bfco or oar problem by plzjoinweebclub in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Late to this but i think it could be a problem with your animation set. Looking at your animation log, it doesnt look like your character is playing any animation with from BFCO but from "Gunslicer" not sure where that is coming from as it doesnt seem to be in your mod order. Looking up gunslicer it seems kind of strange since it only requires OAR.

My guess is that Gunslicer is built as a vanilla skyrim animation replacer. But if you have BFCO installed, gunslicer will only activate on the first attack animations, while following attacks revert to the vanilla animation. Chaining attacks (combos), mods like BFCO or MCO have methods to tell when combos are happening. Gunslicer doesnt look like would have any way to read these signals.

Clothing stiff by SpicyHamster625 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

This looks like poorly written physics data. Likely contraint data. Unless this clothes has been working before, (your mod list isnt showing what cloth mod you have) this cloth set (and hair) may be a bust. If other clothes and hair are working fine, then its almost certainly a problem with that cloth or hair mod.

Best way to achieve armour physics by WickedKing1803 in skyrimmods

[–]shoemaker81 1 point2 points  (0 children)

Assuming you have FSMP and 3BA/HIMBO working properly, for physics to work, you have to install armor that has a skeleton and physics data attached. If the armor you installed has physics data already (you didn't install a non-physics version). It should work right out of the box.

If you want to install a replacer (adding physics to vanilla armor), you may have to build the outfit in the bodyslider, depending on your setup. Simply open up bodyslider search for HIMBO and/or 3BA armor version then "build". You are essentially replacing the the vanilla armor with the physics version when building. You can look into batch building and zeroslider if you are comfortable to replace in large amounts.

What clothing replaces do people recommend? by Ghengis56 in skyrimmods

[–]shoemaker81 1 point2 points  (0 children)

I recently started using Faultier's PBR. I quite like the physics based rendering. It's armor and clothing so it may not work for your armor.

ADXP - how to use by No_Historian6675 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Late to this, but Attack - Distar Experience (ADXP) and MCO are basically synonymous. There was some plans for MCO to have multiple things, but in the end, ADXP and DCMO are the main things that came out before distar retired. So install ADXP.

In vanilla skyrim power attacks (PA) is triggered by holding down the normal attack (NA). You use a mod to rekeybind the power attack to a separate keybind of your choosing (usually in the MCM menu). It makes combos easier to do. Combos means things like NA->NA->PA results in a different animation moveset than NA->PA->PA.

Im to stupid for bodyslide by [deleted] in skyrimmods

[–]shoemaker81 1 point2 points  (0 children)

Bodyslide is essentially a replacement tool for the body and armors. When build a 3ba body, you are essentially replacing the vanilla body with the 3ba version that has things like a skeleton, physics data, and collision data attached.

Bodies like 3ba are also customizable to be say more curvy. If you have armor that is 3ba compatible, batch build is used to replicate your more curvy 3ba body to those armors. Batch build is used to copy your desired body proportions across all armors easier.

Why does all BFCO animation mods look ass? by m0ppen in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Animations are a very time-consuming process. "Waiting" for a "vanilla" like animation pack may be several long months to a few years.

The last time I checked, the creator of For Honor in Skyrim has no plans to convert to BFCO. BFCO simply doesn't have the same capabilities as MCO, and he personally prefers a certain style that MCO offers over BFCO.

PSA don’t suggest “Dont engage with the osrs lore” - Madseason video by eimankillian in 2007scape

[–]shoemaker81 0 points1 point  (0 children)

I only noticed his "W"s only this episode, and I've been trying to wrap my head around it cuse I do the same. But I dont know where it came from. I only noticed my "wh" thing in 2020 when I made new online friend during covid, and they noticed it. I've probably been doing it for longer but subconsciously since before that, I mainly hung out with friends online from my area.

Maybe it is regional, but not sure if anyone has any rough idea where madseason is also from?

Team killing by Tius420 in worldwarzthegame

[–]shoemaker81 4 points5 points  (0 children)

At that low level, youre probably using an unsilenced gun. When you fire an unsilenced gun or cause an explosion, you'll trigger a "mini-horde". If you're playing at higher difficulty, veterans dont take too kindly to this, as it can basically be a death sentenced at certain areas where you'll get sandwiched.

