Sse pretty combat animations
Author: b | 2025-04-24
Pretty Combat Animations SSE การดาวน์โหลดฟรีและปลอดภัย Pretty Combat Animations SSE เวอร์ชันล่าสุด Pretty Combat Animation SSE เป็น ม็อดสำหรับ The El.
Pretty Combat Animations SSE - ดาวน์โหลด
Wish to use FNIS instead._________________________________________________________________________________3.SkySA- Combat Behavior Compulsion* (req Nemesis)/ I also use Intense Combat option:4. Weapons animations for Skysa* \subjective\you need to pick your flavor– I use JH Combat animations, Northern Ravager, and some of Elder Soul's animations. There are too many to list, so find your favorites. Look under requirements on SKYSA's page, and you can find links to ametric butt-ton of animations, as well as authors who have insane animations on their sites.5. True Directional Movement* (If you prefer 3rd person combat): Action Based Projectiles—Dodge-able Range Attacks works with TDM and allow the chance to actively dodgeenemy spells and arrows [This mod requiresTDM which requires Nemesis]: for those who use FNIS. These mostly use Dynamic Animation Re-placer. There are a host of great animation mods that you can use with DAR, like Stances– Dynamic Animation Sets and its addon. I use this with Skysa also. As always, read the requirements: Person Combat Animations Overhaul 2.0 -SIZE MATTERS [great first-person animations.] Walk and Run Plus AND YY Animations SSE Motion Revolution – needed for many of Verolevi's combat animations below. and Leviathan animations – pick what you want, heed requirements: Deflection—Dynamic Combat Overhaul (best Parry mod) made to work with Combat Evolved: Re-timed hit frames—needed if you don't use Ultimate Combat (SKSE/no ESP): Strike Obstruction Systems—Combat Blocking Overhaul (ESL) best block overhaul: (optional) Action Based Projectiles— Dodge-able Range Attacks [works with TDM and allow the chance to actively dodge]enemy spells and arrows: Dodge Mod: I switched from TK Dodge uses 14 scripts (17 if you use Step dodge) this mod has only four scripts): Dodge Roll: (optional mod) lesser power doesn't touch animations or perks; I use it for blade traps zxlice Hitstop (SKSE no scripts): Horrible Andy'sComplete ArcheryOverhaul (ESL): This is instead of AGO. AGO's esp is script-heavy and has some issues with belt fastened quivers. (you can use both with changes in the MCM) Archery Game-play Overhaul, for those who can't play without AGO. Optional fun mod: Shinobi Tools Be a ninja –so fun! Simple Dual Wield and Unarmed Block. Adds Dual wield plus block/parry to both weapons: Person Combat Animations Overhaul 2.0 -SIZE MATTERS – for 1st person combat users: Some Mo'To get funky, here are some of my much-loved mods to add to make enemies fun and save many esp's in your LO.If you want a stricter experience like Ido, add two mod game-changers and remove mindless gameplay; Wounds and Bleed Them Dry. Bleed Them Dry gives you and your enemies chances for persistent bleed damage, debuffs, and bleed-out states (fully configurable). Wounds give the player fully configurable wounds and injuries based on the location of hits with bladed or blunt weapons—so, bruises, cuts, Pretty Combat Animations SSE การดาวน์โหลดฟรีและปลอดภัย Pretty Combat Animations SSE เวอร์ชันล่าสุด Pretty Combat Animation SSE เป็น ม็อดสำหรับ The El. Person behaviors, because FNIS doesn't merge those files. You should install AGO last to make sure the 1st person behaviors overwrite other mods.PCEA2 -- install AGOs animation folders into a PCEA2 subfolderThe following mods are compatible when you install AGO last: Skyrim Realistic Archery Bows and Arrows -- Game settings are overwritten, put AGO later in your load order.Nock to Tip -- (No SSE port) AGO overwrites bash animation. No other issues.The following mods are not compatible:Scoped Bows -- these were made to work with the vanilla first person animations so they don't match up correctlyThe Joy of Perspective -- I'm getting some comments about the arms aiming off to the left in first personAny mods (which don't have an FNIS patch) that edit the following third person behavior files: 1hm_behavior, 1hm_locomotion, bow_direction_behavior, weapequip