About this mod
An easy tool for adding new animations to Skyrim. It modifies the ..\\Data\\meshes\\actors\\character\\behaviors\\mt_behavior.hkx file. This is a a modders\' resource.
- Permissions and credits
- Changelogs
___USAGE___
0) Your Skyrim "..\Data\meshes\actors\character\behaviors" folder must contain an "mt_behavior.hkx" file.
Your Skyrim "..\Data\meshes\actors\character\characters" folder must contain an "defaultmale.hkx" file.
Your Skyrim "..\Data\meshes\actors\character\characters female" folder must contain an "defaultfemale.hkx" file.
1) Place these files into your Skyrim ..\Data\meshes\actors\character folder:
hkxcmd.exe(.hkx files archiver)
SkyrimBehaviorFileUpdater.exe(behavior patcher)
animations2add.txt(list of new animations to add)
2) Modify animations2add.txt - it contains a description of your animations. Each line describes a single animation event in the following format:
AnimationEvent;FileName;Mode
Example:
aaYourCoolAnimation;Animations\YourCoolAnimations\aaCoolAnimation01.hkx;MODE_LOOPING
Available modes: MODE_LOOPING | MODE_SINGLE_PLAY
3) Place your new animations into a folder under ..\Data\meshes\actors\character\Animations\
Example:
..\Data\meshes\actors\character\Animations\YourCoolAnimations\aaCoolAnimation01.hkx
..\Data\meshes\actors\character\Animations\YourCoolAnimations\aaCoolAnimation02.hkx
4) Run SkyrimBehaviorFileUpdater.exe
___WHAT YOU GET___
New animation events for use in Creation Kit.
To avoid conflicts with other mods, please, invent very special names for your animation events.
If this utility detects that an animation event with a specified name already exists it outputs a warning in RED LETTERS and skips to processing the next animation from your animations2add.txt list.
In order to use your newly added animations in Creation Kit:
- Add some Actor Actions
- Open Gameplay\Animations menu
- Add child node(s) to the \Character\Animations\... branch (if your animations are for peolple) using the Actor Action(s) you've just created
- Specify animation ID(s) and select the Animation Event(s) which you have added with this utility.
- You can run your new animations with <npc character>.PlayIdle(<animationid>)<br><br><br>___WHAT THIS TOOL ACTUALLY DOES___<br><br>It modifies the ..\Data\meshes\actors\character\behaviors\mt_behavior.hkx file.<br>The previous mt_behavior.hkx is saved with the name ..\Data\meshes\actors\character\behaviors\mt_behavior.hkx.original - just in case.<br><br>New animations' XML wirings are added at the end of the list of existing behaviors.<br>They are placed under NonOffsetIdlesBehavior StateMachine.<br>New animations's IDs and eventIDs do not conflict with existing behaviors in any way.<br><br>It modifies the ..\Data\meshes\actors\character\characters\defaultmale.hkx file.<br>The previous defaultmale.hkx is saved with the name ..\Data\meshes\actors\character\characters\defaultmale.hkx.original - just in case.<br><br>New animations are appended to the end of the list of animations.<br><br>It modifies the ..\Data\meshes\actors\character\characters female\defaultfemale.hkx file.<br>The previous defaultfemale.hkx is saved with the name ..\Data\meshes\actors\character\characters female\defaulfetmale.hkx.original - just in case.<br><br>New animations are appended to the end of the list of animations.<br><br>You can run this tool multiple times for different sets of new animations. The order of patching is irrelevant.<br><br><br>___WHAT THIS UTILITY CANNOT DO___<br><br>No animation sequences support yet. You cannot specify which animation should play after a given one has finished. You cannot make AnimationEnter - AnimationIdle - AnimationExit chains.<br>Maybe I'll get to adding this feature later.<br><br><br>___VERSION HISTORY___<br><br>v1.1<br><br>..\characters\defaultmale.hkx and ..\characters female\defaultfemale.hkx are also updated: new animations are appended to the end of the list</animationid></npc>