This hurts my brain so much trying to figure it out, i just want to give animations to like a sycthe animation and spear animations to those in vigilant
Hello I want to ask if it's alright I am quite new to this and I have a little understanding on animation. I found this animation from this video (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-q3g5v3hyGzU.html) and I want to use it on my Female playthrough, Serana and another female follower.I am quite lost where and how can I put that animation in my game for my female character and 2 female follower specifically? I don't use DAR but I use OAR cause I have animation that says it's better than DAR (Animations like Yamato,Soulworker,Dante,2B Yorha ETC....).
@@Thisisnotit2626 The easiest way is just to make an OAR folder. The folder structure should be like this: (Give the top folder a name you will remember)\Meshes\Actors\Character\Animations\OpenAnimationReplacer\_CustomConditions\(A Priority Number between 2 million and negative 2 million but not zero) Make a _conditions.txt file (the video will help with this) and put it in the numbered folder with the .hkx files. Then use 7zip to turn the top folder into a .7z file. You might need to separate them into different numbered folders if there are repeat animations, or if you want them to activate in different circumstances (like, you have two mt_idle.hkx's, or you have attack types that you want to work with swords specifically). The video should help with all this, but conditions and such can also be found on DAR and OAR's pages (check both, even with OAR) If you need more help, join my discord
This tutorial is just plain wrong. Wasted hours trying to find out why my animations weren't playing only to find out the entire portion of the video from 1:00 to 2:51 is incorrect information and is outdated.
@@enragedbard Dar uses _CustomConditions and _conditions txt file. Oar does not require the folder to be called CustomConditions and the config file is a json, not a text folder
I want to ask a question. I am trying to combine an MCO moveset with other moves according to my taste. For example, I am trying to combine the animation files Powerattacaks2.hkx from the X mod with the animation files attacak2 and 3hkx from another mod in the correct order. But I cannot adjust the order of many animations I am working on. Because the modder who created the animation may have made a setting for this. Even if I change the name of the animation he uses as power attacak correctly, I cannot play it in the correct order. What should I do for this?
I understand. I had prepared very nice combinations that were compatible with each other. For example, I wanted to set a double power attack animation to work after the normal first attack. But since the modder set this animation to "power attack 6", most of the attacks do not connect. This was a big disappointment for me. Don't forget to let me know if you find anything. Thanks
That's a thing you could do with OAR. What kind of animation? Pandora adds new behaviors, like Nemesis. I could see an OAR config file that only applies the animation to a specific race. This is more of a question for mod authors, really.
This is great, definitely gonna be referencing this. I'm wanting to make Animated Armoury play nice with Combat Gameplay Overhaul's grip-switching feature, I'm hoping it can be done with this tool 🤞
how would i change the combat idle in Smooth Movesets to one I already had. The combat idle for dual wield is no longer vanargand dual wield and back to vanilla combat idle
Hmm... I think you could delete the JSON files manually (if Vortex, do it in the vortex folder) and reinstall. Probably not the smartest way to do it but it should work
i recently added modern female sitting oar but ni matter what the npc wont do them even when meeting all the conditions and with all the animations functioning in the test. help lol