InstallationYou should install any other behavior mods that have FNIS patches (e.g. TK Dodge, Blocking Combat Behavior Improved, PCEA2) before installing AGO. Behavior mods without FNIS patches (e.g. Combat Behaviors Enhanced) are not compatible with this mod. 1. Download the Main File and Belt-Fastened Quivers Support, if you need it.2. Install the Main File, and overwrite any conflicts (use a mod manager OR extract the files into your Data folder and activate the esp).3. Install Belt-Fastened Quivers Support and overwrite any conflicts (including the main file).4. FNIS Users: Generate FNIS for Users.5. PCEA2 Users: Install all of AGOs animation folders into a PCEA2 subfolder.The mod starts automatically when you run the game. You'll see a notification telling you to re-equip your bow and arrows. If the MCM doesn't show up immediately, open and close the start menu a couple times and it will show up. Credits & Thanks fadingsignal - Created the textures and meshes for the ringsMattiewagg - This mod includes a slightly modified versionComments
Wish to use FNIS instead._________________________________________________________________________________3.SkySA- Combat Behavior Compulsion* (req Nemesis)/ I also use Intense Combat option:4. Weapons animations for Skysa* \subjective\you need to pick your flavor– I use JH Combat animations, Northern Ravager, and some of Elder Soul's animations. There are too many to list, so find your favorites. Look under requirements on SKYSA's page, and you can find links to ametric butt-ton of animations, as well as authors who have insane animations on their sites.5. True Directional Movement* (If you prefer 3rd person combat): Action Based Projectiles—Dodge-able Range Attacks works with TDM and allow the chance to actively dodgeenemy spells and arrows [This mod requiresTDM which requires Nemesis]: for those who use FNIS. These mostly use Dynamic Animation Re-placer. There are a host of great animation mods that you can use with DAR, like Stances– Dynamic Animation Sets and its addon. I use this with Skysa also. As always, read the requirements: Person Combat Animations Overhaul 2.0 -SIZE MATTERS [great first-person animations.] Walk and Run Plus AND YY Animations SSE Motion Revolution – needed for many of Verolevi's combat animations below. and Leviathan animations – pick what you want, heed requirements: Deflection—Dynamic Combat Overhaul (best Parry mod) made to work with Combat Evolved: Re-timed hit frames—needed if you don't use Ultimate Combat (SKSE/no ESP): Strike Obstruction Systems—Combat Blocking Overhaul (ESL) best block overhaul: (optional) Action Based Projectiles— Dodge-able Range Attacks [works with TDM and allow the chance to actively dodge]enemy spells and arrows: Dodge Mod: I switched from TK Dodge uses 14 scripts (17 if you use Step dodge) this mod has only four scripts): Dodge Roll: (optional mod) lesser power doesn't touch animations or perks; I use it for blade traps zxlice Hitstop (SKSE no scripts): Horrible Andy'sComplete ArcheryOverhaul (ESL): This is instead of AGO. AGO's esp is script-heavy and has some issues with belt fastened quivers. (you can use both with changes in the MCM) Archery Game-play Overhaul, for those who can't play without AGO. Optional fun mod: Shinobi Tools Be a ninja –so fun! Simple Dual Wield and Unarmed Block. Adds Dual wield plus block/parry to both weapons: Person Combat Animations Overhaul 2.0 -SIZE MATTERS – for 1st person combat users: Some Mo'To get funky, here are some of my much-loved mods to add to make enemies fun and save many esp's in your LO.If you want a stricter experience like Ido, add two mod game-changers and remove mindless gameplay; Wounds and Bleed Them Dry. Bleed Them Dry gives you and your enemies chances for persistent bleed damage, debuffs, and bleed-out states (fully configurable). Wounds give the player fully configurable wounds and injuries based on the location of hits with bladed or blunt weapons—so, bruises, cuts,
