heehatatt Posted January 3, 2016 Posted January 3, 2016 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 Â
poobrain Posted January 4, 2016 Posted January 4, 2016 This mod makes the Immerslave start a lot more interesting. Great job!
ji9999 Posted January 4, 2016 Posted January 4, 2016 good job for this mod!!! cant wait for the update and thanks a lot!!! cheers mate!!!
DesertElf Posted January 6, 2016 Posted January 6, 2016 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. Â 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. Â Would this mod allow for kicking wearing those?
Flameustc Posted January 6, 2016 Posted January 6, 2016 Have been dreaming for sth like this for years! Hope it can be part of DD framework.
DesertElf Posted January 7, 2016 Posted January 7, 2016 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'.Â
Dreamweaver Posted January 7, 2016 Posted January 7, 2016 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.
Guest Posted January 8, 2016 Posted January 8, 2016 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.hkxh2h_recoilleft.hkxh2h_recoilright.hkxh2h_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.
DesertElf Posted January 9, 2016 Posted January 9, 2016  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.
nightmarezerosg Posted January 16, 2016 Posted January 16, 2016 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 ) then that is all that should be needed. I just have no idea how hard it would be to do.
Shiorine Posted January 16, 2016 Posted January 16, 2016 I'm really interested in this mod lol. Â Now we may hear the stories of a blindfolded armbinder monk destroying dragons Skyrim with her kicks.
Elswyr Posted January 16, 2016 Posted January 16, 2016 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 Â i just don't know how to make this work
barak43 Posted January 18, 2016 Posted January 18, 2016 ok now this mod is interesting, following. i'm quite busy at the moment with my own mod, but will test it when i can ^^
FRIdSUN Posted January 21, 2016 Posted January 21, 2016 I'm really interested in this mod lol. Â Now we may hear the stories of a blindfolded armbinder monk destroying dragons Skyrim with her kicks. Â I apologize for not being able to resist the reminder of Lee Sin. One kick to knock down five dragons!
FRIdSUN Posted January 21, 2016 Posted January 21, 2016 I wonder whether this would work with https://www.loverslab.com/topic/53137-wrist-binder/ Â Is this utilizing the new dynamic animation set function? Is animation set change triggered by armbinder keyword?
FRIdSUN Posted January 21, 2016 Posted January 21, 2016 Kick Bash also recommended Forceful Bash, maybe worth mentioning for a complete experience? Â EDIT: Realized that these are no longer bashes any more. Well.
Flameustc Posted February 1, 2016 Posted February 1, 2016 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.
simplefries Posted February 5, 2016 Posted February 5, 2016 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).
Guest Posted February 5, 2016 Posted February 5, 2016 This mod is incompatible with TK DODGEÂ 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. Â I think it breaks when you tick the TK dodge in the patch list of FNIS not sure exactly but this sucks.=
renjiabari35 Posted February 15, 2016 Posted February 15, 2016 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)
Varithina Posted February 15, 2016 Posted February 15, 2016 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) Â Your normal attack key if its set up properly, either right or left mouse button in most cases.
GregariousGibbon Posted February 15, 2016 Posted February 15, 2016 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 callstack:   [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 callstack:   [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.
aim4it Posted February 15, 2016 Posted February 15, 2016 I also get the papyrus spam, and whether it works is hit or miss really.
Istill Posted February 25, 2016 Posted February 25, 2016 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.
Guest Posted February 25, 2016 Posted February 25, 2016 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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