[UPDATE]: More Girly Animation v2.5 - Improved the sprinting of 'Version 1' & 'Version 2' by animating the hip. Saw another female animation that I like and so 'Version 3'.
Girly Animation v4.3.1 - Been playing ACO and liking the female walking. I still like the hip swing but reduced it slightly in this small update.
Girly Animation v4.3 - Melee weapon sneak movement, holding the weapon at the side. Modified one of the weapon attack with an upward slashing movement.
Faster Melee Weapon Attack v1.0 - Melee weapon attack speed is controlled by animation. I have increased the attack speed for another mod and thought of releasing it as an optional mod here. Also improved one of the normal attack moves (the upward slashing move set). This improvement will be updated on GA the next update. GA mod is required since it separates melee attack for female. Make sure the files of this mod overwrites those of GA if you r using loose files version for GA. If you are using BA2 version, it will not be a problem.
Girly Animation v4.2.4.1 BA2 - Its the same as v4.2.4.1 but package as BA2 archive. Loading/Activating those loose files under NMM is getting slower. Using BA2 will speed things up and possible faster during game loading as well. Loose files are easier for me during modding but moving ahead, I may only release BA2 format.
Note: Just activate this zip BA2 archive like how you normally do it under NMM.
Note: Check "Girly Animation Changelog" article (https://www.nexusmods.com/fallout4/articles/706) for info on previous changes.
For anyone who want to add this custom animation to their weapon mods, here is the guide, I tried to follow the article posted by the mod author, but it doesn't work for me. This method will only use FO4Edit, don't use CK since it will messed up your esp and won't work.
1. Make sure your weapon mod esp is below ModGirlyAnimation.esp in your mod manager load order. 2. Open FO4Edit, then load MODGirlyAnimation.esp and your weapon mod esp. 3. Now set MODGirlyAnimation.esp as a master for your weapon mod esp.(see * below on how to) 4. Copy the MODGirlyAnimation keyword. If it's a handgun, copy "AnimsGripPistolMOD" form ID, if it's a rifle then copy "AnimsGripRifleAssaultMOD" form ID, and so on for other type of weapon. Just match whatever weapon type on your weapon mod. (see ** below on how to) 5. Add the keyword you just copied from MODGirlyAnimation.esp to your weapon mod esp.(see *** below on how to) 6. Do this to all weapon on your weapon mod if there are several weapons on that mod. 7. Close FO4Edit and save the plugin.
*How to add MODGirlyAnimation.esp as master for your weapon mod: 1. Make sure your weapon esp is below MODGirlyAnimation.esp in your mod manager load order 2. Load MODGirlyAnimation.esp and your weapon mod esp in FO4Edit 3. Right click on your weapon mod esp (i.e.: GunGs.esp) then choose "Add masters" from the drop down menu, choose MODGirlyAnimation.esp as the master.
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**How to copy keyword: 1. Expand MODGirlyAnimation.esp, under "Keyword", choose one of the keyword (i.e.: AnimsGripPistolMOD) 2. Navigate to the right side tab of FO4Edit, under "Record Header" there is a "FormID", double click on it and copy the keyword "form ID" (i.e.: AnimsGripPistolMOD [KYWD:01001733]).
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***How to add keyword to your weapon mod: 1. Under your weapon mod esp on FO4Edit look for "Weapon" then expand it, left click on the weapon you want to edit (some weapon mod will have several weapons) 3. Navigate to the right side tab of FO4Edit, scroll down and look for "KWDA - Keywords" 4. Just to the right side of "KWDA - Keywords", right click on blank column and choose "Add" You'll see something like this "NULL - Null Reference [00000000]" in bold font just added to the keywords list
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5. Right click and edit that "NULL - Null Reference [00000000]", change it to keyword from MODGirlyAnimation you've just copied (i.e.: AnimsGripPistolMOD [KYWD:01001733] for handgun). 6. Repeat these steps for all the weapon in your weapon mod.
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NOTE, when adding keywords, please remember that you must match the weapon type: - for AnimsGripPistol add AnimsGripPistolMOD - for AnimsGripRifleAssault add AnimsGripRifleAssaultMOD - for AnimsGripRifleStraight add AnimsGripRifleStraightMOD - for AnimsHuntingRifle add AnimsHuntingRifleMOD - for Anims1hmWeapon add Anims1hmWeaponMOD
Can someone confirm or deny mods like this with esps will overwrite mods like the one below? Seems like only these are working in my game when used together
https://www.nexusmods.com/fallout4/mods/49437
EDIT: judging by the bug section this one is pretty bugged anyway. Seems its probably best not to use these
Not too sure this mod is useable. Used to be several "girly animation" mods, not sure where they went.
The game will not launch with this mod active, CTD through Steam, and simply does not launch if I attempt to launch it with F4SE. I disabled every mod I have installed, save for this one, and it still failed to launch.
