Skyrim

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Mod Xtudo - Animations PolarRobotFrog

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Xtudo

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About this mod

Adds thousands of first person animations! Includes unique animations depending on weapon type (so axes, maces, and daggers are no longer used like swords). DAR. No ESP.

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Comprehensive First Person Animation Overhaul
Animations PolarRobotFrog
Port and tweaks by Xtudo

Description
Replaces almost every single vanilla animation from the first person perspective, and even adds some unique ones depending on what weapon or School of Magic you are using. For DAR.
  • Two versions available: Full Replacer and 50% Chance.
  • No ESP

The 50% Chance version
  • There is a 50% chance to play the vanilla animation too.
  • If you use a mod that already changes the vanilla animations, it will be used when the Vanilla animation is selected.
  • If you use a DAR mod that already changes the animations, it will be used when the Vanilla animation is selected.
  • It is My version, for me it feels more "alive", but you'll have to test and decide by yourself.

- SE-AE version: The animations are my ported versions from the lovely Comprehensive First Person Animation Overhaul - CFPAO by PolarRobotFrog.

I did the port for my game and now I'm sharing it, I hope you like it.
Don't forget to endorse and share your screens. 

KNOWN ISSUES AND DISCLAIMERS (Text from the original mod)
  1. Some power attacks transition weirdly and my hands teleport around for a second before it starts. This is not my fault. This is part of Skyrim, and it's noticeable even with the vanilla animations. My guess is the game detects the attack input, plays the attack animation, before it detects the input was held down and quickly switches to the power attack animation, causing the jank.
  2. When using Precision - Accurate Melee Collisions, certain animations land twice. This is my fault. If an animation is too slow it'll land a second hit as it recovers. This mainly affects a select few attacks like the bow bash and sword power bash, but since they're bash attacks I'm not really worried about it. As far as I know, none of the light and power attacks are affected by this.
  3. There's no camera movement. Since so many people have asked for it, I'll give in and add it in a future update, but only for attacks, magic casting, and movement. Will include a toggle for people like me who don't want it.
  4. My weapons/hands are too close/I can see weird things happening at the corners of the screen. This is because I designed these animations to look good at fields of vision of around 80-110 (I used FOV 100 during testing). I know the game has trouble remembering your FOV, especially if you only use console commands, but I don't really have a solid fix for this. Nothing I tried seemed to work, unfortunately, but it isn't my fault so there's that. Actually, I guess I should've designed them around FOV 60, which is Skyrim's base FOV but, well, uh...
  5. Certain battleaxes clip with the camera during the left attack's recovery animation. This is going to happen to basically any battleaxe that has two heads. But battleaxes with two heads are stupid and pointless, so...
  6. When using Precision - Accurate Melee Collisions, most backwards power attacks don't do damage. This is pretty much a non-issue, honestly. I don't think anybody ever uses backwards power attacks. Who thought those were a good idea? Who's going to attack while retreating? They're super hard to land anyways, so I really don't think I need to waste brain cells fixing this one. Sorry to any of you who swear by backwards power attacks.
  7. Certain spells don't have the unique animations that they should. This mainly applies to shock, soul trap, fear, frenzy, and pacify spells. Because of the way I had to set these up, mod-added spells that use these spell effects very likely won't get the unique animations. They'll probably just revert to the default ones from this mod. I haven't done any testing, but I'm sure this would be an issue for almost any major magic mods like Apocalypse or Odin.
  8. Certain animations transition weirdly between left to right attacks. This is Skyrim's fault, I think. As far as I know, it's not possible to tell the game what stage the animation is at, and have it transition from that into the next attack without teleporting the weapon a bit. Right now, the biggest offenders are the greatsword, battleaxe, and warhammer. Believe me, it bothers me too, but I don't think there's much I can do about it, unfortunately. 
  9. There are no sneak animations. I know, I know, not very 'comprehensive' anymore, is it? I would've loved to include sneaking animations for everything, but unfortunately it was being super buggy and I have no idea why it wasn't working. So for now, enjoy vanilla janky sneaking.
  10. There are no crossbow animations.I could not get these to work for some reason. I'm not sure what was happening, but the bolt was just floating perpendicular to the crossbow, and none of the bones seemed to control it for some reason. So I'm putting the crossbow on the backburner for now. Not sure how many people use it anyways, so I don't think it's a huge deal right now — but I will definitely try to come back to this later.
  11. There are no dual sword and dagger / sword and axe / sword and mace etc. animations. This probably won't change for the time being. There's just too many combinations. There'd have to be separate animation sets for a sword in the right hand and an axe in the left, a sword in the right and a mace in the left, a sword in the right and a dagger in the left, and the same thing for mace in the right and so on and so forth. Maybe one day, but not now.
  12. There are no first person killmove animations. And it will probably stay that way for a while. I just haven't figured out how to do it yet. I've seen videos recently of custom killmoves, so I know it is possible.
  13. There are no shield block/bash animations. I was originally going to make these, but I really couldn't think of any ways to animate the shield any differently than vanilla. It's a pretty straightforward affair, and as of now I don't think they need to be touched. Does this still count as 'comprehensive' at this point?
  14. There are no dagger and shield animations. Why are you using a shield with a dagger?
  15. There are no torch animations. I simply forgot to do this. I will add this soon!
  16. When I equip or unequip dual magic while moving my arms teleport to the top of the screen for a second. I still don't get what's happening with this. I did EXTENSIVE testing and trial and error trying to fix it, and it seems to be caused by having both the left hand and right walking/running animations being played at the same time. But when I export the right hand animations with both hands up and get rid of the left hand one, only the right hand gets animated properly. So for now, until I can properly fix it, I'm just getting rid of the custom walking/running animations. I don't think the vanilla ones are that bad, so they should hold you over for now.
  17. Attack animations are awkwardly timed, hitting before or after the animation actually reaches the enemy. This is because you are probably not using Precision - Accurate Melee Collisions. I know I only said it's recommended and not required, but it vastly improves the functionality of my animations, and really just the game in general. Looking back, I probably should have designed these animations around vanilla Skyrim, but I had forgotten to disable Precision during testing so here we are.
  18. Hands still teleport when getting staggered, mainly with anything but one-handed weapons. Still looking into this. Not sure what's happening.