2025-04-20Person behaviors, because FNIS doesn't merge those files. You should install AGO last to make sure the 1st person behaviors overwrite other mods.PCEA2 -- install AGOs animation folders into a PCEA2 subfolderThe following mods are compatible when you install AGO last: Skyrim Realistic Archery Bows and Arrows -- Game settings are overwritten, put AGO later in your load order.Nock to Tip -- (No SSE port) AGO overwrites bash animation. No other issues.The following mods are not compatible:Scoped Bows -- these were made to work with the vanilla first person animations so they don't match up correctlyThe Joy of Perspective -- I'm getting some comments about the arms aiming off to the left in first personAny mods (which don't have an FNIS patch) that edit the following third person behavior files: 1hm_behavior, 1hm_locomotion, bow_direction_behavior, weapequip InstallationYou should install any other behavior mods that have FNIS patches (e.g. TK Dodge, Blocking Combat Behavior Improved, PCEA2) before installing AGO. Behavior mods without FNIS patches (e.g. Combat Behaviors Enhanced) are not compatible with this mod. 1. Download the Main File and Belt-Fastened Quivers Support, if you need it.2. Install the Main File, and overwrite any conflicts (use a mod manager OR extract the files into your Data folder and activate the esp).3. Install Belt-Fastened Quivers Support and overwrite any conflicts (including the main file).4. FNIS Users: Generate FNIS for Users.5. PCEA2 Users: Install all of AGOs animation folders into a PCEA2 subfolder.The mod starts automatically when you run the game. You'll see a notification telling you to re-equip your bow and arrows. If the MCM doesn't show up immediately, open and close the start menu a couple times and it will show up. Credits & Thanks fadingsignal - Created the textures and meshes for the ringsMattiewagg - This mod includes a slightly modified version
2025-04-21And hundreds of extra hours of play. View mod page View image gallery LeanWolf's Better-Shaped Weapons SE Tired of broad, thick weapons that would be far too heavy, blunt or unwieldy in actual combat? Maybe you find their styles a little too unconventional or just plain ugly? This mod simply reshapes the weapon meshes and is compatible with re-texture mods. 20.2MB 85.2k -- LeanWolf's Better-Shaped Weapons SE Tired of broad, thick weapons that would be far too heavy, blunt or unwieldy in actual combat? Maybe you find their styles a little too unconventional or just plain ugly? This mod simply reshapes the weapon meshes and is compatible with re-texture mods. Ars Metallica - Smithing Enhancement A smithing mod tailored to my desires in the game. Adds the ability to forge arrows, gain skill for smelting and mining, melt down unwanted armor and weapons, and more. Beyond Skyrim - Bruma SE Travel beyond the borders of Skyrim and explore Bruma, the northernmost county in Cyrodiil. Delve into Ayleid ruins, meddle in local affairs or explore the wilds - the journey begins now. Unique Uniques SE A conversion of InsanitySorrow's mod Unique Uniques updated for Skyrim Special Edition. View mod page View image gallery 111.4MB 58.0k -- Pretty Combat Animations (PCA) SE This mod has provide many of new weapon idle animations, and they are full set (including walk/run/turn). You can choose different style to replace the vanilla, Just try it and I wish you like it. Falskaar A DLC sized new
2025-03-28All games Skyrim Special Edition Mods Animation Pretty Combat Animations (PCA) - Spell Master (SPM) SE Download: Manual File information Last updated 26 September 2022 9:50AM Original upload 28 November 2016 7:25AM Virus scan Description Files 2 Images 19 Videos 5 Posts 229 Forum 0 Bugs 5 Logs Stats About this mod This Mod will Replace vanilla skyrim staff and unarmed magic casting animations. If you happy to use this mod, dont forget come back to endorse me. Requirements Permissions and credits Changelogs Donations Description:Vanilla skyrim cast animations is worst, So I decide to build a new cast set. It is large project, Skyrim cast set contain and base from many cast animations group. eg:(mag, magcast, mlh, staff(left hand) mrh, staffright(right hand, and more..) and each group contain at least 4 idle animations, eg"("mag" walk fw, walk bw, run fw, run bw, "mlh" precharge, chargeloop, prepready, readyloop, release...) and some of their behavior is