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CHIMgarden

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CHIMgarden

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  1. JobVanDam
    JobVanDam
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    Hey you seem to know some stuff about animations so I thought I might ask you a question.

    I have a developed a quest where you have to save a captive and a variant of the quest is the captive is dead.
    I want the captive to be decapitated so currently I equip the DecapitatedHead [ARMO:000DB5D0] and then another armor piece which makes the head invisible so it appears the captive is decapitated but there is no head rolling around anywhere.
    What is the animation name that would allow me to play the decapitated animation on the NPC so the head is removed and is separated from the body?

    For instance if you type in the console:
    playidle idlesearchbody
    playidle idlewave

    it would play vanilla animations. I need to know the name of the animation an NPC uses when they are being decapitated.
    1. CHIMgarden
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      I guess it is paired animation, so you won't find it that way. Can paired animation be used in your mod?
    2. JobVanDam
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      I don't even know what a paired animation is.
      So a KillerNPC starts an animation and the KilledNPC is sent an animation to play from the KillerNPC?

      Update: after Googling "paired animation" I was able to find this function  PlayIdleWithTarget - Actor
      Its only used a handful of times in the main game (during Blood On The Ice, when you first enter Markarth and in the DB DLC when you rip the heart out). I will have to fiddle with it a bit. Maybe the captive can call the function on captive and they will kill themselves...

      Thanks for the help though.

    3. CHIMgarden
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      No problem! Maybe you can ask for advice from modders who used paired animations in their mods
  2. lefttounge
    lefttounge
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    Can you please enable a changelog, so that we can see what has changed in the mod--I noticed the mod was updated, but what was updated?
    1. attackdr0ne
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      Animation has been converted from an incompatible 64bit SE hkx format to 32bit compatible with LE. This was a fix for the T-posing issue users were reporting in the previous comments. No change to the animation itself. 
    2. lefttounge
      lefttounge
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      Ok,
      hmm I never got that t-pose I'll still switch to the new one just in case
  3. yewido6031
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    Funny to see how many users use the mod managers install and get fail.
    WHY need mod manager for this?

    I write step by step how to install a Skyrim mod like a pro:
    1) Manually Download the mod.
    2) Extract the mod with Winrar or Winzip.
    3) Copy-Paste the files in the Skyrim Data folder.
    4) Activate the mod in Mod Manager or Skyrim Launcher.
    5) Enjoy.

    The biggest problem in this modern World too many lazy users available and use tools for modding.

    Go back to school and learn what is Copy-Paste in a Folder.
    1. CHIMgarden
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      It wasn't a problem caused by the lack of experience with PC ;)

      The method you described can be used and may be prefered by some people, but I personally would advice to use Mod organizer 2, with DAR mods it's necessary to be able to see what files are belong to what mod
    2. yewido6031
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      You plan your other animation mods porting to LE?
    3. CHIMgarden
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      Yes, it will be published very soon
  4. imamsw
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    not working for me, the cart guy is just Tposing/not moving. Im using MO for installation btw.
    1. CHIMgarden
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      Even after a few minutes it still there? 
      Are you using other DAR mod or animation replacers in your game?
    2. chickmetalhead
      chickmetalhead
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      Edit: Now fixed with new LE download, original comments under spoiler to reduce scrolling.
      Spoiler:  
      Show
      I did a quick test, and I have the same issue. The cart driver was standing on the ground through the cart, in T-pose. His head was active, and he could talk, blink, etc. I disabled and enabled him in the console, and then he jumped off the cart, climbed back up into the cart... and instantly dropped back down to the ground in T-pose.

      I am using both FNIS and DAR in my game, although I know you said this animation doesn't require either of them. But maybe there is a conflict with them? I tried rerunning FNIS even though I didn't think I needed to... but it didn't make any difference. I uploaded an image to show you what I mean - please delete it after you see it.
    3. imamsw
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      Yes. i do have some DAR animation mods, like walking animations and combat animations.
    4. CHIMgarden
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      Ok, this is mostly likely "file path is too long" Windows problem again. Try this:
      If during/after installation some sort of error pops up or animations in your game can`t play and you see static pose instead:
      Mod Organizer 2 users - rename mod folder in your mod manager to "LCDAR" and it will fix this
      Other mod manager users - extract the zip file and rename the "Lively cart driver animation replacer - LE" named folder to "Data", repack and install
    5. imamsw
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      still not working :(
    6. CHIMgarden
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      What mod manager are you using?
    7. imamsw
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      Mod Organizer v2.4.2
    8. CHIMgarden
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      You doubleclicked on the installed mod folder and changed it to "LCDAR" and it didn't help?
    9. chickmetalhead
      chickmetalhead
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      Edit: Now fixed with new LE download, original comments under spoiler to reduce scrolling.
      Spoiler:  
      Show
      I am using MO (aka MO1 - the original version), but I don't think that has anything to do with the problem. If MO wasn't replacing the animation file with yours, the driver would not be in T-Pose. And I have much longer mod folder names than your default name. But just to remove doubt, I renamed it to LCDAR to test. No difference.

