[RELz] Kamikaze's Combat Animation Selector

Post » Wed Mar 30, 2011 10:51 am

http://www.tesnexus.com/downloads/file.php?id=36650
Current version: 2.0

Requires: OBSE 0020+

Click the title for screenshots, video and download!

KamiCAS lets you use multiple THIRD PERSON animation styles for walking and fighting, for new and old weapons and including dual wielding!

Animations are divided into categories, and for each category you can define as many animation styles as you want. Not one, not two, but however many you want to use! And you can switch styles at the press of a single button.

But wait, there's more! NPCs can use the same animations, either a fixed style or randomly chosen. You can also turn it off if you don't want NPCs to use custom animations at all.

Instructions on how to set it up are in the download. PLEASE READ THE ENTIRE README CAREFULLY! KamiCAS is not hard to set up, but you have to follow the instructions.

KamiCAS does NOT come with any animations of its own! You have to get them from elsewhere.



CATEGORIES

KamiCAS supports the following animation categories.

Male & female walk
Hand To Hand
1H Shortsword
1H Longsword
2H Claymore
1H Blunt
2H Blunt
Bow
Staff
1H Polearm
2H Polearm
Sword & Shield
Blunt & Shield
Polearm & Shield
Crossbow
Dual wielding
1H Katana
2H Katana



COMPATIBILITY

KamiCAS seems compatible with Deadly Reflex as far as I've tested, but I'm not sure about Unnecessary Violence (never used it). It should be with anything else.



ISSUES

Sneaking animations while holding a weapon don't always seem to work correctly and power attacks don't seem to work at all. I'm not sure how to fix this yet.



CHANGELOG

Version 2.0
- Added an option to lock specific NPCs to specific styles. See the LOCK NPC ANIMATIONS section.
- Added bDisableInventoryUpdate setting to disable animation updates in the inventory screen.
- Fixed bug where animations would no longer cycle after switching to Hand-To-Hand style.
- Now includes Controllable Universal Skeleton 1.3 by Growlf.
- Removed dependency on oblivion.esm, so you can use this mod with Nehrim.

Version 1.6
- Fixed some errors introduced in the previous version.
- Fixed a mistake in the .ini.

Version 1.5
- Function Update3D is no longer called on the player in first person, supposedly fixing the double body bug.
- When the bDebug flag in the .ini is set, debug messages will be printed to the console and to a log if ConScribe is installed.
- Weapon & Shield category will be chosen if a torch is equipped (falls back to normal 1H category if no W&S category exists for the equipped weapon).
- Added categories 1HKatana and 2HKatana.
- Removed the .ini flag which allowed cycling in first person.

Version 1.4
- Took out polearm dual wielding because there are no suitable animations for it, and off-hands look better with polearm & shield.
- Fixed save game bloat issue.

Version 1.3
- Added .ini setting to enable animation cycling in first person.
- Off-hands are now also detected by the string "off hand".
- Made the .ini prettier.

Version 1.2
- Added dual wield category.
- Fixed Polearm & Shield style looking in the Crossbow folder by mistake.

Version 1.1
- Fixed issue with animations not being reapplied to the PC on game load.

Version 1.0
- Initial release.

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Emma Louise Adams
 
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Post » Wed Mar 30, 2011 6:49 am

This sounds pretty amazing. I will have to try it out.
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 5:21 am

Ooohh - shiny

This is top of my list of new ones to try.

Thank you
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james tait
 
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Post » Wed Mar 30, 2011 5:56 am

I had to reupload because the comments thread was not linked to the page. Also, I just remembered I do use an OBSE 0020 function so you do need it (it was late okay :P).

Also updated to version 1.3.

Version 1.3
- Added .ini setting to enable animation cycling in first person.
- Off-hands are now also detected by the string "off hand".
- Made the .ini prettier.

Version 1.2
- Added dual wield category.
- Fixed Polearm & Shield style looking in the Crossbow folder by mistake.

Version 1.1
- Fixed issue with animations not being reapplied to the PC on game load.

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Mark
 
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Post » Tue Mar 29, 2011 11:43 pm

Hi Kamikaze

I'm looking at Cotyounoyume's animations, would you be willing to help identify which folder belongs to which style of animations? To reduce my chance and others of messing up. It would be of GREAT help. THANKS :)

Here's a list of the CCAO's folders below;

1HAX = 1 handed blade?

1HDG = 1 handed dagger?

1HLN = ?

1HSW = ?

2HAX = 2 handed blade?

2HAXfor1H = 2 hands for 1 handed blade?

2HKT = ?

2HKTfor1H = ?

2HLN = ?

2HLNfor1H = ?

2HSW = ?