affecting each other between "magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idle animations" as well. However, After long time, I find a position solution that make cast idle can be look better and more smooth compatible in different state even they are affecting each other, Now the base part is done.There is all I can do for cast animations can get best and better, maybe you will see some thing still not good or you think it can be looks better, but before you complain that I need to let you know, some rules are fixed in the vanilla behavior system, As I say their nodes are affecting each other "between magic cast, staff cast, 1hm weapon idles, karate, sneak and sneak1hm idles.For example, You have an idea that cast animations can looks how pretty good, But when casting spell in different state, eg: sneaking or running, Some of character body nodes will be driven by other parent nodes base on behavior setting, So no matter you how to rotate/twist it, even you already adjust the run or sneak idles to match the cast animations it will just always keep the vanilla coordinate.2022 update:Fortunatety, In past couple years, dar is come out, seems we can use it to defined when to play what animations with condition setup, it may help we solve some problems/limitation for mag group.I just try to find out any parent hkxs which are driving those cast animations, then adjust and export those action.hkx for match specific casting scenarios, and put them to specific dar folder. base on dar condition setup, specific cast scenarios will only read specific animations under specific dar folders. avoid as much as possible for any parent drive action may affect casting group.Note:The default bound 1hm weapon spell dar condition only contain skyrim vanilla bound sword and dagger spell, if you want those animations apply for additional bound weapon which from other spell mod, you need manully add the spell formid which should be found from relating mod esp. PCA - Spell Master are using
2025-04-14Give me a performance boost?A: The question was very detailed explained here: How to understand do I need the patch or not?A: If you have installed several thousands of animations another bunch of new anims may break your game in a state where you'll always get CTD on loading or starting a new game. In that case the patch will help you to cure the CTD. If you have no installed animations by FNIS you can try the patch just for performance purpose.Q: What's the difference between the patch and SSE Engine Fixes?A: SSE Engine Fixes changes movsx -> movzx instruction, what doubles the existen limit of numStaticNodes. A crash or unpredicted behavior still may happen when you will have more than 65535 numStaticNodes (instead of 32767) using the Engine Fixes solution.This patch always put 0 instead of incorrect value to the numStaticNodes register, what always helps to cure the CTD and frees CPU from additional work.Q: I'm getting "does not appear to be an SKSE plugin" message in skse64.log, is it okay?A: Yes, it's okay, just ignore it. The message notifies that the plugin was loaded not through SKSE64 API, but classical way with dllmain. I didn't find yet a proper solution to attach the plugin through the classical SKSE API for 64-bit version.Q: Will the patch work with 1.5.XX runtime version?A: I have personally tested its work on 1.5.73, 1.5.80 and 1.5.97 versions, everything works good. If you have a different runtime version you can just try it, it's safe. In case of incompatibility you'll get an appropriate message.Q: But the limit still exists in FNIS?A: Please, check the article for better understanding of animation limits: I'm getting "Multiple segments found" error on game startup, what should I do?A: It means several equal places was found by pattern
