XaiJu
LeviFusion

LeviFusion

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LeviFusion posts

Updated MCO Mace and Sword Dual Wield movesets on Nexus

  • All normal and power attacks can now be chained.
  • The movesets now use Open Animation Replacer's folder structure.
  • Patched for SCAR - Skyrim Combos AI Revolution.

Vanargand Animations - Sword Dual Wield Moveset

Vanargand Animations - Mace Moveset

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Next weapon project poll

Which One-Handed weapon type to work on next?

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[Skyrim SE] Vanargand Animations II - Unarmed Normal And Power Attacks

Apologies for the delayed release, work has been particularly stressful these past couple of months, nonetheless, I'm happy to finally bring you the vanilla replacer version of my Unarmed animations, replacing the left and right normal and power attacks, along with the dual power attack.

Next up, I'll be making a poll so we can decide which weapon to work on next. 

I won't be including the "Whispering Fang" based unarmed combat in the upcoming poll, as I feel more motivated to work on a weapon animation set next, however, I will be including it in future polls, after the next set is done.


Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.


Animation Motion Revolution is required.

Precision - Accurate Melee Collisions is required for the Push Kick attack.

True Directional Movement is recommended.

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[Update][Skyrim SE] Vanargand Animations II - Unarmed MCO Moveset

I'm glad to bring you the "Pugilism" inspired unarmed moveset for MCO, the animations have finally reached a state I'm happy with.

Next up, I'll be working on the Vanilla replacer version, for both the left and right hand attacks, along with directional attacks for both MCO and Vanilla.


Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.

Attack - MCO|DXP is required.

Open Animation Replacer is required.

Animation Motion Revolution is required.

Precision - Accurate Melee Collisions is required.

SCAR - Skyrim Combos AI Revolution is required for the NPC version.

True Directional Movement is recommended.


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[Update]


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[WIP] Vanargand Animations II - Unarmed MCO Moveset

Progress on the upcoming Unarmed MCO Moveset, taking a grounded approach as usual, the combos are still not finished and some of the attacks need polishing, but I wanted to share it at this state so I can get your opinions, let me know what you think!

I'll also be providing a SCAR/NPC version.

Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.

Open Animation Replacer is required.

Precision - Accurate Melee Collisions is required.

True Directional Movement is recommended.

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Unarmed attacks poll: Vanilla replacers or MCO moveset?

Now that the locomotion part is done, and while I'll be making Hand-to-hand combat animations for both the Vanilla and MCO behaviors, I want to let you guys to choose which one I should work on first:

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[Update 1.1][Skyrim SE] Vanargand Animations II - Unarmed Pugilism Stance

Hand-to-hand stance animations inspired by "Classical Pugilism", covers the idle, turns, walks, strafes, runs and sprints while unarmed, the character will keep facing the crosshair no matter their movement direction, if used alongside "Vanargand Animations II - Unarmed Non Combat Locomotion", the Pugilism stance will only play during combat.


Next I'll be working on Unarmed attack animations, I'll also make a poll so we can decide whether to start with Vanilla or MCO.


Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.

Open Animation Replacer is required.

True Directional Movement is recommended.


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[Update 1.1]

  • Changed OAR priorities as to not interfere with "Vanargand Animations II  - Unarmed Non Combat Locomotion" and fixed a wrong condition for walk  animations.

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Unarmed sprint variant

Quick poll to help me decide which sprint variant should be kept for the hand-to-hand combat stance: https://youtu.be/V9ElQu0XNSs

Hoping to finish the combat stance animations today.🙏

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[WIP] Classical Pugilism Hand-To-Hand Stance

Thank you all for the excellent suggestions for the upcoming Hand-To-Hand combat stance, I've been working on a "Classical Pugilism" inspired stance, as I think it would suit Skyrim's settings quite well, let me know what you think!

I'm also interested in working on Whispering Claw unarmed animations, and will be including them in the next weapon poll.

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[Skyrim SE] Vanargand Animations II - Unarmed Non Combat Locomotion

Starting up the Unarmed animation project with the non-combat locomotion, which covers the idle, turns, walks, strafes, run and sprints while the character is in a drawn Hand-To-Hand state and out of combat.