The author posted what I'm assuming is a more up to date animation but that mod no longer exists on this site. I've followed guides for fixing this, and have had no luck with it working. It did launch on steam, but did CTD when I got to the main menu. Some progress, but not worth trying to keep using.
fyi the loose files in moregirlyanimations 2.6 "AnimTextData" throws an error in the collective modding toolkit's scanner as a probable cause for CTDs. ideally the mod author repackages them in a BA2. i did this for myself. I could also upload it if given permission.
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I have been getting alot of these type of crash logs. i think the #1 reason is animations. Time will tell if these decrease or end based on archiving the files above. [RSP+108] 0x240C47EF9C0 (BSFadeNode*) Name: "skeleton.nif" [RSP+110] 0x7FF781E55835 (void* -> Fallout4.exe+0685835) [RSP+118] 0x240C47DB1D0 (BSFaceGenNiNode*) Name: "BSFaceGenNiNodeSkinned" [RSP+120] 0x240C47EF9C0 (BSFadeNode*) Name: "skeleton.nif" [RSP+128] 0x23E00000000 (char*) "`"
Wow. This animation is really good, especially for the running one..very feminine like...but on the other hand, this Mod is also very mindboggling... Why? I expect to install custom animation for running walking and sprinting, but somehow this Mod break my Glock 19X Mod (replacer for the 10MM Pistol InGame). My pistol become...well...destroyed...No longer in the shape of Glock but...parts...
Very weird, and I don't even know how to fix it...For now...I'm gonna uninstalled this...
Edit February 2nd, 2024. I got challenged with this Mod you know. I can't believe that I install this and its not working. Made me angry. So...I fiddle with it, and then read your sticky post sumthing about adding Keyword to Glock19 mod. Tried it...failed...because the Add Masters button, do nothing. Nothing appear, no selection, nothing...probably because slow response in FO4Edit..? Got angry again...let it go, and drink coffee...try again.
This time, try for load order in Vortex. Got into Plugins, move it to the right side, and found small button, Load Order rule, or something like that. Fiddling with it, set rule that Glock 19x Load After ModGirlyAnimation.esp. For good measure, the Modern Weapon Replacer also set after Glock 19x.esp. Thinking hard...is this enough...? And then remember, maybe just maybe, those Add Masters button is not working because I never load Fallout4.exe with FO4Edit Installed before. Load the game then...and suddenly it works....My Glock is no longer shown as Parts in my Character hands. Wow...now...what is the use of adding Keywords and Master File again...? This still mindboggling to me...
But now...I think I'll play my game first, just in the Brand new Save Game called "36-Initial of myCharacter InGame-GirlyAnimation-Active". Will tacjle those Adding Master button later or even tomorrow I think...
Oh yeah, Endorsed your mod. Very cute running animation.
This mod you linked does not exist. Are you able to provide an alternate link for that? I can't seem to get this one working, and it appears that the mod author is not actively answering people's call for assistance.
I'm not used to fo4 animations and it seems travel speed is baked into animations? I'm trying to make the running animation here as the sprint animation, renaming the file it plays fine but character moves at running speed. I see a bunch of files in the animation speed folder but those are nearly impossible to parse so I'm guessing those were machine generated.
Endorsed. It would be great to see a version that modifies only walking, jogging and sprinting animations, nothing else. Unless one of the optionals does that and is standalone?
798 comments
Girly Animation v4.3.1 - Been playing ACO and liking the female walking. I still like the hip swing but reduced it slightly in this small update.
Girly Animation v4.3 - Melee weapon sneak movement, holding the weapon at the side. Modified one of the weapon attack with an upward slashing movement.
Faster Melee Weapon Attack v1.0 - Melee weapon attack speed is controlled by animation. I have increased the attack speed for another mod and thought of releasing it as an optional mod here. Also improved one of the normal attack moves (the upward slashing move set). This improvement will be updated on GA the next update. GA mod is required since it separates melee attack for female. Make sure the files of this mod overwrites those of GA if you r using loose files version for GA. If you are using BA2 version, it will not be a problem.
Girly Animation v4.2.4.1 BA2 - Its the same as v4.2.4.1 but package as BA2 archive. Loading/Activating those loose files under NMM is getting slower. Using BA2 will speed things up and possible faster during game loading as well. Loose files are easier for me during modding but moving ahead, I may only release BA2 format.
Note: Just activate this zip BA2 archive like how you normally do it under NMM.
Note: Check "Girly Animation Changelog" article (https://www.nexusmods.com/fallout4/articles/706) for info on previous changes.
This method will only use FO4Edit, don't use CK since it will messed up your esp and won't work.
