Proof of concept: 4 different MCO animation sets for one handed swords working in game together.

Поделиться
HTML-код
  • Опубликовано: 8 сен 2024
  • This is a follow up, and proof of concept of how to use multiple animation sets in ADXP-MCO that will be dependent on the weapon model you have equipped using keywords attached to the model in the CK, and referencing them in the custom conditions of your dynamic animation folders.
    What is in the video is showing 4 different one handed swords. Each has a specific animation set it will use in game.
    This is accomplished by opening the .esp of the weapon you want to use a specific set of animations in the Creation Kit and adding a keyword to the model.
    Tools I use:
    xEdit
    Wrye Bash
    Creation Kit
    IMPORTANT NOTE:
    This cannot work correctly with .esl or .espfe flagged plug ins!
    So before you modify anything CREATE A CLEAN SAVE without the plug in active in the load order.
    Now that you have a save without that plug in loaded you can activate the light plug in so we can work on it.
    First open it in xedit, and remove the .esl flag under header/edit.
    save the now .esp plug in by closing xedit.
    Now open the .esp that contains your weapon you want to change the animations for in the Creation Kit.
    Under the Misc section find 'Keyword'
    Right click and create a new keyword
    I use WeapType(Name of plug in).
    Another Important Note:
    It is possible to create more than one keyword in a single weapon plug in if you want to give different animations to different weapons from the same plug in.
    I did this with Nicoroshi Creations in the video so the Ihara shortsword could use different animations than the Ihara Sword.
    You can give it a color but I did not notice any difference by doing that or leaving it at default.
    click OK to close the box
    Now under Items/weapon find the weapon you wish to apply a specific animation set to.
    Double click to open it's properties.
    On the right side of the pop up box for your weapon find the box marked 'keywords'
    Right click in that box and add/ weaptype(your created keyword).
    Click OK
    Important note:
    You can do this for any weapon listed of the type (sword/dagger/mace/axe/etc) you want to have that animation.
    You can also use multiple keywords as mentioned above to give different animation sets to different weapons within the same .esp
    Save the plug in.
    Now open xedit again and right click on the left pane with your mods listed and choose 'apply script'
    Choose 'Find esp that can be converted to esl' and run it.
    In the right pane you will have a list of all the .esps in your load order that can be turned into esl
    Find your weapon.esp you added keywords to and if it says to compact form IDs do that now by right clicking on the esp in the left pane and 'compact form IDs for esl'
    Now click on the + next to the .esp and click on 'File Header'.
    In the right pane find 'Record Flags' under 'Record Header'
    Right click on the right side of that and choose 'edit'
    Say yes to the warning
    check the .esl box
    Close xEdit
    Now open Wrye Bash
    Find your plug in and right click/ details
    This will pull up a pop up window
    Find KYWD
    Here you will see the keywords you created in the CK plus a Reference ID number for that keyword.
    The first two numbers are the masters number and may be 01-04.
    Those don't matter for what we are doing next so forget the first two numbers.
    The numbers after that however will be needed in the _CustomConditions.txt file of the animation you wish to apply to the models you gave that keyword to.
    Open Steam\Steamapps\common\Skyrim Special Edition\Data\Meshes\actor\character\animations\DynamicAnimationReplacer\_CustomConditions folder
    All your animations are here.
    You can find your specific animation folder number by looking at the files in the download.
    Once you've found the specific animation set you want applied to the weapon you added the keyword to open it's numbered folder and find '_conditions.txt'
    Here is an example of one of my animation set's custom condition.
    IsEquippedRightType(1) AND
    IsEquippedRightHasKeyword("Nicoroshi Creations.esp" | 0x0075C6) OR
    IsEquippedRightHasKeyword("Hadhafang.esp" | 0x000800)
    To break this down
    Type (1) is a sword
    Some of the weapons I have using this animation are from the .esp Nicoroshi Creations and the keyword found in Wrye Bash is 0x0075C6
    This animation will also be applied to Hadhafang.esp and it's keyword reference ID is a compacted form ID.esl as described above.
    Basically I set my base animation that most of the swords in my game as the lower number and have the keyword added animations a higher number folder than that.
    You can watch my quick and dirty tutorial video as well but here is all the steps needed written out.
    Have fun with animations from the talented authors out there knowing that with Keywords you don't have to choose only one.
    You can have as many as you want and set different animations for specific weapons :)