Next up, I'll be working on the Hand-To-Hand combat stance, feel free to suggest sources of grounded unarmed combat techniques that might fit Skyrim's theme.


Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.

Open Animation Replacer is required.

True Directional Movement is recommended.

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[Skyrim SE] Vanargand Animations II - Sprint

Complete remake of the light armor oriented Vanargand sprint animations on Kars' rig, this time leaning a bit less on the cinematic side, but more towards the realistic side, let me know what you think!


Next up, I'll be working on Unarmed animations, starting with non-combat locomotion.


Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.

If using CATA, make sure you delete the old "CATA Addon - Vanargand Animations Sprint".

Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder

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Gameplay and WIP of Vanargand Animations II - Sprint

Current state of Vanargand II sprint (Showcase starts at 0:28 in the video), I've taken a more realistic, and slightly less cinematic, approach than Leviathan II while designing the sprint this time around, still finishing up the female version before moving on to the male one.

Let me know what you think!


I want to let you guys know that I will be taking a family vacation of about two weeks in a couple of days, however, I'll still bring along a decent laptop I'll be able animate and play Skyrim on whenever the situation allows for it, I'm transferring my work from my main PC to the laptop as I'm writing this. Hopefully, things won't slow down much.


Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.
If using the CATA version, make sure it overwrites the old "CATA Addon - Vanargand Animations Sprint".

Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder.

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[Skyrim SE] Vanargand Animations II - Male Idle Walk & Run

Complete remake of the light armor focused locomotion "Vanargand Animations - Male Idle Walk & Run" on Kars' rig, moving on to the sprints before starting work on Unarmed animations.

Let me know what you think!


Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.

If using CATA, make sure to delete the old "CATA Addon - Vanargand Animations Male Idle Walk Run".

Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder

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Plans for the near future

Thank you all for participating in the previous Patreon poll, deciding what comes next can be a bit overwhelming due to all the possibilities and the scale of the game/modding scene.
Since the votes were close between Vanargand II (1st place) and Battleaxes/Warhammers (2nd place), here is what to expect in the near future:

  • Complete remake of the Vanargand female and male idles, walks, runs and sprints.
  • Unarmed non-combat locomotion and Unarmed combat stance.
  • Unarmed normal and power attacks, for vanilla and MCO, order will be determined by poll (if the vote difference is significant, this order will be generalized for the rest of the animations mentioned below).
  • One-Handed weapon type to be determined by Patreon poll, non-combat locomotion and combat stance for said weapon.
  • Normal and power attacks for the chosen One-Handed weapon, for Vanilla and MCO.
  • Complete remake of Vanargand sneak idle, walk and run.
  • Battleaxe non-combat locomotion and combat stance.
  • Battleaxe normal and power attacks, for vanilla and MCO.
  • Warhammer non-combat locomotion and combat stance.
  • Warhammer normal and power attacks, for vanilla and MCO.

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[Update 1.1][Skyrim SE] Vanargand Animations II - Female Idle Walk & Run

After a few more days refining the animations, and to start the second round of Vanargand, I'm glad to bring you a complete remake of "Vanargand Animations - Female Idle Walk & Run" from scratch on Kars' rig, this should more accurately represent the feel I was trying to achieve when I first released the original mod just over 2 years ago.

Let me know what you think!

Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.

If using CATA, make sure to delete the old "CATA Addon - Vanargand Animations Female Idle Walk Run".

Use any mod manager or manually copy the content from the attached file's 'meshes' folder into your Skyrim's 'meshes' folder

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[Update 1.1]

  • Multiple tweaks to the idle animation.
  • Further polish to the walk animation, and detail tweaks to minimize cycle repetitiveness.

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[WIP] Vanargand Animations II - Female Walk

As per popular vote, I will be moving on to the second round of the light armor oriented series "Vanargand II", starting with a complete remake of the old Vanargand movement animations on Kars' rig instead of tktk's, as I find they feel quite lacking compared to the more recent animation sets.

Let me know what you think!

I'll soon be making another post to outline what I'll be working on in the near future.

Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.
If using the CATA version, make sure it overwrites the old "CATA Addon - Vanargand Animations Female Idle Walk Run".

Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

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Crossroads poll

What should we work on next?

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[Skyrim SE/AE] Leviathan Animations II - Greatsword Sneak Locomotion & Attacks

Concluding Leviathan II Greatsword animations with new Half-Sword based sneak animations, to replace the idle, walk, run, turn, equip, unequip, normal attack, power attack and forward power attack.

As opposed to vanilla animations, the character will now remain in a sneaking position while using the in place and forward power attacks while sneaking.

This is compatible with both the vanilla behavior and the recent versions of MCO|ADXP, I'm also planning to update my previously released Vanargand sneak attack mods to function in a similar fashion to this, using Dtry's key Utils, and be fully compatible with the more recent versions of MCO.

Let me know what you think!


I will soon be making a poll so we can decide what we should work on next.


Use any mod manager or manually copy the content from the attached file's 'data' folder into your Skyrim's 'data' folder.

Open Animation Replacer is required (DAR is not supported).

Animation Motion Revolution is required.

If using MCO|ADXP: Dtry's Key Utils is required.

True Directional Movement is recommended.


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Multiple updates on Nexus

Updated Conditional Armor Type Animations and all its addons to use Open Animation Replacer instead of Dynamic Animation Replacer.

Thanks to the amazing Ersh who kindly included the body slot specific condition "IsWornInSlotHasKeyword", CATA is now able to isolate body slot 32 (used for chest armor) and check whether it's flagged as heavy or light armor and trigger their respective animations, disregarding all other body slots (such as hands and feet), this was impossible with Dynamic Animation Replacer.

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[WIP] Leviathan Animations II - Greatsword Sneak

Working on sneak animations to wrap up the Greatsword segment, the locomotion part is now pretty much done, next, I'll be experimenting with sneak attacks in place and forward. Let me know what you think!


Use any mod manager or manually copy the content from your chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.

Dynamic Animation Replacer (or Open Animation Replacer) is required.

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[Update 1.1]Greatsword Sprint Attacks - Vanilla & MCO Versions

Two sprinting attacks to replace the vanilla Greatsword downward cut with a low wide swing and, when power attacking, an additional false-edge cut, both designed to sweep a large area in front of the character. An MCO version is also provided.


The MCO Version Requires Attack - MCO|DXP and its dependencies.

Use any mod manager or manually copy the content from your  chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.

Open Animation Replacer is now required.

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[Update 1.1]

  • Updated to use Open Animation Replacer instead of Dynamic Animation Replacer.
  • Merged the Vanilla and MCO versions into one file, the correct animation will play depending on whether MCO is installed or not.

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[WIP] Leviathan II Sprint attack test

Experimenting with Skyrim's Sprint attacks for the first time and trying out different variations, so far I've tested a Half-Sword horizontal cut, an upwards False-Edge cut (similar to the first power attack from the previously released MCO GS moveset) and, the current iteration, the wide low swing seen in this post's video, which seemed to work best for most situations, let me know what you think.

The attack above is based on the Vanilla behavior, however, I'll be updating both the Vanilla Greatsword attacks and the MCO moveset with sprint attacks once they're ready.

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[Update 1.1][Skyrim SE/AE] Leviathan Animations II - Greatsword MCO Moveset

Finally finished working on the MCO version of Leviathan Greatsword animations, and man it was a blast to make!

The moveset consists of 4 normal attacks and 5 chainable power attacks which can transition into each other, additionally, if Dtry's Key Utils is installed, directional (left, right and back) power attacks can be performed similar to how they behave in Vanilla.

If Precision is installed:
- While the spinning power attack (4th) hits twice in quick succession, the first hit will only deal 50% damage (30% for the NPC version).
- The Half-Sword thrust power attack (5th) will deal 30% more damage (20% for the NPC version), to reward sustaining a 5 attack combo in battle.

The NPC version uses SCAR - Skyrim Combos AI Revolution to allow NPCs using this moveset to chain normal attacks and often finish their combo with a non-chainable power attack, except the charge power attack (1st) which they can perform when far enough from the player then chain it with other attacks, the timings of the attacks are different from the player version to make them counterable but still challenging.