1. Make sure your weapon mod esp is below ModGirlyAnimation.esp in your mod manager load order.
2. Open FO4Edit, then load MODGirlyAnimation.esp and your weapon mod esp.
3. Now set MODGirlyAnimation.esp as a master for your weapon mod esp.(see * below on how to)
4. Copy the MODGirlyAnimation keyword. If it's a handgun, copy "AnimsGripPistolMOD" form ID, if it's a rifle then copy "AnimsGripRifleAssaultMOD" form ID, and so on for other type of weapon. Just match whatever weapon type on your weapon mod. (see ** below on how to)
5. Add the keyword you just copied from MODGirlyAnimation.esp to your weapon mod esp.(see *** below on how to)
6. Do this to all weapon on your weapon mod if there are several weapons on that mod.
7. Close FO4Edit and save the plugin.
*How to add MODGirlyAnimation.esp as master for your weapon mod:
1. Make sure your weapon esp is below MODGirlyAnimation.esp in your mod manager load order
2. Load MODGirlyAnimation.esp and your weapon mod esp in FO4Edit
3. Right click on your weapon mod esp (i.e.: GunGs.esp) then choose "Add masters" from the drop down menu, choose MODGirlyAnimation.esp as the master.
**How to copy keyword:
1. Expand MODGirlyAnimation.esp, under "Keyword", choose one of the keyword (i.e.: AnimsGripPistolMOD)
2. Navigate to the right side tab of FO4Edit, under "Record Header" there is a "FormID", double click on it and copy the keyword "form ID" (i.e.: AnimsGripPistolMOD [KYWD:01001733]).
***How to add keyword to your weapon mod:
1. Under your weapon mod esp on FO4Edit look for "Weapon" then expand it, left click on the weapon you want to edit (some weapon mod will have several weapons)
3. Navigate to the right side tab of FO4Edit, scroll down and look for "KWDA - Keywords"
4. Just to the right side of "KWDA - Keywords", right click on blank column and choose "Add"
You'll see something like this "NULL - Null Reference [00000000]" in bold font just added to the keywords list
5. Right click and edit that "NULL - Null Reference [00000000]", change it to keyword from MODGirlyAnimation you've just copied (i.e.: AnimsGripPistolMOD [KYWD:01001733] for handgun).
6. Repeat these steps for all the weapon in your weapon mod.
NOTE, when adding keywords, please remember that you must match the weapon type:
- for AnimsGripPistol add AnimsGripPistolMOD
- for AnimsGripRifleAssault add AnimsGripRifleAssaultMOD
- for AnimsGripRifleStraight add AnimsGripRifleStraightMOD
- for AnimsHuntingRifle add AnimsHuntingRifleMOD
- for Anims1hmWeapon add Anims1hmWeaponMOD
https://www.nexusmods.com/fallout4/mods/49437
EDIT: judging by the bug section this one is pretty bugged anyway. Seems its probably best not to use these
The game will not launch with this mod active, CTD through Steam, and simply does not launch if I attempt to launch it with F4SE. I disabled every mod I have installed, save for this one, and it still failed to launch.
The author posted what I'm assuming is a more up to date animation but that mod no longer exists on this site. I've followed guides for fixing this, and have had no luck with it working. It did launch on steam, but did CTD when I got to the main menu. Some progress, but not worth trying to keep using.
I have been getting alot of these type of crash logs. i think the #1 reason is animations. Time will tell if these decrease or end based on archiving the files above.
[RSP+108] 0x240C47EF9C0 (BSFadeNode*)
Name: "skeleton.nif"
[RSP+110] 0x7FF781E55835 (void* -> Fallout4.exe+0685835)
[RSP+118] 0x240C47DB1D0 (BSFaceGenNiNode*)
Name: "BSFaceGenNiNodeSkinned"
[RSP+120] 0x240C47EF9C0 (BSFadeNode*)
Name: "skeleton.nif"
[RSP+128] 0x23E00000000 (char*) "`"
Very weird, and I don't even know how to fix it...For now...I'm gonna uninstalled this...
Edit February 2nd, 2024.
I got challenged with this Mod you know. I can't believe that I install this and its not working. Made me angry. So...I fiddle with it, and then read your sticky post sumthing about adding Keyword to Glock19 mod. Tried it...failed...because the Add Masters button, do nothing. Nothing appear, no selection, nothing...probably because slow response in FO4Edit..? Got angry again...let it go, and drink coffee...try again.
This time, try for load order in Vortex. Got into Plugins, move it to the right side, and found small button, Load Order rule, or something like that. Fiddling with it, set rule that Glock 19x Load After ModGirlyAnimation.esp. For good measure, the Modern Weapon Replacer also set after Glock 19x.esp. Thinking hard...is this enough...? And then remember, maybe just maybe, those Add Masters button is not working because I never load Fallout4.exe with FO4Edit Installed before. Load the game then...and suddenly it works....My Glock is no longer shown as Parts in my Character hands. Wow...now...what is the use of adding Keywords and Master File again...? This still mindboggling to me...
But now...I think I'll play my game first, just in the Brand new Save Game called "36-Initial of myCharacter InGame-GirlyAnimation-Active". Will tacjle those Adding Master button later or even tomorrow I think...
Oh yeah, Endorsed your mod. Very cute running animation.