      I have a question for you, that I honestly don't know the answer to: Are LE and SE .hkx animation files compatible? Because I thought they were different, at least in some cases, because there are conversion tools for converting LE animations to SE. And... the carttraveldriveridle.hkx in this LE mod appears to be an exact copy of the one in your SE mod. I downloaded the SE version and did a binary compare of the LE and SE versions, and they are identical.

      It would seem very odd to me for this mod to have 25+ Endorsements if the animation file is the wrong version for LE, but I know people endorse mods all the time without even trying them. So maybe my next question is... if it IS the correct version for LE, what else does the animation depend on? I was thinking skeletons maybe, I use XPMSE - XP32 Maximum Skeleton Extended v4-51. I also tried using vanilla meshes found in meshes/furniture/cart for the carriage, horse, and the 2 furniture markers for driver and passenger (I normally use SMIM for the markers and a modified version of "Mnem Carriage reborn 2k parallax" for the Cart itself), but so far nothing is working.

      Let me know if there are any other tests to run or questions you have.
    10. CHIMgarden
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      Hkx animations for LE and SE/AE are supposed to be slightly different, yes. Commonly used animation setup for Blender exports LE hkx, which I use as well, so I guess I must have converted everything in folder by mistake. Good thing attackdr0ne with fancy backporting magic has my back!
    11. chickmetalhead
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      No worries on the mixup, and the new LE version works great! Thanks to you and to attackdr0ne, and also to imamsw who started this thread that I joined in on. I know still images won't do this justice, but I uploaded a few. Thanks and Endorsed!!

      PS. Ya know... we could just blame Nexus for the mixup of files. With the strange things I have seen lately using Nexus, it could have happened!
    12. CHIMgarden
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      Thank you :)
    13. imamsw
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      it's working now, thanks
  5. lefttounge
    lefttounge
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    This is pretty groovy my dude. The only thing that I found is that due to another mod, my cab driver isnt actually always in the cab; they can be sitting down reading a book, or sleeping

    lol, and so these animations dont really come by me that often, but no doubt eventually I'll see them, and I love that it doesnt need an esp, so this is still a groovy real-life simulator to have
    1. bits01
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      I realized that too upon getting to a cart again. It's immersive citizens. Well, as you said, someday :)
      Edit: saw it - works :)
      Groovy sounds good to me.
    2. CHIMgarden
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      I should rename it to Groovy cart driver animation replacer maybe XD
    3. lefttounge
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      that would be dope!
  6. ShawnDriscoll
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    I came here to say something about the guys all standing inside their carriage seats. Obviously, something else is still needed to make this animation work.
    1. CHIMgarden
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      Help is on the way, file will be remade and reuploaded
    2. ShawnDriscoll
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      Cool! Will try again. Thanks!
  7. NEKOSHAMA
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    I finally got to a place with a carriage driver thingy (Whiterun) and he was like the others have said. I do have fnis and DAR and many animation mods connected to those. I guess that it might just be animation overload??? Either way, I love your contributions to adding cool new motions. You'll keep your endorsement. I think like anything mod wise, we have to pick and choose, and, can't have everything simultaneously... the gluttons that we are.
    1. CHIMgarden
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      I made a mistake on one of the steps of compiling mod, but attackdr0ne saved the day. I will get more quality sleep in the future and must prevent situations like this %)
  8. attackdr0ne
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    Fixed file is up now, should work as expected!
    1. CHIMgarden
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      Thank youuu !
  9. Obal1
    Obal1
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    I had this warning while running nemesis its probably the reason for the t-posing driver


  10. revealation
    revealation
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    same problem with user image.