I couldn't get the sprint power attack to work. I changed the name of BFCO_sprintpowerattack.hkx to BFCO_sprintattackpower.hkx (in line with other move sets i checked) and that fixed it. Not sure if its a bug or user error lol.
love this mod, but i just can figure out our to get it to work, i only have a cool sprint power attack so it definitely works but i just cant trigger any other moves, i have this as a greatsword moveset then a 1h moveset and then kingsglaive that i switch between but some how none of those work as well, the priority is quite high for all of them but still seems like some basic animation is overiding them, i tried changing conditions of BFCO but then i get t pose for those animations only, so maybe incompatibilities with that?
I installed the animation files and they are in OAR but the animation isnt showing? just the vanilla attack shows. I think I dont know how to install animation mods yet! any help is appreciated
Yah, Im right there with you. I sit in nexus DC and help people with conflicts, patches,etc, but have no idea of how animations priorties work as they APPEAR to use some arbitrary numbering and no clear comprehension as to why. No videos on how to utilize BFCO or ORE to replace animation A with a package, with an add-on mod/package to repalce it.
And the worst part ? I see people who can;t even use Seedit doing it :) So it's either idioticly simple and no one wants to take time to explain it....or they all use MCO, which IS drag and drop (As long as no overlapping movesets)
NOW...WHat I DO THING is part of it is the priority # in that the higher number trumps the lower. Sort of like a load order. So if a mod has a priority of 50,000 and another has 90,000 and both touch the same keyword (Greatsword in this case) then they 90,000 animation wins EXCEPT where it has ADDITIONAL animations. Like this mod has sprint attack and something like Valhalla only uses the basic BFCO supplied, which is priority 4 or 5 in 2h animations. SO TO ME, I think as I've not tested yet, you get the 90k moveset and the 50k sprint attack in that situation. but this is me trying to REASON and not being helped, so i could be wrong, but as far as mods go (And I am using a plugin as a base from my assumption and animation files themselves are not plugins) Last in, 1st out in order of execution. So higher 1st for catagories 1-3 and if a mod has 4-6, they would still play.
Gosh no :) I'm just not one of those forever_Alone kids who spanked to Japanimation cartoons to the point I had to learn about animation files and speak Haka sepi wagga no hadorki judo bai!. ( No idea why these moveset authors cant include the WEAPONS in the mods, universally, instead of X cartoon show...not all of us are under 30 man-children wearing Hello Kitty and Dragonball shirts)
What about you, attention starved and needy? IS your dumbassary learned or bred in through familial lines? if the latter, well...at least being a cartoon fan you will limit your impact on future gene pools, so that's a plus, right?
@Rottenemocorpse
I played around today and yes, it is the priority level that determines which animation plays. This is why the "packaged" BFCO files with the framework are priority 1-10, to ensure they are easily lapped by any other added moveset. now when you say "Not appearing" do you mean in the SHIFT+O list of VIEWABLE configurations
Like the above it is not appearing? Because my FIRST guess would be you have not ran Nemesis or Pandora, which ever patcher you are using, as the PATCHER may not SHOW the specific file, but the animations are being patched as they fall under the BFCO framework
You can see between the 2 what is not displayed and what is. Per mods showing up in their OWN caragory, like SOV is, they need a config file as far as I have found SO FAR. This is all new to me and I have crash coursed it on my own due to asshats like fartboy there, with snotty, Im 18+ MeAns I iS a AdUlTs, who only post detracting remarks to seem "cool:" to random people...online...Which seems to be the case with people who are insignificant, as they see it, in life, so online is LyFe to them.
Anyway. Clarify when you get time. I will try to help. I did try the Elden moveset with Elden Arts, yeesh, it is INVOLVED< REAL extensive, and does not look as well done as this mod for the Greatsword, it is OP if facerolling is your thing. That PA2 attack cleave is broken for Skyrim :) I prefer this for the movement and cosmetic appearance. It makes mobs, though, SEEM to be on Normal when you are on legendary, so I am still looking in to how that can be tweaked without gimping weapons as I swap from 1st to 3rd depending on where i am, nd going from too strong, to wet noodle ,based on camera view, is a bit idiotic..so we shall see
Deleting anything other than meshes won't do s#*! sice the effect is baked into each animation itself. I am a year late and it is quite a tedious process but I'll write down how to remove it for anyone in future: step 1: Have an understanding of this tutorial https://www.nexusmods.com/skyrimspecialedition/videos/11978 step 2: dump the annotations of all the animation files as per the tutorial. (Some custom batch files can process multiple files at once https://www.nexusmods.com/skyrimspecialedition/mods/100699) step 3: Inside each annotation text file you will see few lines like this "Collision_Add.Node(WEAPON)|Scale(1.0)|LengthMult(1.1)|TrailUseTrueLength|TrailLifetimeMult(1.3)|TrailMeshOverride(Effects/WeaponTrails/AttackTrailMagic.nif)|TrailBaseColorOverride(.6, .2, 1, 1)|TrailBaseColorScaleMult(2.5)" delete the text highlited in bold. Delete from mesh override if you want all of it gone or base color override if you only want the colour gone. step 4: update the annotation text files according to the tutorial and put the processed animation files back to the mod's folder.
