I just manually edit mine through xEdit (SSEedit)- it takes a bit of time at first, but once you get it set up it's pretty easy If you have kcf installed (Keyword Compatibility Framework- https://www.nexusmods.com/skyrimspecialedition/mods/79564):
Part One: Creating your Keyword 1. Select kcf.esm in xEdit 2. Right click "Keywords", and click "add" (just go with the recommended FormID, and make sure to write it down) 3. Select your new entry, and expand "Record Header" in the window to the right 4. Click (only once, not twice) the area next to "EDID - Editor ID" and type in the new keyword you want to use (WeapTypeHeavyBlade) 5. Save the changes to kcf.esm
Now that you have the new keyword, you can add it to a weapon mod
Part Two: Adding your keyword to a weapon 1. Select the weapon mod you want to add the keyword to in xEdit and expand it 2. Right click the ".esp" line, and select "Add Masters" 3. Find "kcf.esm" in the menu and add it (check the box and click "OK") 4. Go down to "Weapon" (under the current esp) and expand that entry 5. Select the weapon you want to add the new keyword to 4. In the window to the right, find "KWDA - Keywords (sorted)" and right click it 5. Select "Add" 6. Double click the bolded entry that has been added ("NULL - Null Reference [00000000]" and start typing in your new keyword (it should autofill and you can hit enter) 7. Save the changes to the .esp
Now you can go to the animation conditions to include your keyword FormID- I do this from the Vortex staging folder. For this mod, conditions are already applied to greatswords (IsEquippedType(5)). To have it only apply to greatswords with your keyword:
Part 3: Adding your keyword to animations 1. Open the "_conditions.txt" 2. On the last line add "AND" to the end, then enter a new line underneath. 3. Type in IsEquippedRightHasKeyword("kcf.esm" | 0x000810) (here my keyword FormID is FE051810, but you only need the last three characters of the FormID for DAR/OAR to recognize it) 4. Save the "_conditions.txt" and redeploy your mods
If everything was done correctly (and no other greatsword animations have priority over this one), you should now be able to use these animations for mods flagged with your keyword. If you want to add it to other weapons, just repeat Part 2, and they should work.
If you're looking for heavy greatsword mods, the Black Cliff Slasher is a nice one, and I'm using several weapons from the BDOR packs found on other sites (BDOR Pack, BDOR 2024, etc...)
Friend, this is just great. But please help me, how did you make the direction of the blows fixed on the camera, you turn the camera and the blows turn with it. How did you do it, master?
Hello Moddingcommunity, so i use all kind of Idle and Walking Animations, that requiere OAR instead of DAR, and this or other Movesets from this Creator doesnt play...
Since i added other Animations,(not even for Combat, in this case GS Poses for Idle Animations with Weapons drawn etc) the Attacks went back to vanilla.
Why is that happening, shouldnt Open Animation Replacer (OAR) just work as Dynamic Animation Replacer (DAR) previosly did?
i dont know why but all the light attacks seem to work flawlessly but for some reason the heavy attacks use the vanilla forward power attack animation, any pointers on where i might have screwed up?
18 comments
because on my end its only 2 swing , vanilla power attack
anyone know what should i do ?
If you have kcf installed (Keyword Compatibility Framework- https://www.nexusmods.com/skyrimspecialedition/mods/79564):
Part One: Creating your Keyword
1. Select kcf.esm in xEdit
2. Right click "Keywords", and click "add" (just go with the recommended FormID, and make sure to write it down)
3. Select your new entry, and expand "Record Header" in the window to the right
4. Click (only once, not twice) the area next to "EDID - Editor ID" and type in the new keyword you want to use (WeapTypeHeavyBlade)
5. Save the changes to kcf.esm
Now that you have the new keyword, you can add it to a weapon mod
Part Two: Adding your keyword to a weapon
1. Select the weapon mod you want to add the keyword to in xEdit and expand it
2. Right click the ".esp" line, and select "Add Masters"
3. Find "kcf.esm" in the menu and add it (check the box and click "OK")
4. Go down to "Weapon" (under the current esp) and expand that entry
5. Select the weapon you want to add the new keyword to
4. In the window to the right, find "KWDA - Keywords (sorted)" and right click it
5. Select "Add"
6. Double click the bolded entry that has been added ("NULL - Null Reference [00000000]" and start typing in your new keyword (it should autofill and you can hit enter)
7. Save the changes to the .esp
Now you can go to the animation conditions to include your keyword FormID- I do this from the Vortex staging folder. For this mod, conditions are already applied to greatswords (IsEquippedType(5)). To have it only apply to greatswords with your keyword:
Part 3: Adding your keyword to animations
1. Open the "_conditions.txt"
2. On the last line add "AND" to the end, then enter a new line underneath.
3. Type in IsEquippedRightHasKeyword("kcf.esm" | 0x000810)
(here my keyword FormID is FE051810, but you only need the last three characters of the FormID for DAR/OAR to recognize it)
4. Save the "_conditions.txt" and redeploy your mods
If everything was done correctly (and no other greatsword animations have priority over this one), you should now be able to use these animations for mods flagged with your keyword. If you want to add it to other weapons, just repeat Part 2, and they should work.
If you're looking for heavy greatsword mods, the Black Cliff Slasher is a nice one, and I'm using several weapons from the BDOR packs found on other sites (BDOR Pack, BDOR 2024, etc...)
so i use all kind of Idle and Walking Animations, that requiere OAR instead of DAR, and this or other Movesets from this Creator doesnt play...
Since i added other Animations,(not even for Combat, in this case GS Poses for Idle Animations with Weapons drawn etc) the Attacks went back to vanilla.
Why is that happening, shouldnt Open Animation Replacer (OAR) just work as Dynamic Animation Replacer (DAR) previosly did?
Any help or advices are taken.
Thanks :)