2HSWfor1H = ?
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 2:50 am

Hi Kamikaze

I'm looking at Cotyounoyume's animations, would you be willing to help identify which folder belongs to which style of animations? To reduce my chance and others of messing up. It would be of GREAT help. THANKS :)

Here's a list of the CCAO's folders below;

OK:
1HAX = 1 handed axe, I used it as 1HBluntAndShield in the video.

1HDG = 1HShortsword

1HLN = 1HPolearm

1HSW = 1HLongsword, not sure if this is the same as 1HKT or not.

2HAX = 2 handed axe which belongs in 2HBlunt.

2HAXfor1H = 2 handed axe animations for one handed axe which I used in the video as 1HBlunt (looks silly with a shield).

2HKT = 2HClaymore, meant for katanas. I used either this one or 2HSW for 2HClaymore in the video.

2HKTfor1H = 2 handed katana animations for 1 handed katanas (looks silly with a shield).

2HLN = 2HPolearm

2HLNfor1H = 2 handed polearm animations for one handed.

2HSW = 2HClaymore

2HSWfor1H = 2 handed sword animations for 1 handed swords

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Kira! :)))
 
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Post » Wed Mar 30, 2011 6:27 am

This sounds really great!

Thank you for sharing...will definitely try it out. :foodndrink:

Regards,

Hem
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Guinevere Wood
 
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Post » Wed Mar 30, 2011 10:02 am

Thanks :)
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stevie critchley
 
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Post » Wed Mar 30, 2011 4:43 am

If you e'er update the mod, you should totally add "Extended" at the end of the name. So that way we can all it KamiCASE. xD
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 6:40 am

Updated to version 1.4
Version 1.4
- Took out spear dual wielding because there are no suitable animations for it, an off-hand looks better with polearm & shield.
- Fixed save game bloat issue.


If you e'er update the mod, you should totally add "Extended" at the end of the name. So that way we can all it KamiCASE. xD

Sounds like you have a KamiCASE of the mondays :D
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Jesus Duran
 
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Post » Wed Mar 30, 2011 7:02 am

IS this compatible with Deadly Reflex? I believe that has some special animations too?
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danni Marchant
 
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Post » Wed Mar 30, 2011 5:16 am

Sounds excellent. Will try ASAP. :)
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Inol Wakhid
 
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Post » Wed Mar 30, 2011 9:12 am

IS this compatible with Deadly Reflex? I believe that has some special animations too?

I've had no problems with Deadly Reflex so far. :)
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Jonathan Braz
 
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Post » Wed Mar 30, 2011 1:39 am

[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?

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?

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.

===================

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.

===================

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.
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C.L.U.T.C.H
 
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Post » Wed Mar 30, 2011 7:05 am

[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.
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Alba Casas
 
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Post » Wed Mar 30, 2011 8:19 am

Oh my. I just thought of a good way to use it. And may be using it in the future .It in combonation with DMC stylish. Ability to have 2 different Sword and shield animation sets. One Dual wield, and one normal sword and shield. Ooh. Inspiration. lol May try my hand at figuring this out later. =D
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Benito Martinez
 
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Post » Tue Mar 29, 2011 8:30 pm

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.
I saw that in the readme but I didn't get a sense that the extra copies is what did the trick (if indeed it does) more confusing still is why it would.

So then after running the .bat file do I leave it in the folders - what I had done was run it then remove it then install. As I read you portion above it seems you are saying to leave it in there.

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.
Will do but it may take a few days for a real report on it. Plus then I guess that will never handle variation on casting animations when the NPC is using a sword unless the variations are left in with the sword styles?

I'm still a bit fuzzy on when to assign a sword style versus a sword and shield.

My thinking (as foggy as it was) was that when viewing the videos for things like Princess Stabbity or DMC - "these moves are too fancy to be executed with a shield ... if one has has the want to enter battle using swords without a shield then they are doing so so that they can execute some of this fanciness. Since I was fighting guards on the first test of this they all had shields ans as such were maybe none using the 1hLongsword animations? Maybe I should add a few to the 1HSwordAndShield category. I guess CCAO is not as fancy as say DMC.

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 :\
Since I use Duke Patrick's Combat overhaul (and not Deadly Reflex) and several other mods that make combat deadlier the very last thing on my mind is "oh while I'm getting killed I wish that this person were using a different set of attacks." The only way I could even test the current functions of the page up and down was to turn god mod on. Otherwise most combat encounters can be over in less than a minute. So I'm not finding this immersive (though much better than no control). My initial suggestions were for more configurability. Maybe just a way to tag a folder as fancy or rare in that a stat check or armor check is also used and if passed then a preference for the that folder, but yeah as it is - sounds complex. I don't know how best that would implemented.