CURRENT AND FUTURE PLANS (Text from the original mod)

CURRENT PLANS:
  • Fixing hands teleporting when getting staggered. Still not working. Still looking into it.
  • Fixing hands teleporting during dual magic equip/unequip while moving. Caused by having both the right and left hand walking/running animation playing at the same time, not sure why. Removed the custom walking/running animations for now until I can find a proper fix.
  • Patch for Animated Armory. Failed to test this mod before publication, but apparently it's got some conflicts going on so I'd like to resolve that.
  • Reworking some animations. Yeah, so, I got lazy with some animations and reused some of them, causing some weapons to be less unique than I'd like. I also want to add an option to get rid of the animated stop-and-hit on the axe and give it a more traditional follow through like the sword has. Thanks to stormfoam for suggesting this one.
  • Getting my animations to play nice with Archery Gameplay Overhaul. Self explanatory. ACG function with my fashion. Getting this one to work is weird so far.

FUTURE PLANS
  • Camera shake for attacks, magic casting, and movement. I know, I know. I said I wouldn't. But since so many people have asked for it (I never thought it would be this big of a deal) I'll cave and add the option in a future update.
  • Sneak animations. Definitely something I'd like to get in at some point. I think I have some idea of what went wrong, so I'll try this one again in the future.
  • Race-specific animation sets. What this means is that each race would have its own unique animation set, separate from the default one. So, for example, a Khajiit would wield a sword differently than a Nord would, and maybe each race favors a specific weapon and can do something unique with it, like striking twice during power attacks, or drawing bows faster. This would not apply to magic, as that would drastically increase the workload and probably isn't worth it.
  • Unique weapons with unique animations. What I mean by this is that any unique, named weapon would get its own, unique animations. For example, someone wielding the Dawnbreaker sword would wield it much differently than a regular sword, or the Mace of Molag Bal differently than a regular mace.
  • ESO style animations. Basically just adding interaction animations similar to ESO, like opening doors or picking things up. Not 100% sure on this one because it would probably require FNIS/Nemesis but it's something I'd like to do.
  • Reanimating weapons from Animated/Heavy Armory. Wonderful suggestion from clanelord22. I'd love to make some of my own animations for these mods when I get a chance.

CREDITS (Text from the original mod)
  • Felisky for the wonderful Dynamic Animation Replacer mod — this wouldn't have been possible without you!
  • ShoryukenBruh for providing the first person rig and the inspiration — your work gave me the motivation to create this!
  • Verolevi for yet more inspiration — your work is superbly talented and I strive to reach your level of skill!
  • michaelfoushee for the awesome thumbnail — it's way better than the one I whipped up in paint.net in 5 minutes!
  • Bethesda for creating the wonderful world of Skyrim — giving us all countless hours of fun and escape.
  • And finally, I'd like to thank you for downloading my mod, playing it, and catching all sorts of bugs and errors — this project would never be complete without you!

THE SWORD

THE WARAXE

THE MACE

THE DAGGER

THE DUAL SWORDS

THE DUAL WAR AXES

THE DUAL MACES

THE DUAL DAGGERS

THE GREATSWORD

THE BATTLEAXE

THE WARHAMMER

THE FISTS

THE BOW

THE ALTERATION SCHOOL

THE CONJURATION SCHOOL

THE DESTRUCTION SCHOOL

THE ILLUSION SCHOOL

THE RESTORATION SCHOOL

RACIAL ANIMATION SETS: THE KHAJIIT

Especial thanks


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