don't install this crap, this Modification caused me crashes with over 100 mods installed, I spent half a day trying to figure out what was causing it, now the game is stable
та господи... що це за треш... хотів встановити ОДИН мод на стрибки під час спринту, а доводиться встановлювати 100500 модів для цього ! ви угораєте ?!
Does anyone know what the problem is? When loading Animated Armory and DAR with MO2, it will cause the situation in the picture in ECE (this situation only occurs when AA and DAR are activated at the same time, and the above situation does not occur when they are activated separately. And this problem will not occur when using NMM to activate AA DAR ECE)
The IsActorBase() funtion works perfectly with other chracters but not Illia(00048C2F) and Anska(000443F3).
Both IsActorBase("Skyrim.esm" | 0x048C2F(or0X0443F3)) and DynamicAnimationReplacer\Skyrim.esm\00048C2F(or000443F3) does absolutely no work at all.Although you can use IsInFaction() for instead of but still very confusing and annoying......
I'd like to add animations to a custom npc. I'm adding the animations to a folder with their esp name and another folder with their base id number but it still doesn't work. What am I missing? Thanks in advance.
Place the files in the appropriate folders. No special tools are required.
animations\DynamicAnimationReplacer\(esp name)\(actor base id)\(animation folders and files) (actor base id) must be 8 characters. First two characters are "00".
These are some of the most useless instructions I have ever come across. I am not a computor 'nerd' so I have no idea what you're talking about. How about some step by step instructions for the computor illiterate among us? Four times I've tried to install this mod and failed because of the lack of basic details. Like for example, where the F is the 'animation' folder? This may be a great mod but it needs a fomod installer due to crap instructions!
It's really simple. If you start modifying your game, you need to learn the game folders structure. What I recommend to do is.
Download this unility: Bethesda Archive Extractor Run the bae.exe Find your game directory (Skyrim\Data). There a some bsa archives in there. Find the following archive: Skyrim - Animations.bsa This is where all the vanilla animation is. Drag and drop the archive to BAE (which is open and ready to read the archive). Now you can see the whole structure of the folders. You can re-create the structure in your game's directory. Not the whole structure, but the folders you want so you can put animation files in there.
I also recommend using a mod manager. (I am using ModOrganizer 1.3.11 and I am totally happy with it.)
Just wanted to say thank you for this reply. I've been scouring the web all day to find out how I could get a comprehensive list of all the animation filenames and you led me right to it.
Sadguru You are here: Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions _CustomConditions folder is meant for custom conditions. If you want a folder for specific actor, you don't want _CustomConditions. (Although you can actually do that via CustomConditions, but that's not what we are covering now.)
To specify animation for Player you need this: ...\meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\00000007
If you can see, Skyrim.esm is a folder (that you put or create) inside the DynamicAnimationReplacer folder. 00000007 is a folder (that you put or create) inside the Skyrim.esm folder.
Why these? Because, your character (Player) is part of Skyrim.esm and his (Player's) ID is 00000007 because your playable charter is James Bond (joke).
Same with other characters (NPCs). You need to know the esp name, and you need to know the character's ID.
That's the basic structure. If you want (or have) gender specific animation, you need to add female or male folder (depending on what you have).
For example, I have a mod called Follower Ruth. That's the female character, custom follower NPC. Her folder structure will be, for common type (no gender specification) animation: ...\meshes\actors\character\animations\DynamicAnimationReplacer\FollowerRuth.esp\00002fa5 for female animation: ...\meshes\actors\character\animations\DynamicAnimationReplacer\FollowerRuth.esp\00002fa5\female
Sorry for the late interruption but I really want to know why some of the animations I added are work normally and some are not in the same folder.
For example: Added some animations into DynamicAnimationReplacer\Skyrim.esm\000A2C91\male\ Worked animation:mt_idle.hkx mt_runbackward.hkx mt_sprintforward.hkx etc. Doesn't work:1hm_attackleft.hkx 1hm_attackright.hkx 1hm_runforward.hkx etc.