How can i make a specific weapon use this with OAR? I thought it was the same as DAR but there's no text file
EDIT: Since OAR can work with DAR mods im thinking of downloading the DAR version and just changing conditions there since i lack the knowledge to do it with the structure in the json files
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OMG WE MADE IT TO HOT FILES!!!
Thank you all for your support!
Shout out to black for making the animations!
Sswaye's Youtube
Black's Youtube
Check us out on youtube for more content!
And the worst part ? I see people who can;t even use Seedit doing it :) So it's either idioticly simple and no one wants to take time to explain it....or they all use MCO, which IS drag and drop (As long as no overlapping movesets)
NOW...WHat I DO THING is part of it is the priority # in that the higher number trumps the lower. Sort of like a load order. So if a mod has a priority of 50,000 and another has 90,000 and both touch the same keyword (Greatsword in this case) then they 90,000 animation wins EXCEPT where it has ADDITIONAL animations. Like this mod has sprint attack and something like Valhalla only uses the basic BFCO supplied, which is priority 4 or 5 in 2h animations. SO TO ME, I think as I've not tested yet, you get the 90k moveset and the 50k sprint attack in that situation. but this is me trying to REASON and not being helped, so i could be wrong, but as far as mods go (And I am using a plugin as a base from my assumption and animation files themselves are not plugins) Last in, 1st out in order of execution. So higher 1st for catagories 1-3 and if a mod has 4-6, they would still play.
What about you, attention starved and needy? IS your dumbassary learned or bred in through familial lines? if the latter, well...at least being a cartoon fan you will limit your impact on future gene pools, so that's a plus, right?
@Rottenemocorpse
I played around today and yes, it is the priority level that determines which animation plays. This is why the "packaged" BFCO files with the framework are priority 1-10, to ensure they are easily lapped by any other added moveset.
now when you say "Not appearing" do you mean in the SHIFT+O list of VIEWABLE configurations
Like the above it is not appearing? Because my FIRST guess would be you have not ran Nemesis or Pandora, which ever patcher you are using, as the PATCHER may not SHOW the specific file, but the animations are being patched as they fall under the BFCO framework
You can see between the 2 what is not displayed and what is. Per mods showing up in their OWN caragory, like SOV is, they need a config file as far as I have found SO FAR. This is all new to me and I have crash coursed it on my own due to asshats like fartboy there, with snotty, Im 18+ MeAns I iS a AdUlTs, who only post detracting remarks to seem "cool:" to random people...online...Which seems to be the case with people who are insignificant, as they see it, in life, so online is LyFe to them.
Anyway. Clarify when you get time. I will try to help. I did try the Elden moveset with Elden Arts, yeesh, it is INVOLVED< REAL extensive, and does not look as well done as this mod for the Greatsword, it is OP if facerolling is your thing. That PA2 attack cleave is broken for Skyrim :) I prefer this for the movement and cosmetic appearance. It makes mobs, though, SEEM to be on Normal when you are on legendary, so I am still looking in to how that can be tweaked without gimping weapons as I swap from 1st to 3rd depending on where i am, nd going from too strong, to wet noodle ,based on camera view, is a bit idiotic..so we shall see
im not readin allat
u yap too much
Also, do we need the main file to use the optional file?
I am a year late and it is quite a tedious process but I'll write down how to remove it for anyone in future:
step 1: Have an understanding of this tutorial https://www.nexusmods.com/skyrimspecialedition/videos/11978
step 2: dump the annotations of all the animation files as per the tutorial. (Some custom batch files can process multiple files at
once https://www.nexusmods.com/skyrimspecialedition/mods/100699)
step 3: Inside each annotation text file you will see few lines like this
"Collision_Add.Node(WEAPON)|Scale(1.0)|LengthMult(1.1)|TrailUseTrueLength|TrailLifetimeMult(1.3)|TrailMeshOverride(Effects/WeaponTrails/AttackTrailMagic.nif)|TrailBaseColorOverride(.6, .2, 1, 1)|TrailBaseColorScaleMult(2.5)"
delete the text highlited in bold. Delete from mesh override if you want all of it gone or base color override if you only want the colour gone.
step 4: update the annotation text files according to the tutorial and put the processed animation files back to the mod's folder.
EDIT: Since OAR can work with DAR mods im thinking of downloading the DAR version and just changing conditions there since i lack the knowledge to do it with the structure in the json files