[editing this post as it turned into a long rambling heap]
A few questions ...
When running the BAT is it required that all the files already be in the Data folder or can I run it outside of the data folder when creating a BAIN package? I'm fuzzy on its purposes and whether BAIN is a good option for collecting together the various animations. Then do you run the BAT file on each bottom rung sub folder or the top KamiCAS folder? the BAT thing - does it need to access the vanilla info in the data folder? It seems to make multiple copies of animations (8 of them)- yet when I check the Oblivion meshes BSA there is not multiple animations like this creates. I don't get it.
Then what about animation replacers that have further folders under _Male? Folders like IdleAnim or SpecialAnim? Are those utilized by the mod?
The batch file has to be placed in every bottom rung folder. You can run it outside the data folder, so you can use BAIN. The batch file does not access vanilla files, it just makes copies of all the attack animations which are loaded by KamiCAS. The reason is that Oblivion insists on randomly playing the vanilla animations instead of the custom ones, having multiple entries of the custom animations increases the odds of them being played (KamiCAS cannot replace existing animations but adds them to the NPCs animation lists). It's explained in the readme btw.
KamiCAS does not use any animations other than the ones in the KamiCAS subfolders.
Reading on at post 6 above - if one were to follow the logic then about CCAO reassignments could one also then turn
2HSWfor1H into 2HClaymore2
2HKT into 2HClaymore3 ... mostly because I'm not seeing any other category for 2hand animations. In which case I'm guessing that CCAO on its own is able to handle katana as separate from more western 2handedswords. So doing this will this make some of the animations not make sense?
Well I went for the gusto on it and here is what I've assigned so far:
Spoiler 1HBlunt1 - CCAO 2HAXfor1H
1HBlunt2 - KSTN
1HBluntAndShield1 - CCAO 1HAX
1HBluntAndShield2 - KSTN
1HLongsword1 - CCAO 1HSW
1HLongsword2 - CCAO 2HKTfor1H
1HLongSword3 - KSTN
1HLongsword4 - Princess Stabbity
1HLongsword5 - Princess Stabbity alt power attack
1HLongsword6 - DMCStylish
1HPolearm1 - CCAO 2HLN
1HPolearm2 - CCAO 2HLNfor1H
1HPolearm3 - KSTN
1HPolearmAndShield1 - KSTN
1HShortsword1 - CCAO 1HDG
1HShortsword2 - KSTN
1HShortsword3 - Princess Stabbity
1HShortsword4 - Princess Stabbity alt power attack
1HShortswordAndShield1 - KSTN
1HShortswordAndShield3 - DMCStylish
1HSwordAndShield==
2HBlunt1 - CCAO 2HAX
2HBlunt2 - KSTN HeavySword
2HClaymore1 - CCAO 2HSW
2HClaymore2 - CCAO 2HKT
2HClaymore3 - KSTN
2HClaymore5 - Princess Stabbity alt power attack
2HClaymore6 - Ser Knight
2HPolearm1 - CCAO 2HLN
Bow1 - Silver Ranger
Crossbow==
DualWield1 - KSTN Dual Wield
DualWield2 - Sephs Dual Wield for All
HandToHand1 - Sinkpoint HtH
HandToHand2 - Sephs HtH Replacer
Staff1 - Defying Gravity with Casting Animations
WalkFemale==
WalkMale1 - Casual Walk from Ser Knight
WalkMale2 - Seph Manly stride
WalkMale3 - Umpa Sneak and Piercing Power Attack
also - how about a folder just for casting animations? As it is what folder do your recommend for them?
That looks all right for the most part, except that there is no 1HShortswordAndShield category. Use 1HSwordAndShield instead. Or if you don't use any 1HSwordAndShield styles, and you have a shortsword and shield equipped, 1HLongsword will be chosen instead (because there are no shortsword-and-shield specific animations available and CCAO's dagger style doesn't look good with a shield).
Also, at the moment Oblivion refuses to play custom power attacks that are loaded by KamiCAS. Hopefully I can figure out how to trick Oblivion into playing them.
KamiCAS can do casting animations, but it's undocumented because I didn't get the casting animations to show up when I tried (but I didn't try very hard). If you want to give it a shot put the animations in a staff style and let me know if it works.
I saw comments on Nexus about wanting true dual wield abilities - perhaps check this out: http://www.gamesas.com/index.php?/topic/1157793-relz-phinix-dual-wielding-imports/
Wonder about deconstructing MAO? But recall it having major issues.
I have a good idea about how to make dual wielding improve offense instead of defense (assuming it works), but I haven't figured out what to do with it yet with regards to other dual wield mods.
I haven't looked at Mayu's mod but if you can figure out which animations are for what you should be able to use them.
As I reviewed some of those animation replacers I find myself not liking the idea that I could run into a guard that might do spiderman/anime jumps all over the place in heavy armor. Are there any factors other than the weapons being carried that dictate what animations are being used?
Would you consider adding this in the future? For instance having settings in the ini where athletics and acrobatics have to be over a certain stat + no heavy armor for an NPC to get the animation in a specific folder. This way DMC and Princess Stabbity will not look so ridiculous with heavy armor wearing NPCs or NPCs that shouldn't be able to pull stunts like that. So when you see these animations in game you know to run or get ready for a hell of a fight. Light armor wearing warriors from TIE flipping around you like a ninja - hell ya!
Anyway just throwing ideas out there.
At the moment you can set NPCs to use a specific per-category style by cycling to that style, standing and pressing Page Up. You should get a message that it's assigned. From that point on all NPCs will use that style when appropriate.
I could look into making something more sophisticated like you suggest later. Of course it will make everything more complicated :\
Some initial feedback after loading all the above animations and attacking guards in Windfall (with god mode cause he is only lvl 2).
It seems only page down switches my character and page up will switch NPCs (I thought I had to be sneaking for that). I had 5-6 replacers for 1 hand sword but only saw 3 - is that because I had not set them to be sword and shield and my character was using a shield?
No switching allowed when being hit. And with combat in my game that could very well mean never in the middle of combat. In fact even when avoiding being hit (behind walls, etc) but still in combat it seemed very sticky and hit page down multiple times before I saw a stance change to indicate new replacer in effect.
Not sure about why it only showed 3 styles. You probably won't see the difference between 1HLongsword4 & 5 though (from what you posted above). Did you set the number of 1HLongsword styles to 6, and 1HSwordAndShield to 0 in the .ini?
You may have to hold Page Down for a few moments for the script to register the key press. It also depends on your frame rate.
KamiCAS never changes NPC styles while they are in combat, because I thought it might cause problems. It's okay for your character though.
Sneaking and pressing Page Up has a different function. It's explained in the readme.