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Eskyrim

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Orakin2020

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18 comments

  1. riandkanbara
    riandkanbara
    • member
    • 3 kudos
    are the req to use this is only 3 as listed on desc ?
    because on my end its only 2 swing , vanilla power attack 
    anyone know what should i do ?
    1. +1
    2. meepzb
      meepzb
      • member
      • 0 kudos
      I found the solution to make sure the attack_DXP.esp or equivalent is turned on in the MO2 plugin list
  2. HermitLad
    HermitLad
    • supporter
    • 0 kudos
    Does this mod give this moveset to NPC's or is it player only? and if so how do i make it player only?
  3. hoangdai94
    hoangdai94
    • member
    • 178 kudos
    @Orakin2020 Where I could download heavy-blade mods ? I couldn't find it
    1. sarosett
      sarosett
      • member
      • 3 kudos
      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...)
    2. hoangdai94
      hoangdai94
      • member
      • 178 kudos
      @sarosett Tanks for your detailed reply, kudos is given !
  4. 8DREVNIY8
    8DREVNIY8
    • member
    • 1 kudos
    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?
  5. zaorish83
    zaorish83
    • member
    • 1 kudos
    Hi , how do i delete all conditions , in order to use only this animation for dragon slayer at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) ? thanks!
  6. Carsix
    Carsix
    • premium
    • 0 kudos
    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?

    Any help or advices are taken.

    Thanks :)
  7. Kehhan
    Kehhan
    • supporter
    • 0 kudos
    what's the name of the outfit you use in the video and screenshot :o
  8. Franleonhart
    Franleonhart
    • member
    • 5 kudos
    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?
  9. ringenhof
    ringenhof
    • member
    • 0 kudos
    I really love all of your movesets... keep up the fantastic work!
  10. Yuriwar
    Yuriwar
    • supporter
    • 0 kudos
    omg!! i just tested it and it is so smooth ad good-looking!!!! keep it up!! can't wait for your next MCO moveset!!