Комментарии • 31

  • @igavinwood
    @igavinwood 2 месяца назад +1

    So far you come the closest I have seen to actually providing varied fighting styles. Possibly I've missed this somewhere else, but what I'd love to see are combat styles that are related to the class and race of the NPC, that way a Altmer Archer and a Bosmer Archer would have different animations, a Nord assassin would be different to a Nord Rouge when using the same weapon.
    NPC followers like Jenassa would be pretty unique in combat as a dual wielding Dunmer, and the same for Ryya being a Redguard, as they would apply a racial fighting style modified by a class attribute (or vice versa) and either dual swords, dual daggers, or one of each. I have no idea if this is even possible due to the number of combos. It would take a lot of animation packs to be divided and regrouped to get the blended animations (Better still if each combat style applied had strengths and weaknesses). Still I hope that one day this will happen rather than having every actor in the game swing a sword and grunt the same way as some sudo-samurai.

    • @nicoroshi
      @nicoroshi  2 месяца назад +1

      Open animation replacer works on conditions. Create the conditions for every animation you include and you can make exactly what you envision. I did it by adding keywords to different weapons so is using what weapon is equipped to determine what animation will play. However....with OAR you can set all kinds of conditions (not just a keyword on a weapon). So read up on Open animation replacer and build what you want. Nothing is impossible. :)

    • @igavinwood
      @igavinwood 2 месяца назад

      @@nicoroshi Thank you for steering me to OAR and the opportunity it can provide. Like most people I have watched many modding vids but my basic understanding is missing. I didn't know OAR would be able to do this. Now to find some tuts that can train a brick to be a OAR ninja :)

  • @magnustrygg5632
    @magnustrygg5632 2 года назад +1

    Thank you for all the great videos you have posted this week. A lot of great stuff. 👍🏼

  • @mutz6248
    @mutz6248 Год назад +1

    What enb do you use? It really nice

    • @nicoroshi
      @nicoroshi  Год назад

      It's Rudy ENB for Obsidian weathers and LUX

  • @pirulitomaldito7543
    @pirulitomaldito7543 15 дней назад +1

    what is the name of that last animation pack? i need that, please tell me!!!

    • @nicoroshi
      @nicoroshi  15 дней назад

      It’s Sekiro from Stormbringer. Paid animation on patreon and in an older animation format (SkySA I believe). I had to convert it to MCO.
      ruclips.net/video/qQI6Re4Ft1E/видео.htmlsi=8V2pjwV9AZqJsVl5

  • @MIKEisMODDING
    @MIKEisMODDING 2 года назад +1

    This is amazing work Nicoroshi. For modders that are not very technical is it possible that an easy to install mod or frame work will be released by yourself or we have to figure out how to do this manually ?

    • @nicoroshi
      @nicoroshi  2 года назад +1

      Since you have a few hoops to jump through with plug ins flagged as ‘light’, changing folder numbers in DAR folder structure, and the fact that not everyone will want the same set up it would be nearly impossible to create a simple download and install solution that works for everyone.
      Good news is I wrote down step by step instructions on exactly how to do this in the description here. :)

    • @MIKEisMODDING
      @MIKEisMODDING 2 года назад +1

      @@nicoroshi Thanks for the reply, legendary stuff!

    • @nicoroshi
      @nicoroshi  2 года назад

      @@MIKEisMODDING I saw today on the nexus someone released a pre-made folder structure for DAR with custom conditions already added and also made patches adding keywords for two di-katana mods.
      You would still need to download a suitable animation and install it to the DAR folder as well as the two mods he made this for but he took care of adding keywords to the items and the _conditions.txt file for you.

  • @hailsithis4100
    @hailsithis4100 2 года назад +1

    hi nicoroshi did u use happy little tree? if yes, did u find that tree cut stump have invisible texture

    • @nicoroshi
      @nicoroshi  2 года назад

      I do not use happy little trees.
      The trees in this video are a combination of traverse the Ulenvald, nature of the wild lands, aspens ablaze, Myrkvior and cG4 woodland.
      However using hi poly project with those has a UVMap conflict and the chopping block will have holes in the texture when used with other mods. There is a mod to fix that on the nexus if you search for it.

    • @hailsithis4100
      @hailsithis4100 2 года назад

      @@nicoroshi allright thanks

  • @troop9868
    @troop9868 2 года назад +1

    So I have been doing all the things you said for my 1060 only things I haven’t done are the cathedral asserts and optimize driver ,by optimize driver you mean hard drive right, rn I run 35-60 with Rudy enb with 0.6 so thx for some of those tips btw

    • @nicoroshi
      @nicoroshi  2 года назад

      Cathedral assets optimizer is a program available on Nexus.
      It can update nif files from SLE to SSE format but more than that and what will help you is it can resize and optimize texture files.
      I don’t recommend doing the entire textures folder since some of those you want to stay larger (mountains and such)
      But for things like weapons, clothing, armors I recommend setting CAO to max 2048x2048 and BC7 format which is the optimized format for special edition.