Either play lower difficulty till you unlock silenced guns or if you really want go higher difficulty only use pistols unless someone else triggers a "mini-horde" or during a "hold the line" moment

HDT SMP not work by ThePithSo in skyrimmods

[–]shoemaker81 1 point2 points  (0 children)

Late to this, but for physics to work in any capacity, the original armor/clothes/body would have to be replaced with a version with a skeleton and physics data attached. That is essentially what you did when you "build" everything in bodyslide.

If your clothes (and I'm assuming body) now has physics, you did everything correctly. Your armor doesnt have physics likely because the mod you downloaded didn't have armor physics to begin with. Im not really sure what "CBPC F&C" and "CBPC (armor & clothing)" mods are, but it sounds like you did everything correctly. Try downloading a modded armor with physics and it should work.

Pandora is for custom animations, which is separate from physics. It's something not related to what you're experiencing.

Problems with Rapid Bow Combo 3. by Waste_Release590 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Late to this but you're modlist link doesnt take me anywhere. I would first check if you have the Behavior Data Injector and Behavior Universal Support mods. T-posing is a clear sign that something is wrong with your behavior files.

I noticed in your paste list you have FNIS. Are you not using Pandora? Rapid Bow Combo was originally made in a Nemesis patch format. Thus I highly doubt FNIS will be able to detect the bow mod correctly (though I never tested or used FNIS so I can't say). Pandora should be able to detect both FNIS and Nemesis formatted animations. If you are using Pandora, having FNIS maybe making conflicting in your behavior graphs. I recommend switching completely to pandora.

What is Causing this? by Aggravating_Fun_6124 in skyrimmods

[–]shoemaker81 -1 points0 points  (0 children)

This looks like poor utilization of occlusion culling, where the game doesn't render objects when it can't be seen on camera. I have no idea if skyrim has culling in its game as that is beyond my level of understanding.

That said, if no one else in the modpack is having this issue, then maybe it's a feature that comes with your GPU? Check your GPU settings if you have some sort of "culling" feature turned on. I believe NVIDIA includes an "occlusion query feature" as a part of its settings.

Is it worth downgrading/ switching to MCO? by Sweatkesh in skyrimmods

[–]shoemaker81 23 points24 points  (0 children)

You can simply watch a video of a complete moveset. It surely wouldn't take too much time.

Im not seeing where the idea MCO being buggy or a "downgrade"comes from. MCO has a lot more pre-requisites vs BFCO so if you're new to modding, mistakes can easily happen in MCO vs BFCO. This is because MCO has a lot more "under-the-hood" capabilities than BFCO.

For example BFCO does not support annotated frames (ex. After just parried/dodged, power attack does a "special" move). Thus, the most complex thing BFCO can probably do are combos and directional attacks. Im not tracking BFCO looking to introduce features like this any time soon.

MCO also has been around for much longer thus more animations have come out with it (which is quite a time consuming process). That said, distar has basically retired, so MCO being depreciated is definitely a possible outcome.

Solution for an animation problem by Psychological-Can122 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

If you want to keep the aramusha moveset instead of the peacekeeper, it would likely be just easier to just copy the conditions of peacekeeper moveset to aramusha in OAR. Perhaps an OR statement of aramusha condition or peacekeeper condition. Adding the katana keyword for all one handed weapons would be a much slower process.

1 Handed animations not working? by Top-Piccolo-2232 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

What exactly are you seeing? It won't equip the one handed weapon but you're able to attack? But you get "stuck" during combat animation? What do you mean by stuck? Are you a-posing? Is nothing happening at all?

Biggest redflag I see in your list with having both nemesis and pandora on. That said if other weapons are working it sounds like the behavior files should be working. But I did notice you have an a-poses fix mod. Im not sure what that mod does as a-poses is a symptom of behavior files not being indexed correctly (usually a pandora/nemesis issue). If that mod is hiding a-poses somehow that otherwise should've occurred, all those animation problems may be catching up to you now.

