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