I'm trying to create a new spell cast animation, similar to DS3 Lightning Arrow, but it doesn't work. I'm following soulsmodding tutorial guide, but when I put Magic_Motion_Type correspondent value, the char executes Pest-Thread Spears animation instead. I'm wondering if it's related to DLC. I recorded what I'm doing in DSAS and in game, if helps someway
link: https://drive.google.com/drive/folders/1WqN8CdYenbwjAIiH2hkGzYd6oYscd7R8?usp=sharing
#Spell Cast Animation
51 messages · Page 1 of 1 (latest)
Have you run ERclipgenerator to add the new entries yet? also it doesn't mention in the guide so I am unsure if you do. but you might need to add the new magic anim in hks
Yes I did it. Tried ERclip again and now the char does not do any animation
and what you mean with add in hks?
I know certain things you have to set up in the c0000.hks, like jump spells you have to list their motion category to function
Can you provide a video? Do you freeze or do anything janky? Are you trying to use dlc related animations? Are you adding completely new anims and have them set up right in the anibnd?
Discord don't allow me to send the videos here, but I uploaded on Google Drive https://drive.google.com/drive/folders/1WqN8CdYenbwjAIiH2hkGzYd6oYscd7R8?usp=sharing
I am trying to add a completely new animation
the list of empty .tae files on the guide is not up to date, a536 is already in use as pest thread spears from the dlc, if your editing that slot you will continue to have that bug until dsas can properly work with dlc anims/entries
that is probably related to why your having this exact issue, you probably want to look into finding an actually empty .tae or adding your own with an unused id between 400-600
also I don't think you have to register 'basic' spells in that range in hks but you do if you want jumping or similar
a532 seems to be unused from what I see and should work once set up
I see. I have to create all from beginning, or is there an method to change my anim from 536 to 532?
unpack it with Witchy bnd take 'your' "a536.tae" and rename it 532 and then repack your file, probably want to take your file and put it in a vanilla one with 536 intact, though I am unsure if using 536 as a base will cause issues or not
also on your gdrive, the dsas video
did you enter the id's for the anims based on a weapon?
because if you arent using the magic id's it will also break in the same fashion
Yes, i'm using id's based on Bow animations
so instead of 031030(weapon falling light I think) it should start with 450000(magic start up anim)
you will want to look at 405 loretta greatbow
that should be the 'structure' for your new spell id's
Oh, I didn't notice that. So, in Animation Override I can't use any id below 450000, right?
the override is fine, that is more like asking what animation to play once the id is called
so it can be whatever as long as it links to the anim you want, but the anim IDs and names have to be specific
so the 40000 and a051_040000 need to be something like 450000 and a532_450000
450000 - start up on ground
450010 uncharged single
450011 is charged single, requires appropriate effect in 450010
450012 is the looping while held
450021 is for the second charged state I believe, I think it also needs an effect set up
Thank u bro. I'm trying right now
Still not working. Now he does not any animation. It's like the game is not finding the a532.tae
yes I did both. In ERClip I duplicated Loreta's Bow to a532
look
I just noticed that the name in Erclip it's a532_045000, may this interferer?
and you saved that? yepp
my bad got the numbers mixed around 045000 is correct
045000 is right hand 045100 is left hand and 145000 is horseback
So... in DSAS should I change from a532_45000 to a532_045000?
and the ErClip it's correct?
yes, anything starting 450xxx should actually be 045xxx
and the erclip entries are correct
Now it's working. Thank you so much bro!
One more question, please
How can I make the char hold the "bow" specifically with the staff's hand?
Because if I use the spell with the staff in right hand, the staff will change to the other hand
It's kinda weird
you would need appropriate animations if you don't already, like I think that is left handed, you would need something based on right hand, though you can edit something in dsas which would stop your staff from visually swapping hands if that is what you mean