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Everglaid

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Everglaid

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About this mod

A few basic hand animated idles that are roughly 9-13 seconds long, that only play in specific conditions.

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Changelogs
Everglaid's Conditional Idles
Animations for Dynamic Animation Replacer

Special Edition | Legendary Edition

Handmade unisex animations that only play in specific conditions, applying to the player and humanoid npcs.
Designed to be unintrusive, they simply replace animations when in the appropriate context using Dynamic Animation Replacer.
There are zero gameplay changes.





FAQ/Compatibility:
Spoiler:  
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FAQ
Spoiler:  
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Q: What are the folder numbers so I can easily edit your mod?
Player:
2127: Injured
2126: Fatigued Stage 2
2125: Cold
2120: Headache
2110: Shield Cover
2108: Fatigued Stage 1
2101: Modesty Female
2101: Modesty Male
2090: Stretch

NPC:
1927: Injured
1926: Fatigued Stage 2
1925: Cold
1920: Headache
1910: Shield Cover
1908: Fatigued Stage 1
1902: Modesty Female
1901: Modesty Male
You can just delete any of these folders if you don't want that animation, there won't be problems.

Q: How does this mod work?
A: It's all because of DAR. It's a SKSE plugin that allows animations to be replaced based on basic conditions within a .txt file.
Go take a look at it if you're interested, it's very easy to use existing animations on the nexus for cool things.

Q: Script lag?
A: Nope. DAR might need a few seconds to cache once your game starts though- you might get t-posing.
You can see a bug report about the t-posing in DAR on the page there.

Q: If there are "zero gameplay changes," why is there an .esp and a script?
A: The plugin adds a variable for each feature, a 0 or 1 value that DAR will look for.
The script is the MCM itself, and lets you toggle that variable between 0 and 1.

Q: Can I uninstall this mod?
A: It's not recommended to uninstall plugins mid-game, however the FormIDs added by the plugin aren't referenced by anything in-game- and the script, again, is only for the MCM. It should be fine. But uninstall at your own discretion and clean your saves.

Q: Can I merge your esp with something else?
A: Don't think so. The DAR conditions specifically point to EVGConditionalIdles.esp and the Form ID within.

Q: I have an idea for a simple idle and condition you could do!
A: ..maybe. leave a comment.

...

Here are some common requests I've gotten, and reasons why I can't do them atm

Vampire blocking out the sun
If we get North/East/South/West checks, sure. We already have weather and time checks so that's all that's left.

Dust storm eye cover
I might actually do that

Proximity checks, like near lava or fires
This requires other mods or scripted proximity checks outside of DAR.

Dialogue animations
No conditions to check if player is in dialogue

Anything event based ("after doing ___" or "when ____ happens" ex. quest finishes)
Requires scripts

Wet animations after getting out of water
Requires other mods that signify the character is wet.

Running/walking in water animations
Testing integration with TDG's Wade In Water hasn't been successful.

Compatibility
Spoiler:  
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EVG Animation Variance: why would i make my mods incompatible with eachother LOL

Combat Gameplay Overhaul (CGO): Yes. Procedural leaning compliments movement.

360 Movement Behaviour: Yes.


Nemesis/FNIS: Yes.

ALLGUD: toggle the shield on back option in the MCM to move it back to the hand. Otherwise in rain you'll just float your hand above your head.

cookeh's conditional and random idles: 1.36 is fully compatible, 1.4 hasn't been tested. EVGCI will likely have priority in more situations.

Movement Behaviour Overhaul: Turning animations will interrupt my movement animations. ex. you'll drop the shield for a brief moment while turning.

PCEA: Only idles in PCEA will always have priority over mine. Remove anything like mt_idle.hkx otherwise you won't see my idles.
If I ever get to movement animations, those will need to be removed as well.

Random Idles/Sexy Move: Will have priority over this mod.

Dynamic Random Female Idles: Not quite sure. The priority numbers for that mod were set higher, but are attached to % chances.
However this mod out of the box only applies to the player- NPC anims will work if priority numbers are left untouched.

Custom Racial Animation Path: The priority numbers for that mod were set higher, will need personal tweaking based on your DAR mods

Sexy Random Idles (simple and dynamic): The priority numbers for that mod were set higher, will need personal tweaking based on your DAR mods

Anything that places the shield somewhere other than the hand: Hand will float over head for shield rain. I recommend ALLGUD (see above) for an AIO solution to adding more items onto your character.

Character "Wellbeing" Support:
No conflicts.
Frostfall, Frostbite, Survival Mode and RND are supported.
You do not need a patch if you have any combination/none of these mods. See conditions in the features section below.

Weather Support:
Vanilla, Cathedral Weathers, Obsidian Weathers, Climates of Tamriel, Picturesque, Vivid Weathers, Haze, Mythical Ages and True Storms are also supported for weather triggers.
Note: Vivid & Haze have a TON of new weather codes that I had to check for the snow/rain flag (100+ combined?) and I may have missed some.
(ex. some weathers would have "snow" in the name but not have a snow flag or any precipitation added)




Requires:
Dynamic Animation Replacer
Optional: SkyUI to toggle features in the MCM

Installation:
Please use a mod manager.
For uninstalling, it is not recommended to remove plugins on an existing save file. See FAQ above.

_______________________________________________________________________________________________

FEATURES:

MOVEMENT ENABLED

Movement animations include walk and run in all 8 directions when weapons are sheathed, always facing forward like in vanilla.
If you don't like strafing, 360 Movement Behaviour is compatible.

Cold:
Triggers when:
Weather Dependant: An actor is outdoors in a blizzard. (See compatibility for weather support.)
Frostfall: If the temperature value is below the "global value" 0
Frostbite, Survival Mode & Frozen North: If you're affected by any cold debuff outdoors
RESTRICTIONS: Vampires, Non-follower Nord NPCs and children are ommitted to prevent seeing the animation set too much. The actor cannot be holding a shield.

Injured:
Triggers when:
An actor is below 50% health
Survival Mode & RND: If you have the "Starving" status effect
NPC Injured is disabled by default in the MCM due to a health bug in the vanilla game.

Shield Cover:
Triggers when:
A non-guard actor has a shield equipped in rainy weather.
(See compatibility for weather support, as well as for shield positioning (on back) mods.)

Modesty:
Triggers when:
An actor is not wearing clothing, unless in a vanilla player home.
Different animations for male/female. You can swap the anims in the folders if you'd like, the files are unisex.

IDLES

Fatigued, 2 Stages:
An actor is below 50% stamina, stage 2 below 25% stamina
Survival Mode & RND: If you have an extreme tiredness debuff (Stage 2 animation)
RECTRICTIONS: Stage 2 will not trigger if the actor is holding a shield. (Prevents clipping)
NPC Stage 2 Fatigued is disabled by default in the MCM due to NPC head tracking causing clipping.

Headache:
Triggers when:
An actor is below 30% magicka,
or has Survival Mode's severe Bone Break Fever, Brain Rot, Rattles or Witbane.

Stretch:
Triggers with:
A 2% chance if the player has the rested, well rested or lovers' comfort bonus
(2% because watching it play every time you stop moving considering how long the buff lasts would not be fun)

Future Plans:

Out of combat idles when weapons are unsheathed
Out of combat staff cane walking
Integration with TDG's Wade In Water
...

A thank you list of users that directly contributed/gave ideas that are currently implemented (ILY)
Atsuraelu
BlueGunk
Callakko
Evanfalcon1564
novastark
Saipher604
AMGarkin