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ArmBinder_Combat


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Posted

Heyo, here's a funny thing FNIS told me.

 

Reading ArmBinderCombat
ERROR(2011): OLD FNIS version? Wrong line in Animation List, line  4 (..\..\meshes\actors\character\animations\ArmBinderCombat\FNIS_ArmBinderCombat_List.txt):  AAprefix abc
 
Posted

Just found this.. if i can get this to work for me, then i can say it'll really make me re-think the way i play. This looks to be an epic mod.

 

Quick edit: Does this work with the Yokes also? because one mod i adore is the The Skyrim Licenced Universal Transport Service and it forces a yoke to bind the arms, not an armbinder.

 

Would this mod allow for kicking wearing those?

Posted

As I said.. IF i can get it to work.. I can't. The DD integration armbinder as well as the Captured Dreams armbinder.. give no attacks. I don't kick when I go to attack. I just stand there and sometimes 'struggle'. 

Posted

As I said.. IF i can get it to work.. I can't. The DD integration armbinder as well as the Captured Dreams armbinder.. give no attacks. I don't kick when I go to attack. I just stand there and sometimes 'struggle'. 

 

You have installed ConsoleUtil 3, right? I'd forgotten to activate it the first time I tried armbinder combat and got a result that sounds like what you're seeing.

Posted

Ok, I am back.
 

Quick edit: Does this work with the Yokes also? because one mod i adore is the The Skyrim Licenced Universal Transport Service and it forces a yoke to bind the arms, not an armbinder.

Would this mod allow for kicking wearing those?

 

I plan on doing on the yoke animations once the mod is reliably running.

 

I am not sure if this has been pointed out as I know its in beta, even when you have just your fists out and you run back or forwards your hands return to the arm binding pose even though you don't have one on even for NPC's.

 

I know about this.  It is a problem with what animations FNIS can and can't replace on the fly.  If you go to your "GenerateFNIS_for_Users" folder and open "Alternate_AnimationGroups.txt", there is a sections called "animations currently disregarded", and in that section there are 4 unarmed animations:

 

h2h_locomotionpose.hkx
h2h_recoilleft.hkx
h2h_recoilright.hkx
h2h_recoiltimed.hkx

 

Those four can't be swapped when Skyrim is running.  This doesn't matter too much for the recoil animations, but "h2h_locomotionpose.hkx" is the running pose for unarmed combat.  It is a pretty key animation, and we need to ask fore to make it swappable too.

Posted

 

As I said.. IF i can get it to work.. I can't. The DD integration armbinder as well as the Captured Dreams armbinder.. give no attacks. I don't kick when I go to attack. I just stand there and sometimes 'struggle'. 

 

You have installed ConsoleUtil 3, right? I'd forgotten to activate it the first time I tried armbinder combat and got a result that sounds like what you're seeing.

 

 

Yes, I installed it. it was in the list of required and was installed before this mod was.

Posted

I like this mod a lot. However I wonder is it possible to integrate this mod with Bwitch(http://www.loverslab.com/files/file/1502-bwitch-040-9-august-2015/), this mod allows pc to use spell when restricted with armbinder. 

I have these two mod installed and they work together nicely. Only problem is that they activate a the same time, so when I kick, I also release a spell.

 

I'm no modder, but if codec put an MCM button to disable the button used in BWitch (when you have the time of course :D ) then that is all that should be needed.  I just have no idea how hard it would be to do.

Posted

It won't work for me either , my character just punches even though the armbinder is equipped , i have latest fnis version , console util 3  i just don't know how to make this work

Posted

I'm really interested in this mod lol.

 

Now we may hear the stories of a blindfolded armbinder monk destroying dragons Skyrim with her kicks.

 

I apologize for not being able to resist the reminder of Lee Sin. One kick to knock down five dragons!

  • 2 weeks later...
Posted

First, many thanks for your works cedec0!

I just passed the very first dungeon by kicks only and most things work fine. Great job!

I noticed a minor issue that if the kick is blocked, attacker's arms will pop out for a short moment. It may be analogous to the well-known "pop out" when player start sprinting and cannot be completely solved. Anyway I chose to write it down here. Please ignore this if it's a known issue.

In addition, wish this mod can be compatible with bwitch. It will be so exciting if we can have a fight mage in armbinder.

Posted

This mod should be compatible with the latest version of BWitch (0.4.1). Just need to re-bind the keys in BWitch so both mods don't try to clobber each other. You'll also want to re-bind away BWitch's shout key too, since this mod lets you use Skyrim's native shout system which is better than BWitch's flaky imitation (in my testing, anyway).

Posted

This mod is incompatible with TK DODGE what is happening is when you duck or move left to right your arms pop out as if you have your fists up. I have no idea why they are incompatible it makes no sense.

 

I think it breaks when you tick the TK dodge in the patch list of FNIS not sure exactly but this sucks.=

  • 2 weeks later...
Posted

any news on this mod would make a brilliant devious playthrough also what is the key to kick? (hope this isn't a silly question)

 

Your normal attack key if its set up properly, either right or left mouse button in most cases.

Posted

Hey i'm having a crazy amount of papyrus spam that I think is coming from this mod, the reason being that before introducing this mod it didnt exist:

 

 

 

 

[zadQuest (1600F624)].zadlibs.ActorHasKeyword() - "zadLibs.psc" Line 1715
    [zadNPC (1602F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 94
[02/10/2016 - 02:20:59AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call
stack:
    [zadQuest (1600F624)].zadlibs.ActorHasKeyword() - "zadLibs.psc" Line 1715
    [zadNPC (1602F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 94
[02/10/2016 - 02:20:59AM] warning: Assigning None to a non-object variable named "::temp313"
stack:
    [zadQuest (1600F624)].zadlibs.ActorHasKeyword() - "zadLibs.psc" Line 1715
    [zadNPC (1602F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 94
[02/10/2016 - 02:20:59AM] ERROR: Cannot call HasMagicEffectWithKeyword() on a None object, aborting function call
stack:
    [zadQuest (1600F624)].zadlibs.ActorHasKeyword() - "zadLibs.psc" Line 1715
    [zadNPC (1602F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 94
[02/10/2016 - 02:20:59AM] warning: Assigning None to a non-object variable named "::temp312"
stack:
    [zadQuest (1600F624)].zadlibs.ActorHasKeyword() - "zadLibs.psc" Line 1715
    [zadNPC (1602F6AC)].zadnpcquestscript.OnUpdate() - "zadNPCQuestScript.psc" Line 94
[02/10/2016 - 02:20:59AM] ERROR: Cannot call WornHasKeyword() on a None object, aborting function call

 

 

 

 

This fills up my papyrus so much that I get to about a Mb after about 15 minutes. It's a really good idea, and I'm not saying the mod is broken but I cant get it to work for me (punching while I have armbinder equiped) and it seems to work fine for other people. I have all the requirements and the load order looks fine. A suspicion I have is that I also installed PCEA2 and that seems to have issues recognising character animations atm, and so maybe that for some reason is messing with this.

  • 2 weeks later...
Posted

Hmm, somehow this work weird for me. I installed that with Mo, and every character when in fighting unnarmed idle is having hands behind back but im getting normal animations on fighting, except when bound im not getting them at all, just cant attack, theres idle but thats about it.

Of course i used fnis. I dont have tkdodge.

Posted

This mod needs a patch anyway as its directly replacing an animation file I believe cedec explained it the best. As of now I believe they are trying to get a patch made and efforts are being made to integrate this mod into DD integration

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