809) OR
2. Use DAR to OAR (don't forget to install DAR too) to convert the mod, if you want to make sure it is working, set priority number in config.json(in animation folder) higher.
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
I only have the idle animation, attacks are vanilla. I have Combat Gameplay Overhaul, Valhalla Overhaul separately, I tried to turn them both off, but it changed nothing. I downloaded KCF, it changed nothing. I added several 0 in the folder's name, but this just allowed me to see the idle animation, attacks are vanilla. Someone wrote to turn the box "Attack" in Nemesis. but I don't have this box.
I'm not sure the problem is in one of animation or combat mode, I turned them off all and separately, but it still didn't change just anything.
Ok, I have tried and tried and tried, but I cannot get this to work, even with the scythe you have as a prerequisite. The Idle animation works ok, but the attacking animations are still battleaxe ones.
I had already tried that, but I've already figured out what I was doing wrong, and I feel really dumb.
Everyone who is having the new idle animation but the attacking animations were vanilla, make sure you tick the box in Nemesis that says "Attack" by Distar.
164 comments
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!
_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 :)
From SavageRavager's comment, after you create the file and put the keyword, which folder do you put it in?
- 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.
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?
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)
IsEquippedRight("war scythe.esp" | 0x00000800) OR
IsEquippedRight("war scythe.esp" | 0x00000802) OR
IsEquippedRight("BossProject.esp" | 0x0E1F) OR
IsEquippedRightHasKeyword("BattleScythe.esp" | 0x000809) OR
IsEquippedRightHasKeyword("DS2ERSCYTHESXTWINBLADES.esp" | 0x0590D)
then run nemesis. credits to jakxzero
1. add a new line above the last line in your conditions.txt: IsEquippedRightHasKeyword("BattleScythe.esp" | 0x000809) OR
2. Use DAR to OAR (don't forget to install DAR too) to convert the mod, if you want to make sure it is working, set priority number in config.json(in animation folder) higher.
3. Done!
i installed "For honor in Skyrim | Warden" and the scythe use for honor two handed animation
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
I'm not sure the problem is in one of animation or combat mode, I turned them off all and separately, but it still didn't change just anything.
Everyone who is having the new idle animation but the attacking animations were vanilla, make sure you tick the box in Nemesis that says "Attack" by Distar.