I've already experimented with simply switching out the a137 animations in the a9x anibnd with new ones (retargeted fire knight animations from blubber515 on the nexus mods page) which I named the same as the old ones (a137_032000, a137_032010, a137_032020). That worked just fine. But that changes the animations for both the godslayer greatsword and the fire knight greatsword. The a263 TAEs are just clones that reference the a137 TAEs and animations. So instead to try and effect only the fire knight greatsword, I added the new animation files into the dlc02 anibnd, now named as a263_032000, a263_032010, and a263_032020. I then went into DsAnimstudio to change the a263 TAEs properties from being clones of a137 to original entries that have the new animation file names filled in instead of being empty like before. But it doesn't recognize / register the new animations, and in game the fire knight greatsword just defaults back to the normal colossal two hand r1 combo. (The First video is when I switched out the a137 animations)
#[SOLVED] Trying to replace / add new animations for specifically for fire knight greatsword (a263)
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Think you'll need to edit your behbnd and add your new TAE entries for it to be playable.
An Editor for hkbClipGenerators in Elden Ring Havok Behavior files. - The12thAvenger/ERClipGeneratorTool
I saw in another post talking about that tool and went to check it out already, but that doesnt seem to be the problem?
Could you send me your anibnd file? Interested to find out what's happening as well
Did you add your hks to your xml? I think they are already registered
that is probably the missing piece then, I didn't doing anything with xml.
Yeah, it's already registered in the behbnd it turns out, that's probably it then.
so I just need to add the new animation names into the witchybnd xml file?
Add your new hkx entries to the xml for it to be packed
I think they're going to be formatted as: 1263032000 to 1263032020 (for IDs) and
INTERROOT_win64\chr\c0000\hkx\DLC02_compendium\a263_032000.hkx to a263_032020.hkx for the path
that solved the issue, thanks
[SOLVED] Trying to replace / add new animations for specifically for fire knight greatsword (a263)
Going to be uploaded onto Nexus? That moveset is cool as hell man haha
Much better than the boring recycled anims we got
well im going to expand to include as much of it as possible, not just the r1 combo, release that 1.00, then eventually add in as many other enemy accurate movesets as possible after that in subsequent updates
Ahh, I see. Good luck with the project
@narrow quail The mod release yet?
changing the light attack animations was pretty easy. Then had to figure out how to make heavy attacks work with charging them (the fire knights don't really have any charged up variants of attacks), and then syncing all the jumptables in DSanimStudio so that it makes sense and plays smoothly with the new animation is not as easy, been jumping around to doing other mod stuff as well
by the way, finally got around to being in a happy spot to upload the mod for initial release, does a lot more than just the single moveset addition though. "Agile Armaments"
Nice
Is it out yet?