    • @nicoroshi
      @nicoroshi  2 года назад

      For optimizing driver I mean the nVidia driver for the graphics card.
      Right click on desktop and you can open nVidia control panel.
      I recommend turning off all AA, AF, and AO in the driver. Let your ENB handle those. Keep gamma correction on.
      Set everything else at high performance/ highest available, and keep threaded optimization on
      You can use Gsync if you monitor supports it but if not use the vSync in the driver and disable the one in Bethini and ENB.
      If you’re running a full Rudy ENB at 1080p on a 1060 GTX and staying 30-60 FPS you’re doing good 👍
      Panjano has some good videos on optimizing nVidia drivers here on RUclips that are step by step.

    • @troop9868
      @troop9868 2 года назад

      @@nicoroshi this would affect my other games right , I’m new to pc gaming so I don’t really understand everything yet

    • @nicoroshi
      @nicoroshi  2 года назад

      @@troop9868 yes and no.
      Think of it as layers.
      First layer is graphics driver
      Second is game settings
      Third is ENB
      So turning off settings in the driver or setting them to performance will effect all games using that driver but turning on the settings at the game settings or ENB will give you those graphical improvements without enabling them twice or three times saving you FPS.

  • @cefer2179
    @cefer2179 2 года назад +1

    Hello, Nicoroshi!
    Its me again
    I wonder, what do you do to the jump fall animation works with drawed weapons? For some reason this doenst works for me, even with Pretty Jump Animation last loaded (the arms keep in the same place of the idle and walk animations) I use vanargand to weapons animations and ABR for the attacks animations

    • @nicoroshi
      @nicoroshi  2 года назад

      Nothing special.
      Just using pretty jump animations

    • @cefer2179
      @cefer2179 2 года назад

      @@nicoroshi you use nemesis to patch Jump animations?

    • @nicoroshi
      @nicoroshi  2 года назад

      @@cefer2179 nope. The jump animations are added directly to the file structure so are not working through nemesis or DAR.
      They are direct replacers for vanilla animations.
      If yours aren’t working it is possible that something added by nemesis, AMR or DAR is overwriting them
      Check there.
      However if you are talking about the jumping attack animations those are power attacks added by animation sets. Those work through DAR but don’t cover the normal jump animation with weapons drawn or sheathed.

    • @cefer2179
      @cefer2179 2 года назад +1

      @@nicoroshi thank you!
      The problem are CGO jump behaviors (nemesis), like you've said.

  • @magnustrygg5632
    @magnustrygg5632 2 года назад +1

    I have made myself a mod too. My terrible little contribution to the modding community 😂.
    I took empty .esl plug-ins and named them 01 Master - esm, 02 Quests, 03 Utility, etc… Then I packed them with .zip into a mod. There is 30 of them in total. So now I have my categories so I can easily sort my plugins. Got the idea from FO4 but couldn’t find anything close to it for Skyrim so I made it myself.
    A terrible little mod but a mod nevertheless. 😂

    • @nicoroshi
      @nicoroshi  2 года назад +1

      No mod however small is terrible. Someone somewhere is looking for exactly what you created and shared so thank you.
      I still use old and broken NMM which has mod categories that can be created and named.
      But for people using a more modern manager like MO2 this is an awesome idea for keeping things organized in the load order.

    • @magnustrygg5632
      @magnustrygg5632 2 года назад

      @@nicoroshi
      Thanks. I haven’t shared it yet tho. I wasn’t sure if Nexus would see it as a mod to be worth publishing. And my English. It will take me some time to write so people can understand. But I’m gonna publish it. Like you said. Maybe there is someone out there looking for something like this. And if they don’t like my categories they can simply rename the esl-files to their liking. I took the two biggest Reddit guides for category plugins, combined them and made the categories a little more up-to-date.

    • @nicoroshi
      @nicoroshi  2 года назад +1

      @@magnustrygg5632 nexus will publish anything so long as it doesn’t violate the terms of service, and is a valid mod for a game.
      Your mod should be fine.

    • @magnustrygg5632
      @magnustrygg5632 2 года назад

      @@nicoroshi
      🙂👍🏼.

    • @magnustrygg5632
      @magnustrygg5632 2 года назад

      @@nicoroshi
      I laughed at my “mod” bc in these times when people are releasing mods like multiplayer and EVG Traversal, my contribution is categories by empty esl-files. Well, we all have to start somewhere 🙂.