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  1. GiraPomba
    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. Neutrall9
    Neutrall9
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    Problem: [No normal animation for Two staffs and if the staff is in the right hand]
    Weapon: [Two staffs also Staff In Right Hand].
    Gear node settings: [Default, I didn't change anything after installing the mod].
    Animation log: Here's an example of three variants, in which the only normal work only when the staff in the left hand.

    I have a question is it I'm doing something wrong or this mod does not add animations for such cases, if so, then maybe there is something that will help me?

    And another small question, to make a normal transition from when the animation ends Equip and goes to Idle need to redo the entire animation or is there some mod fix?

    It just keeps me awake ((
    1. GiraPomba
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      It works exactly like that.
  3. n3fr1t
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    2 handed (placement) issue?

    Theres one thing I cant figure out: I set the 2 handed weapons to Two handed SWP and it works fine, but when I switch to the bow it jumps back to the back (first person still shows on the correct SWP position)
    So in short everything works fine, except that when I equip the bow, then the 2 handed weapon jumps to the back.
    Vice versa theres no issue

    P.S: This seems to be only a problem with the Axe/Mace - so we can ignore this, I will use 2 handed sword - with that theres no problem at all.
    1. GiraPomba
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      You'll have to separate the Battleaxe/Warhammer from the Greatsword nodes if you want different positioning for them.
      https://www.nexusmods.com/skyrimspecialedition/articles/4604
    2. n3fr1t
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      Thanks for the quick reply , appreciate it :)
  4. notjuf
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    No matter how I try, the alternative shield animations just can't seem to work. Any ideas?
    1. GiraPomba
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      Maybe they're not being installed or you're using xpmsse animations for shields.
  5. BethesdaFNV814
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    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. BethesdaFNV814
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      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. BethesdaFNV814
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      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. realmadridirl
    realmadridirl
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    Hmm... The mod seems to be functional, except for putting 2H greatswords on my hip, it will still use the back animations. Weirdly everything else seems to be working tho, like if I change the quiver to horizontal, the animations reflect that, if I put my dagger on my back or my short sword, it gets recognised. But the Greatsword won't budge. I've got animations from Vanargand for greatswords, but they load before this, could that be interfering?

    Also noticing sword and shield animations seem to be doubling. I'll draw my sword from the hip and shield from the back properly, but then the animation repeats for no reason a second time.

    Logs for when I equipped/unequipped the sword/shield (1st pic) and greatsword (2nd) https://imgur.com/a/K38OHbB
    1. GiraPomba
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      Folder 60000001 or whatever is playing the animation there.
    2. realmadridirl
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      Sorry I'm pretty new to this, how would I know where that folder is or what to do to it..?

      Edit: Nvm, I figured it out, had to disable some of Leviathans equip/unequip animations from that section of OAR, thanks.

      How about the shield thing? Is that just supposed to look janky like it does for me? Like, it constantly double-draws and double-sheathes the sword and shield which is a bit of an eyesore, it's the first pictures log, went through an whole equip/unequip cycle before the screenshot
    3. GiraPomba
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      You can decrease the priority for the folders from Verolevi so this mod can play the animations instead (or increase priority here). Use user mode and save.

      As for the shield, remove Extra Drawing Animations mod and run Nemesis again.
    4. realmadridirl
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      Thanks! Do I still keep your Extra Drawing Animations patch tho so I can draw two weapons while moving or is it a choice between drawing while moving and having weird sword/shield animations?

      Edit: Once again, never mind haha, I tested it taking the mod out but keeping the patch in and it's working perfectly now, appreciate the responses! 
    5. realmadridirl
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      Just turned on the randomiser option too, shocking how well that all works and syncs the animations up, bravo sir!
  7. maducenggg
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    Sorry, I'm still new to modding. I'm having a problem where the animation isn't working. I installed it manually.could it be that I put the folder in the wrong place?.my folder path
    1. GiraPomba
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      That's not how you install the mod. It doesn't go inside the IED folder and you don't extract everything from the Fomod like that. The contents of each folder should go inside the Data folder. Only copy the meshes folder(along with what's inside), replace when prompted.

      Or use a mod manager. 
    2. maducenggg
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      thanks for the help its work now..
  8. BurmySanders
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    Hey, I probably just forgor something in the installation process but how does one fix maces and war axes using the sword draw animation when you have a shield equiped? It seems that it only happens with a shield. Oh, and while I'm on the topic of shields... where does one get the optional file for having your shield on your back until you draw weapons? I can't find that but it looks nice to have.
    1. GiraPomba
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      You're using the animations from XPMSSE. Check the troubleshooting section in the descritpion on how to disable or remove it.
      As for the shields, install Simple Dual Sheath and pick the optional shield on back animations from this mod.
    2. BurmySanders
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      Damn, replying at the speed of light, almost. Thanks! I forgor xpmsse has animations too x-x I'll try the troubleshooting section, now that you reminded me about them.

      (Edit: Worked like a charm! Thanks, again!)
  9. faallout3dlcmaster
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    "automatically pick the corresponding animations for the actor" this doesnt happen for me when i open that menu none of it gets filled out 
    1. GiraPomba
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      It automatically picks the animation, not the weapon placement. For that, you'll need to choose them on your own. For NPCs, you can toggle randomized placement..
    2. faallout3dlcmaster
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      i figured that out now im trying to get the shield on back animation to work it just teleports for back to hand  
    3. GiraPomba
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      Probably didn't install the shield animations optional file.
  10. MajorKirrahe89
    MajorKirrahe89
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    Maybe someone will find it useful, so I share.

    Just as some other folks, I've struggled with OAR throwing an error about lack of the right version of Open Animation Replacer - IED Conditions. I tried many things, deactivated other SKSE plugins, OBody and BodySlide output (someone mentioned it in the comments), but to no avail. As it turned out, it was (somehow) caused by having IED, Weapons Repositioner and/or IED Conditions installed through MO2. When I deactivated them, and then manually dropped their files into the "Data" folder of my Skyrim installation, error message disappeared. It's worth mentioning that I have SKSE installed manually, and not through MO2.

    This, most likely, isn't the universal and ultimate solution, but if you're installing your mods with MO2, it's worth giving it a shot.
  11. szok47
    szok47
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    https://pastebin.com/YbuH15BR
     ANY IDEA ? i have random crash when start game, somtimes play normal, somtimes crash. when im disable this mod and all requirements problem is solved... can somebody help me? ;/
    1. GiraPomba
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      Something to do with HDT objects, looks unrelated to this mod. Maybe you have an object or armor with bad settings or something.