Since this doesn't have FAQ... What's the difference between this and FNIS? Is the two compatible? Can animations meant for DAR be used with FNIS PCA? Any particular reason to use DAR over FNIS?
549 comments
Does anyone know what the problem is? When loading Animated Armory and DAR with MO2, it will cause the situation in the picture in ECE (this situation only occurs when AA and DAR are activated at the same time, and the above situation does not occur when they are activated separately. And this problem will not occur when using NMM to activate AA DAR ECE)
https://www.nexusmods.com/skyrim/images/810144
Both IsActorBase("Skyrim.esm" | 0x048C2F(or0X0443F3)) and DynamicAnimationReplacer\Skyrim.esm\00048C2F(or000443F3) does absolutely no work at all.Although you can use IsInFaction() for instead of but still very confusing and annoying......
animations\DynamicAnimationReplacer\(esp name)\(actor base id)\(animation folders and files)
(actor base id) must be 8 characters. First two characters are "00".
These are some of the most useless instructions I have ever come across. I am not a computor 'nerd' so I have no idea what you're talking about. How about some step by step instructions for the computor illiterate among us? Four times I've tried to install this mod and failed because of the lack of basic details. Like for example, where the F is the 'animation' folder? This may be a great mod but it needs a fomod installer due to crap instructions!
If you start modifying your game, you need to learn the game folders structure.
What I recommend to do is.
Download this unility: Bethesda Archive Extractor
Run the bae.exe
Find your game directory (Skyrim\Data). There a some bsa archives in there.
Find the following archive: Skyrim - Animations.bsa
This is where all the vanilla animation is.
Drag and drop the archive to BAE (which is open and ready to read the archive).
Now you can see the whole structure of the folders.
You can re-create the structure in your game's directory. Not the whole structure, but the folders you want so you can put animation files in there.
I also recommend using a mod manager. (I am using ModOrganizer 1.3.11 and I am totally happy with it.)
Thank you!
This is where I am currently.
Data\meshes\actors\character\animations\DynamicAnimationReplacer
After this, there is only _CustomConditions which is followed with 2 digit folder names.
You are here:
Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
_CustomConditions folder is meant for custom conditions.
If you want a folder for specific actor, you don't want _CustomConditions.
(Although you can actually do that via CustomConditions, but that's not what we are covering now.)
To specify animation for Player you need this:
...\meshes\actors\character\animations\DynamicAnimationReplacer\Skyrim.esm\00000007
If you can see,
Skyrim.esm is a folder (that you put or create) inside the DynamicAnimationReplacer folder.
00000007 is a folder (that you put or create) inside the Skyrim.esm folder.
Why these?
Because, your character (Player) is part of Skyrim.esm and his (Player's) ID is 00000007
because your playable charter is James Bond (joke).
Same with other characters (NPCs).
You need to know the esp name, and you need to know the character's ID.
That's the basic structure.
If you want (or have) gender specific animation, you need to add female or male folder (depending on what you have).
For example, I have a mod called Follower Ruth. That's the female character, custom follower NPC.
Her folder structure will be,
for common type (no gender specification) animation:
...\meshes\actors\character\animations\DynamicAnimationReplacer\FollowerRuth.esp\00002fa5
for female animation:
...\meshes\actors\character\animations\DynamicAnimationReplacer\FollowerRuth.esp\00002fa5\female
Again, FollowerRuth.esp
00002fa5 is her ID.
Sorry for the late interruption but I really want to know why some of the animations I added are work normally and some are not in the same folder.
For example:
Added some animations into DynamicAnimationReplacer\Skyrim.esm\000A2C91\male\
Worked animation:mt_idle.hkx mt_runbackward.hkx mt_sprintforward.hkx etc.
Doesn't work:1hm_attackleft.hkx 1hm_attackright.hkx 1hm_runforward.hkx etc.
What's the difference between this and FNIS?
Is the two compatible?
Can animations meant for DAR be used with FNIS PCA?
Any particular reason to use DAR over FNIS?