2025-04-16Let's imagine that we are creating a modification for a new Pip-Boy from zero to hero. Which means, you want to create new Pip-boy and new animations for it.1) Create new Pip-boy via ESP and set unique ID for it. For Example it will "MyPipBoyID".2) Prepare you animations files[TIP]Use RIG from optional filesYou need to add one TextKey in your .kf files"scriptline: Call MrShershAnimatedPipboyLightModFromAnimUDF" - Place this text key where you want to turn your pipboy's lights ON or OFF.Additional textkeys:"SoundPath:fx\ui\pipboy\ui_pipboy_light_on.wav" - for turn on sound"SoundPath:fx\ui\pipboy\ui_pipboy_light_off.wav" - for turn off soundPlace textkeys without qoutes3) The paths where you need to put the files looks like this:If you want to create animations for specified weapon:Meshes/MrShersh/APL/[MyPipBoyID]/[WS]/[WeaponID]/[FIRST OR THIRD PERSON]/[STAND OR SNEAK]/[WITH OR WITHOUT POWER ARMOR]/COMBAT OR NOT COMBAT/[ON OR OFF]/*.kfIf you want to create animations for works with all weapons without specified:Meshes/MrShersh/APL/[MyPipBoyID]/[NoWS]/[FIRST OR THIRD PERSON]/[STAND OR SNEAK]/[WITH OR WITHOUT POWER ARMOR]/COMBAT OR NOT COMBAT/[ON OR OFF]/*.kf[MyPipBoyID] - Your PipBoyID from step one.[WeaponID] - For specified weapon [Like in kNVSE].[FIRST OR THIRD PERSON] - Choose folder from POV. If you make first person animations choose [FP] or if you make third person choose [TP].[STAND OR SNEAK] - Choose folder from position of player. Mean: you can create diffirent animations for stand and sneak positions of player.[WITH OR WITHOUT POWER ARMOR] - If you make different animation for condition if player wear PA, choose [PA], if you make animation only for NO PA, choose [NoPA].[ON OR OFF] - If you make different animations for turn ON and OFF, choose the desired folder.*.kf - Your animations files.For example:Path for first person pipboy light ON animations without power armor:Meshes/MrShersh/Animated PipBoy Light/MyPipBoyID/FP/NoPA/ON/MyCoolAnimationON.kfif you want use same animation for turning ON / OFF + In PA and NoPA + Stand/Sneak; etc - just copy same files in this folders.;=====================================================================================Additional information here:You are not limited to one animation. You can make several different animations for one final folder. In the game they will be chosen randomly.;=====================================================================================Priorities:;=================================================Default preset:If the "Immersive Weapon Holstering: Smart mode" option is enabled:If the "Other animations during combat" option is enabled:1) Searches for animations along the path:Meshes/MrShersh/APL/[MyPipBoyID]/WS/WeaponID/[FP/TP]/[STD/SNK]/[PA/NoPA]/[COMB/NoCOMB]/[ON/OFF]/*.kf2) If no animations were found, then searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/WS/WeaponID/[FP/TP]/[STD/SNK]/[PA/NoPA]/NoCOMB/[ON/OFF]/*.kf3) If no animations were found, then FORCES THE PLAYER TO HOLSTER THE WEAPON and searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/NoWS/[FP/TP]/[STD/SNK]/[PA/NoPA]/[COMB/NoCOMB]/[ON/OFF]/*.kf4) If no animations were found, then FORCES THE PLAYER TO HOLSTER THE WEAPON and searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/NoWS/[FP/TP]/[STD/SNK]/[PA/NoPA]/NoCOMB/[ON/OFF]/*.kfIf no animations were found - does nothing and just turns on the pipboy light;=================================================If the "Other animations during combat" option is disabled:1) Searches for animations along the path:Meshes/MrShersh/APL/[MyPipBoyID]/WS/WeaponID/[FP/TP]/[STD/SNK]/[PA/NoPA]/NoCOMB/[ON/OFF]/*.kf2) If no animations were found, then searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/NoWS/[FP/TP]/[STD/SNK]/[PA/NoPA]/NoCOMB/[ON/OFF]/*.kfIf no animations were found - does nothing and just turns on the backlight pipboy;==================================================If the "Immersive Weapon Holstering: Smart mode" option is disabled:If the "Other animations during combat" option is enabled:1) Searches for animations along the path:Meshes/MrShersh/APL/[MyPipBoyID]/WS/WeaponID/[FP/TP]/[STD/SNK]/[PA/NoPA]/[COMB/NoCOMB]/[ON/OFF]/*.kf2) If no animations were found, then searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/WS/WeaponID/[FP/TP]/[STD/SNK]/[PA/NoPA]/NoCOMB/[ON/OFF]/*.kf3) If no animations were found, then searches along the path:Meshes/MrShersh/APL/[MyPipBoyID]/NoWS/[FP/TP]/[STD/SNK]/[PA/NoPA]/[COMB/NoCOMB]/[ON/OFF]/*.kf4) If no animations were found, then searches along
2025-03-27