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  1. GiraPomba
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    IED 1.7.2:
    A XP32 skeleton is no longer required for IED 1.7.2 or above since the mod will automatically convert the skeletons and add the missing nodes. Also, the animations from this mod should work with any skeleton.
    However, you still might need a XP32 skeleton for something else in your load order, in the end it's up to you to install it or not.

    Users of XPMSSE:
    Should probably be fine if using the "Minimal" options or only "Racemenu" when installing XPM. So, don't select any options that have animations.

    Which means you don't need mods related to XPMSSE animations, such as XPM Fixed scrips or cloak spell distributed with SPID and etc...

    If you are using the full XPMSSE package, then you already have equip/unequip animations and this mod it's not really necessary.
    However, if you want to "migrate", you can at least disable the Style Fitting Animations option in XMPSSE MCM, Although, I advise you to wait for a new playthrough.

    Shield on Back:
    To enable Shield on Back, I recommend you to use Simple Dual Sheath.
    Open SimpleDualSheath.ini, located at SKSE\Plugins\ and navigate to [ShieldOnBack].
    Then locate the Flags= line and add the Player or NPC flags, using pipe ( | ) as a separator.
    Example:
    Flags=FirstPerson|Player|NPC
    This will enable Shield on Back for Player, NPCs and on First person.

    Known issues:
    Some animations have slight different duration times as compared to vanilla. When spamming draw/sheathe, you may notice the weapons getting stuck as the game tries to draw/sheathe while the animations are still playing.
    The game will correct this on its own, so it's not a big deal. Just don't spam draw/sheathe and you'll be fine.

    OAR has a problem loading animations from long filepaths. If your Skyrim installation is inside a ridiculously long filepath, try to move it to somewhere else or rename the animation's folders from this mod.

    OAR showing an errror?
    Make sure to install the latest version of Open Animation Replacer - IED conditions and its requirements, Immersive Equipment Displays (1.7.2 or higher) and Simple Dual Sheath (1.5.3 or higher).
    Make sure that these versions are displayed when starting the game before posting about the error (this is the welcome banner that shows up right before the start menu). Example:
    

    If you're still getting the error, then it's probably a conflict with another SKSE mod:
    Open Animation Replacer - IED Conditions expects an SKSE event to return(when all other plugins are loaded) in order to register the functions with OAR.
    This is less of a conflict and more of an SKSE plugin crashing/throwing and exception while processing that event, SKSE catching and logging the fault and aborting, so the DLLs that were loaded after that plugin never receive that event (the order is typically alphabetical).

    It could be any plugin, generally it's something missing, like an .ini file, wrong version installed, wrong order, etc... People reported multiple plugins by now.
    To find this, you can remove the other SKSE mods in batch until the error stops, then check which plugin was causing it and see if there's anything wrong with its installation.

    Reporting issues:
    Please use this template to post bugs/issues:
    ---
    Issue: [Title of your issue. Example: Dual wield not playing as it should]
    Weapons: [Weapons(type) equipped on both hands. Example: Sword on right, dagger on left.]
    Gear node settings: [Gear node settings for weapons equipped on both hands. Example: Sword on back, dagger on back hip.]
    Animation log: Screenshot or text from the animation log when drawing and sheathing (check below). You can use https://imgur.com/ to post images for free. Share the link or use the bb code for the image, in spoilers please. [ Spoiler ] without the spaces between [] [ /Spoiler ].
    ---
    How to use the Animation Logger:
    Spoiler:  
    Show
    Open the in-game UI and type the Actor base ID to evaluate:
    
    This is the player, if you want to evaluate a NPC, open the console and click on the NPC. It will automatically pick the actor base id.

    Click on Animation Log and make the actor draw/sheathe a weapon:
    
    It should start logging the animations:
    
    If the log it's empty, it means that OAR didn't replace the animation.
    You can change the settings to log all animaitons:
    
    Post a screenshot of the log when commenting an issue, it will help tremendously.

    How to check which animation is active:
    Spoiler:  
    Show
    Evaluate the actor and expand the mod/folder/conditions untill you find the ones with a green check mark.
    Player using swords on back on both hands, for example:

  2. oiwaza
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    hi my problem is dual swords or anything dual when the unsheathing animation doesnt work when walking/running, but everything work when I'm stop moving, even the sheathing when walking/running it's just the unsheathing that doesn't work for no reason the other hand just pop out, I did use xp32 on minimal tho
    1. GiraPomba
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      You need to install the dual wield fix (from this mod) and run Nemesis.
    2. oiwaza
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      thx it fix
  3. ShadyMeetsFallout
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    hi my problem is two handed sword on hip but when drawing still from the back animation plays and shield on back animation plays but then slips into my left hand after unequipping. i feel like a 5 year old reading all the stuff in ied please help
    1. GiraPomba
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      Use the animation logger and send screenshot, check last part of the sticky comment.
    2. ShadyMeetsFallout
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      hey thanks for replying fast, fixed the shield thing after reading the comments. but cant fix the greatsword. It shows on my left hip but drawing animation doesnt play like on your video showcase it still draws like the default from the back. could xp32 causing this? how do i use the animation logger is it in ied?
    3. GiraPomba
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      Check Sticky message, it's explained there.
    4. ShadyMeetsFallout
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      hey bro here it is; https://imgur.com/DPXqzVR sorry if the quality is bad pressed every shortcut in game but it didnt take a screen so had to take a pic.
    5. GiraPomba
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      You're using Smooth Moveset and its animations have higher priority. Use OAR and decrease the priority number from the animation folder that's currently playing.
    6. ShadyMeetsFallout
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      do i do that in game or from mod manager? and thanks again
    7. GiraPomba
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      In game in the OAR menu, edit in User mode and save.
    8. ShadyMeetsFallout
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      I did but its still doing it. is there a specific number should i decrease to?
    9. ShadyMeetsFallout
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      thanks man it fixed after disabling smooth movesets 2hm equip base
  4. I don't know if it's a bug or there are no equip/unequip animations for the following:

    Staff + Fist
    Staff(Right) + Fist
    Staff(Right) + Weapon(Left)
    Shield + Dagger

    I hope it's just a bug that can be fixed by messing with OAR. However, I'm new to it so I don't know how to fix it. 
    1. GiraPomba
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      There are animations for Dagger and Shield.
      As for Staff on the right hand, there's only a small and quick animation of grabbing the staff from the back.
    2. Sadly, the animations are not playing in my end. Is there a way to fix it??
    3. GiraPomba
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      Check sticky and use the animation log to see which animations are playing. Maybe you didn't install the shield animations.
    4. Installing the shield animations fixed Shield + Dagger issue. Staff + Fist and Staff(Right) + Fist has no equip and unequip animations. 
    5. GiraPomba
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      Then it's all working as expected.
    6. rarohaho
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      Hi GiraPomba

      Sorry to jump in, i just want to confirm for the staff. Like you said, i got small and quick animation of grabbing the staff from the back, but no enequip animation. Is there any enequip animation for staff ?
  5. MarqueSilva
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    Oh, dear gods. I have been using this for a year now and only today after arguing with ChatGPT I've realized that you must uninstall the original Weapon Styles - Drawsheathe animations for this to work and only use XPMSSE Minimal version, although Extended probably works just fine it would induce more failures like these that I have. I read every mod's description but who is to blame if i don't comprehend a word of it?! Hah! Hope this helps someone as hopeless as I am… 
    P.S.: I think this is probably why I can't get Animated Eating Red- Nevermind, disregard this thought. I ran with this mod disabled and still couldn't make it work.
    Addendum: Animated Eating Redux is outdated. Use Eating Animations and Sounds SE instead as it relies on a DAR base instead of whatever that AER did before.
  6. Telgum
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    It seems that sometimes the animation "memory" is stuck, regardless of the weapon position. I was testing with quiver positions and at some point I put it in the bolt position, and from there onward the character always draws arrows from there, even if the quiver is on the vanilla position.

    I also had some episodes where an animation simply wouldn't work. Like, putting a sword in the back, the character would be stuck on the vanilla drawing animation no matter what.

    Very frustrating, specially because there is lack of documentation and these interfaces are not intuitive at all.

    EDIT: I'm not blaming the author because honestly, I can't tell if this is his mod's issue, or IED's or something else. It's most likely a compatibility problem that I am unable to pinpoint.
    1. GiraPomba
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      Most likely not using Gear nodes to reposition the weapons. Post the issue by following the template on the sticky next time, with a screenshot of the animation logger.
  7. Kulharin
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    Just curious, can these be used alongside Smooth Moveset, or is it intended to be instead of?  
    1. GiraPomba
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      Maybe if you adjust priorities in the OAR menu. Smooth Moveset also contains draw and sheathe animations.
  8. Brokenspace666
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    Hi i am playing on Nolvus v6 and i have been trying to get this mod to work for several hours now to no success i have tried almost everything i can find posted here i was hoping you as a the mod developer can shed some light on what might be the issue here thank you in advance.
    Edit: the weapon is a basic one handed steel sword i forgot to mention that.
    1. GiraPomba
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      "Nolvus OAR Stance Movement Framework" is playing the animations instead. You'll have to change priority in either this mod or the other.
    2. Brokenspace666
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      How would i do that? i already have your mod loading as late as possible to i have to make it load earlier?
    3. Brokenspace666
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      i figured it out thank you for your help king
  9. SAJEEBM
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    I dont know if its related to this mod or not but sometimes npc/followers dont sheath their weapon properly after fight and the weapon gets stuck to their hand while not in combat. I recently switched from xpmse styles to this one. Before that i had no issues like this. Any help would be nice 
    1. GiraPomba
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      Are you also using Extra Drawing Animations?
    2. SAJEEBM
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      No i am not 
    3. GiraPomba
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      Don't know then.
  10. Kulharin
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    Is there a CPR patch for the non IED version?
  11. Mercenary931
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    Issue: When I use Greatsword on left hip, all the swords are reversed
    Weapons: Two Handed
    Gear node settings: Two Handed FSM

    A bit hard to explain with words, so here is a picture: 
    https://imgur.com/a/IPGvXvO
    https://imgur.com/a/pvMNXyY
    Any way to fix this ?
    1. GiraPomba
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      You mean the scabbard? You either need to run the Synthesis patch or rotate the node in View>Gear nodes>Positions to match the side you're using the sword.
    2. Mercenary931
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      Synthesis patcher didn't work for me. I had to adjust everything manually under Positions, a bit complicated but it works. Thanks a lot for the mod !!!