XaiJu
Anchor
Anchor

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Katana ,spear,Boxers made by tera

The weapon I uploaded was deleted by mistake

The Requirements for animation

dar

skse【The special edition needs the skse address library】

Katana ,spear,Boxers made by tera

Comments

I'm still very much confused on how to install this... I feel I've followed every instruction but I don't know if I've done it correctly... is there a video I can watch on how to use DAR because all the videos I've watched are not helping.

Yunohu-I-M

ok so i have the mod downloaded. but what are the weapon id's so i can spawn them in with player.additem?

Jinxy

Spears should be type 6。and DAR animation files should be placed in data / meshes / Actors / character / animations / dynamicaanimationreplacer\_ CustomConditions

Anchor

If you edit animation files to reduce animation speed, it will be troublesome. Almost every animation needs to be edited, and it may get worse in the end. HKX files can be converted into XML files by using tools, \ < hkparam name = "duration" > 1.433333 < / hkparam > \ \ where 1.43333 is the initial multiple, and the number is related to the length of the animation. If you want to speed up the animation, it will decrease proportionally, and if you want to slow down, it will increase.

Anchor

Hello. Is the spear a Type 5 (Greatsword) animation like the katana in the IsEquippedRightType(5) line? And where do I put this if I'm not using Mod Organizer?

After swapping the animations from the female folder to the base one and renaming to 2hm, it worked, but all animations play too fast for Animated/Heavy Armoury spears (probably because you made it for greataxes that have a lower attack speed). How can I turn down the animation speed?

Akiyo

In theory, there is no problem in renaming 2hw to 2hm. combat animation can be used normally, but the Tomahawk's walking and running animation scheduling uses 2hm animation. In other words, the Tomahawk does not have its own walking and running animation, only the combined animation of two arms

Anchor

How can I use your spear animations with Nexus' Animated Armoury and Heavy Armory pikes and spears? Your animations are 2hw for battleaxes and their are 2hm for greatswords. If I rename 2hw to 2hm, the character just T-poses.

Akiyo

Item ID is usually 8 digits. The first two represent the order of the game and are written as' 0x '. No matter what the next six digits are, just write them down.

Anchor

Quick question. In xEdit for the anchor.esp under weapon, mine reads 'FA000D62' will that be an issue? Also, I'm a bit confused. Do I have to put other katana related esps into the condition text. For example. There are multiple katanas in katana crafting, so would I simply list everything in conditions.text? Daedric Katana reads 3B000D74 so in the text I would put: isEquippedRight("KatanaCrafting.esp" | 0x000D74) OR And so on and so forth for anything katana related?

Vel

My bad, for simplicity I just didn't write down the entire condition.txt . The file ends like this: IsEquippedRight("KatanaCrafting.esp" | 0x00492A)

In the last sentence delete OR. We need to let Dar end the judgment

Anchor

anchorweapon.esp This plug-in is a direct reference from legend. I can use it normally in se. If you have any problems, you can look for conversion tools on nexus

Anchor

hello, I seem to be having some trouble with this mod it keeps saying that the SE anchor weapon plugin was created for the original Skyrim is there anything I can change or add to fix this.

Sadly the Greatsword animation is still being overwritten by the Katana. IsEquippedRightType(5) AND IsEquippedRight("anchorweapons.esp" | 0x000D62) OR IsEquippedRight("KatanaCrafting.esp" | 0x008B8D) OR IsEquippedRight("KatanaCrafting.esp" | 0x007CD7) OR ...this is how my Katana folder looks like.

Note the parentheses and spaces,It can be copied directly

Anchor

Hi, I set up the Katana folder exactly like this. And know the Katana animation is overwriting the Greatswords. So every two handed sword is attacking like a Katana. Maybe I am missing a line in my _condition.txt ?

thank you for the example :D

About Katana or spear animation custom add weapons _ conditions.txt How to set Like Katana IsEquippedRightType(5) AND IsEquippedRight(" anchorweapons.esp " | 0x000D62) OR IsEquippedRight(" xxxxxx.esp " | 0x00xxxx) OR IsEquippedRight(" xxxxxx.esp " | 0x00xxxx)

Anchor


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