Skyrim 2022 Tutorial: Keywords DAR and you

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  • Опубликовано: 22 окт 2024

Комментарии • 54

  • @RoxiieReadsLore
    @RoxiieReadsLore 2 года назад +9

    It boggles the mind what you're able to do these days with mods. This game will never die.

    • @DavidKristen
      @DavidKristen Год назад

      Died ages ago and resurrected by modding community

  • @2GDTEAM
    @2GDTEAM Год назад +2

    This is a really well done tutorial, it deserves a lot more views and likes. Thanks for the content!

    • @nicoroshi
      @nicoroshi  Год назад +1

      Thanks :) You may like this proof of concept video using keywords where I have 4 different swords using 4 different animations in the same game. ruclips.net/video/nK95zFvOoDQ/видео.html

    • @2GDTEAM
      @2GDTEAM Год назад

      @@nicoroshi I just watched it, pretty amazing! To think we are able to do this kind of thing with this game, nowadays... Thanks for posting! I sure will learn a lot from your channel :)

  • @anand521
    @anand521 2 года назад +2

    Thanks for the guide bro. It helps a lot.
    Edit : Everyone! read the replies in reply section in this comment you will definitely get some info.

    • @nicoroshi
      @nicoroshi  2 года назад

      This was pretty quick and dirty without any editing but should give the basics for adding a keyword to specific weapons so that you can have just those play an animation specific to that weapon that is different than the rest of the weapons in your game of the same type.
      This is the doorway for things like a base animation for axes but having (for instance) Leviathan axe play a different set of animations from every other single handed axe in your game.
      Considering there are many different animations now available for MCO on the Nexus this means you don’t have to choose just one for any specific weapon type.
      It’s possible to have iron and steel play a different animation than glass and ebony and even a third animation for Daedric and Stahlrim all within the same game simply by setting a keyword on the specific weapon in the CK then referencing that keyword in the custom conditions folder of DAR.
      Hopefully this quick demo gives enough information for people to set up completely custom animations for their game with varied animations for the same weapon type.

    • @anand521
      @anand521 2 года назад +1

      @@nicoroshi i watched this video through my phone. I have to rewatch it tomorrow in my laptop to fully understand this. I am slightly having a problem where MCO anchor animation package weapons like katana and big katana is being over written by black's ER heavy thrusting and ER greatsword respectively. I changed name to higher number in anchors animation so that DAR can priortize over black's ER animation. Doing this so it is really pointless to install ER animations. But I wanted anchors animation only limited to anchor weapons and blacks animation to other normal weapons ingame. Is this guide covers my issue?
      Sorry for my bad english.

    • @nicoroshi
      @nicoroshi  2 года назад

      @@anand521 your English is fine. I completely understand you :).
      Yes, this method can work for your issue.
      Install whatever animation you want the majority of weapons of that type (sword, greatsword, dagger,etc) first.
      Then install in your case Anchor’s animations and give the DAR folder a higher number.
      Now open in the CK Anchor’s .esp that contains the weapons you want to only use Anchor’s animations.
      Create a new keyword under misc in the CK with a unique name like WeapTypeAnchor.
      Now open each anchor weapon you want to have those Anchor animations and add that keyword to the models one at a time until all of them have that keyword.
      Save the plug in.
      Open Wrye bash and find Anchor’s.esp
      Right click and choose details
      Note kywd number.
      Now go back to the DAR folder that contains Anchor’s animations and in _custom conditions add
      AND
      IsEquippedRightHasKeyword(“(name of anchors.esp)” | 0x(number from Wrye bash for the esp keyword)”) after IsEquippedRightType(1) line (see the example in the video).
      Now all weapons of that type will use ER animations EXCEPT the anchor weapons you added the keyword to which will use Anchor’s animations with custom conditions that are referencing that keyword.

    • @nicoroshi
      @nicoroshi  2 года назад

      Note: you want to do this for both sword and greatsword anchor animation folders within DAR.
      You can use the same keyword for both in anchor’s. Esp in the CK because your custom condition will first reference weapon type then reference the keyword you applied in the CK to those weapons.

    • @anand521
      @anand521 2 года назад +1

      @@nicoroshi thanks for the note😊. I will try and be back with results.

  • @vlexonkol8466
    @vlexonkol8466 5 месяцев назад +1

    Is it possible to mod specific weapon mod with different animation mod? Because sometimes there no patch for it. For example i got ebony blade mod that can change ebony blade from 2 handed sword into one handed sword but i want it to use katana animation movement from animated armoury dar, is that possible?

    • @nicoroshi
      @nicoroshi  5 месяцев назад

      Yes. Open mod in CK and apply a keyword to the sword the in DAR folder for animations you want apply condition for that keyword.

  • @ChungDirty
    @ChungDirty Год назад +1

    How do you get ER basic spear animations and for honor nobushi to work together? I only want the for honor nobushi mod to work with pikes alone not spears. I'd like my character to use both mods simotaneously but I don't know how to set it up in the conditions exactly? please help

    • @nicoroshi
      @nicoroshi  Год назад +1

      Let me get this straight. You want everything spear to use ER spear animations but only pikes to use a different animation right?
      If that’s right then set ER Spear as installed normally. This will be the base ALL will revert to if a different higher number condition doesn’t exist.
      But you want pikes to use this other animation so install that animation with a higher DAR folder number than the ER Spear animation and then mark every pike using a keyword in the CS and add that keyword as a condition to the pike only animation custom conditions.
      Now everything will use the spear animation UNLESS it’s a pike model with the keyword in the CS in which case it will use the pike animation.
      This is what I did in this video only using the greatsword and Twinblade (both are technically a greatsword).
      Same process as detailed here.

