OK, I got this all working just fine. Here's some tips that might help folk get up and running.
Firstly, this mod does work as advertised, and is behaving correctly in my 500 plus plugin game, without any errors, problems, lag etc. I think some of the confusion is coming from the install instructions, which IMO could do with a bit of clarification and expansion.
So...
This mod can supply alternate idle animations for the player and for followers and it works for both sexes. It does not support idles for any other NPC's at present. That would be amazing though.
There are 6 groups of 10 animation slots, providing 60 possible idle animation slots.
The animations are prefixed with A, P, E, F, O and N. They mean nothing and are there only to relate to the groups you select in the MCM, which are presented to you in the following order - A P E F O N
So for the first group, the idles are named as ria0_mt_idle.hkx and the next idle is called ria1_mt_idle.hkx and they continue sequentially up to ria9_mt_idle.hkx. That gives you 10 possible idles in group A. The next group is P and is prefixed as rip0_mt_idle.hkx through to rip9_mt_idle.hxk and so on through to group E, F, O and N. Also, there are some animations already supplied by the author in the folder which I overwrote with my own choices. However the author has said somewhere you should not overwrite the dummy files but it's not clear what files he means, so until we get clarification on that you may wish to err on the side of caution and leave them alone. I overwrote them and everything seemed to work so...
Installing and sorting your animations is the hardest part of getting this mod up and running. It's not difficult, just time consuming, though that depends on how many animations you want to use. You do not have to fill all 60 slots, you could just use a couple in each but here's how I broke the 6 groups down. I play as a female so here's my choices.
Group A - One single idle for your player only and is your currently installed favourite idle, the default if you like. This is for testing etc.
Group P - Ten female player only idles, classy and lore friendly.
Group E - Ten female follower idles, classy and lore friendly and not distracting.
Group F - Ten female follower idles, slooty
Group 0 - Ten male follower idles, Classy and lore friendly
Group N - Ten male follower idles, any other idles you might want to activate in a specific scenario - you decide.
DO NOT EDIT THE TXT FILE fnis_RandomIdleAnimation_list.txt
Once you have got all your animations named correctly, then you need to run FNIS. Make sure the Random Idle plugin is active. I use MO with FNIS and it all works fine. In the FNIS options I select Skeleton Arm Fix and Gender Specific Animations. Once complete copy the FNIS output data to its own folder then place it in MO, making sure it's not overwritten by anything. Activate the FNIS Output folder, then start the game.
IN GAME
Follower detection is not instantaneous and it can take up to 30 seconds to correctly detect followers in your vicinity. Double check the MCM tab "Others" to check followers are correctly detected.
MCM
Of the 6 groups available in the MCM you can choose to have none or all active at the same time.
For each group you have four options. I play as a female character so here's how the MCM options relate to my choices.
Only Player - This group of idle animations only affect the player
Only same sex - This group of animations only affect female followers
Players - This group of animations only affect female followers and the female player
Others - This group of animations only effect male followers
If you play as a male then it looks like this
Only Player - This group of idle animations only affect the player
Only same sex - This group of animations only affect male followers
Players - This group of animations only affect male followers and the male player
Others - This group of animations only effect female followers
I have my MCM setup as follows:
Enable RIA checked. Enable Follower RIA is checked. Distance is set to 10 and Magnitude is set to 99%. You need to run about a bit and not be in combat for it to start working. If you stand still expecting idles to auto change it won't work, but in general gameplay it works perfectly and every time you take a break your followers will idle differently.
riA - DISUSE (For testing only)
riP - ONLY PLAYER
riE - ONLY SAME SEX
riF - ONLY SEXAI TIME kek
riO - OTHERS
riN - OTHERS
OTHER MODS
I've tested this with EFF, MHIYH, FNIS SEXY MOVE amnd a ton of other mods and it works just fine.
Animation Sources - You can find more than enough animations by visiting the following Nexus pages.
You can overwrite files in currently version hkx files. They were mistakenly put in by me. But no problem because those hkx files made by me. e.g. - wrong way ria0_mt_idle.hkx ria1_mt_idle.hkx(dummy) ria2_mt_idle.hkx
From what I understood (and I think I did well from what I experienced in my game), groups letters doesn't matter and their assignations are not fixed, they can be changed in MCM.
