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Combat anims - Scar MCO DAR - Solved


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Posted (edited)

For ages I've used a special Katana combat animation (a DAR set) that makes realistic two-handed anims for the regular Katana. They're part of the NWTA mod.

Today I decided to add a mix of Leviathan and Vanargand anims for my non-Katana combat, using the MCO/Scar set up based on HEMA combat research.

 

Dutifully, I renumbered my Katana DAR mod bunch to a nice high number to keep it dominant for its vanilla animation overwrites. After all, I don't want my Katanas used like some rusty mediaevel sword, do I?  The Conditions drive the keyword use and they remain unchanged.

 

And now I can't get the Katana animations to show any more. The draw and sheath ones are right, the rest are the Vanargand one-handed ones, or if I remove that mod, the vanilla ones.

I tested with the OAR in-game interface and can see my DAR Katana animation being selected, only for it to be the Vanargand animation being used.  And I've checked my Katana anims are still the correct ones using an HKX viewer, so they haven't been accidentally replaced.

 

I've  re-done NEMESIS and Bashed Patch as well.

 

I expect DAR to overwrite the vanilla / Vanargand animations (they use the vanilla names). So...what is going on? As part of testing I removed MCO and SCAR elements, and anything else that I put in today in the changeover.  But to no avail. The Katana Animations are absent.  I've made no saves, so nothing has 'burt in'.

 

If anyone can give me pointers to look into, I'd be grateful.  I am reasonably capable with this stuff, just tired and baffled.  Thanks!

Edited by Bluegunk
Posted

I probably shouldn't post because I'm not familiar with the mods or concepts here, but figured I'd dump my thoughts here anyways in case there's some small value in it.

 

Questions are rhetorical.

  1. NWTA, MCO/Scar, HEMA, Leviathan and Vanargand do not contain any dlls that may be pulling off some dirty hacks? No additional "animation frameworks" being used here? No tie-ins to True Directional Movement, modern combat animation overhauls, camera mods or anything like this?
  2. Has any of the mods mentioned above edited any WEAP records? Specifically the DNAM - Animation Type field? I would assume not, considering OAR seems to at least try to replace the animation, still, this seems easy enough to check that I don't see a reason not to. Could be an oversight in OAR?
  3. My imperssion from OAR is that it has its own way of adding mods, as well as supporting "legacy" DAR format. Is it possible that there's 2 different priority systems here, i.e. even if a DAR based mod was "highest priority in DAR-land" it wouldn't be highest priority when considered by OAR? Does it always prioritize native mods highest?
  4. What happens if you put an idle animation replacer in the DAR mod folder with the correct katana animations? Do you get the idle animation, but not the correct katana ones?

 

Spoiler

Offtopic: An actual question if I may...

 

Which HKX viewer are you using here? hkxPoser?

 

You can answer in PM, keep the thread clean.

 

Posted
1 minute ago, traison said:

NWTA, MCO/Scar, HEMA, Leviathan and Vanargand do not contain any dlls that may be pulling off some dirty hacks? No additional "animation frameworks" being used here?

Hello again! Thank you for your input!

With the above, yes DLLs are involved and I don't know in what way.  Most of the other stuff is a nil.

 

I'll look into WEAP and DNAM. I wasn't aware that these should be considered.  As for OAR priorities - that's a mystery to me.

 

And I'll try (4).

 

Thanks! Some goodies to try tomorrow when I'm back at the game.  👍

 

Posted (edited)

Right, I've been doing some work on this.

 

I can't be sure about DLL hacks.

 

WEAP and DNAM. DNAM is only affected by the SCAR mod required by Leviathan II great sword anims for NPCs.

The DNAM refers to 8 idles that don't appear to have any match to the vanilla moveset the Katana set replaces.

 

OAR - so far as I know, I don't have any movesets that interfere in any way. The OAR log only shows SCAR showing up before and after my Katana moveset.  However, if I remove the SCAR mod, the Katana moveset is still dysfunctional. With no game save to blame, I can only assume SCAR isn't the cuplrit.

 

16 hours ago, traison said:

What happens if you put an idle animation replacer in the DAR mod folder with the correct katana animations? Do you get the idle animation, but not the correct katana ones?

I replaced the Katana set 1 hand walk forward with a silly idle and, sure enough, the idle played.  

 

I'm puzzled. I have put a snip of hte OAR log up on the SCAR comments section to see if anyone can offer advice there.

 

So...I'm wondering if it is down to keywords / conditions.  

 

I am investigating further...

 

 

 

UPDATE the Attack-MCO mod required by Leviathan HEMA set up is the problem mod. Definitely.  Oddly, it also uses DAR and has very low DAR folder numbers.

 

I have written to the author to see what to do.

 

My guess is I need to be able to inform the mod that it needs to make an exception for my Katana move set, and honour my high DAR number allocated to it.

 

This is on hold until I get a solution.

 

 

 

Edited by Bluegunk
Posted

I'm closing this request now. The problem is the mod Attack MCO. But I've found a set of MCO katana animations that - with a bit of adjustment - work with my new MCO set up.

A lot learnt.

 

Thank you Traison, as ever, for your patient and in depth help!

  • Bluegunk changed the title to Combat anims - Scar MCO DAR - Solved

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