  • @andrewrackliff8223
    @andrewrackliff8223 Год назад +1

    This is amazing. So you could make a weapon specific animation (so, say you wanted all people who use the Imperial Sword) and all Imperial Sword users would only ever use the sword animation, assuming you put a special keyword for it?
    And it can be any keyword? Like LukeLikesLakes?
    Can you do the same for armor?

    • @nicoroshi
      @nicoroshi  Год назад +1

      That’s exactly what I did for my game.
      I added keywords to various weapon mods then was able to add that keyword to DAR custom conditions for different animations. In the proof of concept video I have 4 different swords using 4 different animations in game so yes making all users of the imperial sword use a certain animation is very doable.
      Should also be possible with armor condition.

  • @poofnimgone
    @poofnimgone 2 года назад +1

    What folder # would the Greatsword animation(s) be in if left without being touched? Trying to figure this out.

    • @nicoroshi
      @nicoroshi  2 года назад

      Depends on which you are using.
      Every modder making animations is using different folders
      Best bet is just make the ER Twinblades animation folder number higher than everything else.
      The animation with the higher number will be the one used but since ER Twinblades also has a custom condition of the keyword regular greatswords Will default back to a lower numbered folder without the keyword and use that animation.

  • @Le_Grand_Jacques_Brel
    @Le_Grand_Jacques_Brel Год назад +1

    Hi I want a rapier moveset on the one in lords of coldharbour mod so I install rapier moveset for mco but it applies to all swords too. So my question is how to use the rapier moveset only on this one and not on all the swords ( sorry for my english i'm french)

    • @nicoroshi
      @nicoroshi  Год назад

      Open the plug in that adds the Rapier in the Creation Kit and add a new keyword to the model of the Rapier. Then follow this tutorial and set a custom condition in the MCO moveset you want the rapier to use that references that Keyword.
      Place higher number in DAR or higher priority in OAR. So this way all swords will use the default animation but ONLY swords with the keyword will use the MCO animation for Rapiers.

  • @koieoner5334
    @koieoner5334 11 месяцев назад

    sorry for dumb question new to this when i open wrye bash and change the keyword it dosent save and just reverts back to the old one this is stupid but how do i save

    • @nicoroshi
      @nicoroshi  11 месяцев назад

      You're not changing the keyword in Bash. You're adding the keyword using the Creation Kit. Use bash to tell you what the number is. then create a custom condition in DAR .

  • @poofnimgone
    @poofnimgone 2 года назад

    Trying to get ER Twindblades mod animations to work with twinblades.

  • @shaun.shub2003
    @shaun.shub2003 Год назад

    is there an alternative to creation kit

    • @nicoroshi
      @nicoroshi  Год назад

      Not that I know of.
      Not sure why you’re looking for an alternate to a free program that was produced by Bethesda to hack into the game specifically to mod it.

  • @OblivionKnight117
    @OblivionKnight117 2 года назад

    Dose this only work for MCO? or can it work with any animation/combat framework?

    • @nicoroshi
      @nicoroshi  2 года назад +1

      MCO is not a requirement
      Dynamic Animation Replacer however is.
      So ANY animation sets using DAR will work.
      The needed parts would be adding a keyword to the weapon in the CK then referencing that keyword in the DAR custom conditions folder of the animation set you’re using.
      Note: it would also be possible to do with animation sets that are direct replacers for vanilla animations if you create a numbered folder in your DAR folder structure and do the same keyword/ custom condition essentially treating it like a DAR mod.

    • @OblivionKnight117
      @OblivionKnight117 2 года назад

      @@nicoroshi Thanks for the quick response. This is going to change and add so much to the game play of this game.

    • @nicoroshi
      @nicoroshi  2 года назад +2

      You may want to watch my proof of concept 4 different swords using 4 different animations video
      I added keywords to weapons mods in the CK then was able to reference them in the custom conditions folders of DAR to give different animations to different styles of sword on a per weapon basis.
      This also allows me to add more keyword references to the custom conditions folders as I add other weapon mods and add keywords to them in the CK
      The animation diversity is limitless

    • @OblivionKnight117
      @OblivionKnight117 2 года назад +1

      @@nicoroshi I went and watched it and several other of your videos shortly after watching this one.

    • @nicoroshi
      @nicoroshi  2 года назад +1

      Hopefully they were entertaining :)

  • @JP-db4ni
    @JP-db4ni Год назад

    I thought dar hasn't updated for AE yet?

    • @nicoroshi
      @nicoroshi  Год назад +1

      I don't run AE :) I am running SE 1.5.97

  • @nostoon4332
    @nostoon4332 Год назад

    setting dar conditions like this never works for me.

    • @nicoroshi
      @nicoroshi  Год назад

      Did you set keywords using the CK in the plug ins that the weapons come from?

    • @nostoon4332
      @nostoon4332 Год назад

      @@nicoroshi yes. then i used wry bash to get the keyword. for me the only type of condition that will work is the most basic one (IsEquippedRight). The more complicated conditions always fail when i type them out myself.

    • @nicoroshi
      @nicoroshi  Год назад

      They do need to be exact. Misspelling or spacing along with punctuation make a difference.
      You said you were trying todo Twinblades right? Go to my nicos Twinblades download description on nexus and use copy paste to copy it exactly then make sure that folder number is higher than any other greatsword move set in the DAR folder numbers