Animations for looting containers and corpses, harvesting plants, lockpicking doors and chests, opening doors, activating levers, praying, drinking and eating potions and food, equipping armor, opening journal and map.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
No assets from this mod can be used in paid mods. This mod can't be uploaded to russian site tessall.ru.
File credits
- SKSE team for SKSE - SkyUI team for MCM - MrJack (mrpwn on Nexus) for helping - People that helped me with testing
- Added menu that allows ingame editing of form lists that are needed for some animations to trigger.
See explanation in description.
Fixes:
- Added some drinks to drinks form list that were missing.
- Camera movement for drinking and equipping now properly disabled by default.
Version 1.12
You can now choose alchemy, pickpocket or lockpicking skill for harvesting and lockpicking/pickpocket for looting and lockpicking. If you for example want to choose fingersmith skill from SkyRe, choose pickpocket because actual actor values remain the same.
Version 1.11
- Harvesting, looting and lockpicking animation length now depends on skill level (optional). Harvesting length depends on Alchemy or Pickpocket (optional), looting length depends on Pickpocket , lockpicking length depends on lockpicking. Values can be changed for each animation.
- Added journal opening animation (optional). It works only with custom key. You will need to use this key to open journal with animation instead of default journal key. Currently all options are placed in Map opening page. Opening journal with this key can work wrong in map or other menus, this will require future improvements.
- Added option to play old IdleTake animation for opening doors to prevent teleportation bug.
- Fixed some strings, removed some debug messages, made camera movement disabled by default for all animations.
Version 1.2
Big stability, safety and compatibility update. The mod now doesn't block activation of objects, it leaves no changes in the world. Now it should be compatible with everything.
Added book reading animation. Only when activating book object in the world at the moment.
Third person and translation options are now global for all types of animation. Camera movement is removed.
Version 1.1
Clean save is required for updating from previous version!
Additions:
-Praying animation for activating shrines.
-Map opening animation.
-Lockpicking animation with BlockActivation disabled. (works by closing lockpicking menu and opening it again after playing animation. Dont know if it work fast enough for you to not look like a bug)
-Camera movement during animation for harvesting, looting, lockpicking, praying, equipping and drinking. Optional for each animation. There are 2 possible position tha camera can take, they are the same for all animations but they can be customised a little in the MCM.
-Player translation closer to activated object function for harvesting, activating, opening, looting and lockpicking. Optional for each animation. Moves player closer if distance to object is too big.
(Camera movement and player translation are mostly experemental. They were designed mainly for harvesting and can take wrong positions with other animations)
Improvements:
-Added option to play equipping/drinking/eating animation only after closing the inventory. If this option is enabled, only first consumed item will be tracked and animated after closing the menu, all other items will be ignored.
-Changed door opening animation for actual animation for doors.
-Added enable and length options for eating (separated from drinking).
-Added option to completely reboot on save game load. This will forget last crosshair object, use this if simple reboot doesn't help.
Fixes:
-Fixed stucking after lockpicking animation if opening/looting is disabled.
-Fixed equipping animation loop.
-Fixed bug with bow after playing equipping animation.
MCM:
-Added option selection sound (optional). One of 3 sounds will be played each time you press on the option (only for this mod).
-Added logo that will be displayed when you open the menu during animation. It's to prevent you from changing options during animation, but all options are still accessable.
-List of all animations on the main page should now show all enabled animations first and then all disabled, but it may work wrong.
Adds animations for looting containers and corpses, harvesting plants, lockpicking doors and chests, opening doors, activating levers, praying, drinking and eating potions and food, equipping armor and opening map.
Dynamically attaches script and thus compatible with objects from DLCs or other mods. For example: looting animation will work for a chest added by another mod. Drinking potions animation will work for any potions from other mods as well. Animation is choosen dynamically depending on Z coordinates and height of player and activated object. So even the same container can be opened with different animations depending on player position. Animations aren't made by me. They are default Skyrim animations.
By default it plays animations in third person and return you to first person if you were in this mode. Can be set not to change POV in the MCM, but there are no first person animations. Can be used with Immersive First Person View or Enhanced Camera for first person animations.
Options in MCM:
Enable/disable the mod
Disable any part of the mod. For example, you can use only lockpicking, opening and drinking animations and disable everything else.
Length of each animation and POV for it
Randomisation of the animation length for looting, harvesting and lockpicking to make it more natural.
Allow NPCs to attack player during animation.
And more.
Installation
Download it like a usual mod. Load order doesn't matter. Load the game and make a new save. Then enable mod in the MCM.
Uninstallation
Disable mod in the MCM! It's important! Only then delete files or disable it in launcher.
Compatibility
Doesn't change any objects in the game. Overall it's compatible with everything, but may require to disable particular animation types to avoid conflicts. Uses perk entry points to replace activation process.
Form lists editing: Normally script selects animation by looking at objects type, but it's not always possible to determine object simply by its type. For example, Nirnroots obviously should use harvesting animation, but unlike all other plants they are not plants, they are activators. The only way is to make a list of different nirnroots (only 2 in vanilla game) to be able to defer them from buttons, levers and other activators.This means that if any other mod ads new types of Nirnroots they won't be recognised as Nirnroots by Animations. But with Form lists editing menu you will be able to add new Nirnroots to the list. Another example is dwemer levers. Normal levers are marked with special keyword, but dwemer levers don't have it for some reason, that's why there is a form list for them. If you have any new lever that doesn't play animation, you can add it to dwemer levers form list.