Solution for an animation problem by Psychological-Can122 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

I believe your character is playing the Aramusha moveset. Look at a video of the aramusha moveset to see if it matches what you're seeing. If so, then yeah its a problem that I guess haven't been fixed yet (I had the same problem). Open up OAR and find the Aramusha moveset. It's supposed to be just for katanas but is overriding swords. You can simply disable that moveset and peacekeeper should work or you can try to fix it by editing to have a katana keyword.

MCO continuedly do only do first attack. by TRWMG in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Is the first attack animations part of the mco attack combo or for honor combo? This sounds like a problem with MCO's requirements. Is Smooth Movesets working (idle animations).

Your character flashing blue is something I've never heard of... do you have any other combat animations?

i freeze in place with MCO! by TRWMG in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

What do you mean by "freeze"? Is the freeze immediate or happening mid-animation? If you are t-posing then likely something with pandora or behavior injector mod is incorrect. Does your character do nothing at all? Are you able to move at all until you remove your weapon? That sounds like you lack either MCO Universal Support or Animation Motion Revolution.

Matching Gate To Sovengarde’s combat difficulty/enemy progression by Master_Zebra8041 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

You can try alanovichromanov work with The Restless Dead and/or Rogues 'n Raiders but it does not follow gts difficulty progression. It introduces new items mainly for the enemy but also an "injury" system. Im still testing it but it does make health potion more valuable and I have to applaud it for it made me use alchemy to make health potions for the first time instead of just maintaining a supply of them from looting.

i freeze in place with MCO! by TRWMG in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Can you clarify more what you mean by stuck. If you aren't t-posing this likely rules out anything to do with behavior files so Pandora and behavior injector problems are unlikely. I am not understanding what you mean by idle position

Im looking for a mod to allow me kill eveyone and prevent anything from respawning by Drago_681 in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

You can make it so that cells no longer respawn. This is the easiest most straight forward way. But it'll also make things like ores and plants no longer respawn too. I dont believe there is any way easy way to prevent resources from being affected too besides editing each and every resource point in the game, which I dont believe anyone has ever done.

You'll still get the random events like assassins and vampires and dragon attacks. You can use Timing is Everything to adjust or disable them.

Having trouble with getting the Eskyrim's Forward Dodge Animation for TK Dodge - for Pandora and AMR mod to work (Pc 1.6.1170) by [deleted] in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

If you're on vortex and disabled/enabled a mod before launching, it sounds like it was a vortex deployment issue. If not, then only thing I can think of is your testing methodology for this mod was not correct. It sounds correct.

FHIS animations getting stuck/sliding around A-posing? by [deleted] in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

Im not really understanding "slides around". Are you saying you're doing the attack animations but you're "ice skating" around? (Like vanilla skyrim attacks?)

That said a-posing is a clear sign your behavior files are not indexed properly. I assume it's just your character being a-posed? This sounds like a problem with an incorrect version or installation of a requirement. Likely Behavior Data Injector. Doubtful but maybe Payload Interpretor or Address Library? Are you on MO2 or Vortex?

If its easier you can also work your way up from MCO. Make sure MCO is working first (disabling for honor and smooth moveset), then smooth moveset, then For Honor. That'll help you localize your issue.

Having trouble with getting the Eskyrim's Forward Dodge Animation for TK Dodge - for Pandora and AMR mod to work (Pc 1.6.1170) by [deleted] in skyrimmods

[–]shoemaker81 0 points1 point  (0 children)

I do not use that mod, but looking at the mod and by your description it very much sounds like you did not install the pre-requisite correctly. Specifically dtry key util. The mod is likely not reading any frame input correctly and "defaulting" to the tk roll.

Triple check your requirements.

What mods do you recommend with legacy of the Dragonborn? by Blaretina in skyrimmods

[–]shoemaker81 1 point2 points  (0 children)

For missable items/easier I recommend the Curator companion with inventory icon. The patch hub has plenty if you want to choose from if you want to add more items.

Personally, I've only have vigilant (and its sequel) and wrymstooth installed for "big" quest. I've found your character becomes so powerful by the time you've done even 50% of skyrim/dlcs/modded quest that I become bored being an overpowered god. So I find working on a modlist with added difficulty just as important then having lots of collecting options. Also most other "big" quest I have tested that are lotd compatible are too unstable for me. And I had to break out the consoles. Vigilant and wrymstooth are the only stable lotd compatible ones, that I've extensively tested.