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.
Yes to the ini as you point out but could be affected by the fact that most of the NPCs I fought had shields. Frame rates were pretty good (in Windfall city space - small). Near continual fighting so they didn't change much at all. I also has freezing on my character (where only he was frozen) after switching, but that could be because of a specific animation used and not this switcher - need to check that more and see a pattern or not, but it did happen when switching while being hit. toggling collision off got me out of it, so again need to track that down more.

thank you
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Nicholas C
 
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Post » Wed Mar 30, 2011 4:27 am

You can delete the batch files after you're done, they've done their job. I only made it so you don't have to copy all those files manually. If you're not convinced of it's use, then make a style without running the batch file, then go in the game and try attack moves. You'll see vanilla animations will play much more often than if you had run the batch file. Maybe I'll find a way to get around that some day, but don't hold your breath.

No the casting animations only work in the Staff category (could be changed but this way only animations that are needed for a style are loaded to increase performance a bit). I see what you're saying: have a separate casting category, which I did but like I said the casting animations didn't show up when I tried so I disabled it.

You should make a separate weapon & shield style if you want different animations while wearing a shield. Otherwise it'll fall back to 1H styles.

Remember that the vanilla animations can also be chosen randomly for NPCs, maybe you were just unlucky and only a few enemies used custom styles?

Actually now that I think about it what you are actually asking is a separate set of categories for the NPCs. That's possible of course but it would double the amount of folders & files and make the mod more complex.

Well the idea behind choosing specific styles for NPCs is that you choose them at your leisure in a safe location, not while in fighting. It was the easiest solution I came up with to avoid backflipping guards, while still giving them custom styles if I wanted.

Since KamiCAS is basically a hack into the animation system I can't guarantee it'll work in all circumstances (or any really). My advice is don't change styles while in combat, at least not while animations are playing (Attacking, being staggered, etc).
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kristy dunn
 
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Post » Wed Mar 30, 2011 6:37 am

So. I'm a ditz. I didn't notice that it had a predefined dual-wielding style. But what if the item doesn't have any of the key words in it's name. Would it be good to have a backup set in the Sword and shield anims?
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jaideep singh
 
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Post » Wed Mar 30, 2011 2:31 am

So. I'm a ditz. I didn't notice that it had a predefined dual-wielding style. But what if the item doesn't have any of the key words in it's name. Would it be good to have a backup set in the Sword and shield anims?

Yeah you can do that, or you can open the item's plugin and add the words off-hand to its name. I noticed you have to do that for Phinix's mod.
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Peter P Canning
 
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Post » Tue Mar 29, 2011 11:57 pm

Awwh. But that takes effort. And having the construction set. XD

Quick question. Say if I have "1Hlongsword1" Will it totally ignore the Vanilla animations. Or will that be included in the cycling?

Edit: Kay. Did it. Added a few styles and stuff. But when I loaded it all up, nothing. It recognized that I had different styles, because I checked with pageup. But it never changed any animations. When should the ESP be loaded?
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latrina
 
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Post » Tue Mar 29, 2011 10:23 pm

Awwh. But that takes effort. And having the construction set. XD

Quick question. Say if I have "1Hlongsword1" Will it totally ignore the Vanilla animations. Or will that be included in the cycling?

They're included.

Edit: Kay. Did it. Added a few styles and stuff. But when I loaded it all up, nothing. It recognized that I had different styles, because I checked with pageup. But it never changed any animations. When should the ESP be loaded?

Hmm, what styles did you set up and cycle through? Do you have the right weapon type equipped and do you have it readied? Are you running OBSE 0020? Did you set up the directory structure right? The load order doesn't matter.
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Leticia Hernandez
 
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Joined: Tue Oct 23, 2007 9:46 am

Post » Wed Mar 30, 2011 5:38 am

Uhm. Most of the ones I have installed, are from CCAO, a Few from DMC stylish. Mainly dual wield/a few longsword/2h claymores. It's recognizing all the folders I have. But it's just not applying the animations.

Edit: Quick question. Does all of the seperate folders have to have ALL of the possible animations? Or will the missing ones be filled with just vanilla anims?
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laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Wed Mar 30, 2011 4:32 am

Uhm. Most of the ones I have installed, are from CCAO, a Few from DMC stylish. Mainly dual wield/a few longsword/2h claymores. It's recognizing all the folders I have. But it's just not applying the animations.

Nah it doesn't recognize anything, it just blindly tries to load the animations in the folder. I'll add a check for that later.

You probably put the files in a wrong folder or something. Please read the readme carefully. Or maybe you're not using OBSE 0020?

Edit: Quick question. Does all of the seperate folders have to have ALL of the possible animations? Or will the missing ones be filled with just vanilla anims?

Just the ones that are required. The rest will be filled in.
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!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Wed Mar 30, 2011 2:52 am

I am experiencing a bit of a bug... http://tesalliance.org/forums/uploads/1295372279/gallery_640_167_256515.jpeg. I Rather like it except I have 2 heads now and I look funny when I run. I am sure its from this mod its the only animation related mod i've installed XD
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Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

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