Let me know what you think!

Use any mod manager or manually copy the content from your chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.

Both versions can be installed at the same time.

Open Animation Replacer is required

Attack - MCO|DXP is required.

Animation Motion Revolution is required.

Dtry's Key Utils is required for the directional power attacks.

SCAR - Skyrim Combos AI Revolution is required for the NPC version.

Precision is highly recommended.

True Directional Movement is highly recommended.

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[Update 1.1]

  • Updated to use Open Animation Replacer instead of Dynamic Animation Replacer.
  • Fixed issue where, for some users, some attack hits are inconsistent and would not always register when the weapon collides with the opponent.

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Leviathan II Greatsword MCO moveset progress

I'm currently experimenting with SCAR and trying to balance the moveset for NPCs so that it can be countered but provide a decent challenge, the NPC version will be slightly different from the player version and will be provided as an optional file, I'll try to finalize the two versions tonight as the animations are now pretty much ready, and will hopefully release them tomorrow.

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[WIP] Leviathan Animations II - Greatsword MCO Moveset

Moving on to the Leviathan Greatsword Moveset for MCO, the normal attack combo is pretty much done, next up I'll be working on the power attacks.

Let me know what you think!

Attached, you'll find the normal attacks showcased in the video, which can be combined with your current Greatsword power attacks until the full moveset is done, requires AMR, DAR and MCO.

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[Skyrim SE/AE] Leviathan Animations II - Greatsword Power Attacks

It took a while, but I'm happy to bring you the Leviathan II Greatsword Power Attacks, inspired by HEMA techniques such as Half-Swording and Mordhau, and stylized for Skyrim's gameplay to the best of my ability.

These are based on the vanilla behavior and will replace the standing and directional power attacks.

Next up, I'll be working on the MCO version.

Let me know what you think!

Use any mod manager or manually copy the content from your chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.

Animation Motion Revolution is required.

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[Skyrim SE/AE] Leviathan Animations II - Greatsword Normal Attacks

I'm glad to finally bring you "Leviathan Animations II - Greatsword Normal Attacks" which is based on the vanilla behavior and consists of 18 different animation files to cover the footwork of the two normal attacks while stationary, walking or running in all 4 directions.

Making a pair of vanilla replacer normal attacks doesn't seem to get easier, but man the satisfaction of finally finishing up that last walking or running attack then testing them out in-game while being able to attack and move in any direction makes it worthwhile. Next up I'll be working on the power attacks before moving to the MCO version.

Let me know what you think!

Use any mod manager or manually copy the content from your chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.

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Which attack windup should we go for?

Quick poll to decide which windup to go for:

https://youtu.be/kPjhWa9Ugik


The windup from version A is more faithful to what I've seen so far in HEMA, albeit a bit slower to serve as an attack telegraph, while version B is more my personal take.

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[Skyrim SE/AE] Leviathan Animations II - Greatsword Low Stance

A low stance inspired by the HEMA guard Alber/Fool for Greatswords.

This set will replace the Greatsword equip, unequip, idle, all locomotion, block, block anticipation, blocked hit reactions, bash and power bash. I think this covers all Greatsword animations except the upcoming Leviathan II normal/power attacks and sneak mods.

The locomotion part is designed to keep the character facing the locked-on target at all times, regardless of movement direction.

Let me know what you think!


Use any mod manager or manually copy the content from your chosen  attached file's 'Data' folder into your Skyrim's 'Data' folder.

True Directional Movement is highly recommended.

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[WIP] Leviathan Animations II - Greatsword Normal Attacks

Current iteration of the Leviathan II Greatsword Normal Attacks, it consists of two lower strikes, inspired by HEMA without compromising gameplay/fun (to the best of my ability lol), that are based on the vanilla behavior and that transition from the Leviathan II low stance, still need to work on each of these attacks while the character is walking and running in every direction before moving on to power attacks and the MCO version, let me know what you think!


Attached you'll find the left and right stationary attacks showcased in the video as vanilla replacers.

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