For example, I currently have choosen (arbitrary) three groups for my male character (and male followers) assigned to PLAYERS in MCM and three groups for my female followers assigned to OTHERS in MCM. That way, I have 30 animations for males and 30 animations for female, but if you instead want, for example, 20 animations for males and 40 for females, then you can switch one group to another category and give the proper prefix to animations names. What categories are for are explained inside MCM and they're pretty well self-explained imo.
Installation takes some time tho that's true. But it works well. And yeah, I can confirm that it works well with FNIS Sexy Moves as both mods are not acting to the same animations (one's for idle animations, the other for walking/running).
That's even better than I thought before installing this when I've read your explanations. It gives far more freedom.
@To author : I guess that's impossible to make it work for all NPCs rather than only player/followers right ?
You need close the MCM when you turned toggle ON or OFF in MCM right side, because toggle state doesn't affect to detected page. PCEA2 mt_idle.hkx is replaced by this MOD.
Hey all. Trying to get this to work with Mod Organizer- for a couple hours now. Can someone point me in the right direction to figure this out? I haven't got a meshes folder in data to rename the appropriate files. I'm trying to use the idles supplied by Realistic Animation Project for starters. The only mesh folder I can find is a folder fnis created after I set up a generated mod for fnis pcea2 mod under the data tab in the mod organizer program.. is this what i'm looking for? If so, how do I modify said folder?
@brakerofwind On the "STEP project wiki" site has instructions how to install FNIS for MO and how to add mods with animation. http://wiki.step-project.com/Fores_New_Idles_in_Skyrim#Recommendations I did everything according to the instructions of kojak747 and everything works well.
@aimorou I've already ran a generated fnis patch for the PCEA2 animations mod and have the checked marked along with FNIS and PCEA for the animations to work. I just need to know how to get to the proper meshes folder to rename the files for this mod to work. The Stepwiki doesn't cover this as it is specific to this mod, Randomidleanimations. I've not had to do to rename files before to make a mod work. Although, I appreciate the response and trying to help me out, i'm coming to the conclusion i'm skipping this one. It was enough of a headache to try and make TKDodge and PCEA2 to work together.
ModOrganizer\mods\RandomidleAnimation\meshes\actors\character\animations\RandomIdleAnimation\ Rename the file and put to the folder. I am using PCEA 2 and tkdodge.
THANK YOU for this guide! There's no way I would've made any sense of this mod description otherwise! Just a minor correction: "Group 0 - Ten male follower idles, Classy and lore friendly" I believe this should be "Group O" (letter instead of number). From the rest of the info, this should be self-explanatory, but it might help prevent a little confusion.
I'm currently having the same issue as Iggy (animations don't seem to change on their own) but just started playing around with it yesterday, so I'll give it some time .
Just curious, is there a program where individual animation files can be previewed outside of the game (similar to how you can see clothing textures in BodySlide)? I didn't keep track of which animations I was renaming and now I'd like to take out certain ones.
Don't waste your time with this mod, it doesn't work and no matter how hard you try to understand the "instructions", it won't work no matter what you do.
Does anyone know if the instructions still work for installing the animations in this mod? Because first of all, the mod creator doesn't explain at all well how to install this in the description and the instructions in this post served before, but now I see that he changed the fnis list.
Now the fnis list says this:
Version v2.5.0 AAprefix ria AAset _mtidle 10
AAprefix rie AAset _mtidle 10
AAprefix rip AAset _mtidle 10
AAprefix rif AAset _mtidle 10
etc, etc, etc.
This means that you now have to rename the animations like this:
ria0_mtidle.hkx , ria1_mtidle.hkx and so on up to ria9_mtidle.hkx and not ria0_mt_idle.hkx, ria1_mt_idle.hkx like before. And the same with rie, rip, rif, etc. etc. etc.
Version 2.5.0 doesn't work, I tested both 2.4.10 and 2.4.12 and they both work. Only Version 2.5.0 doesn't work, I used the test animation hotkey and nothing happens.
Mr. Darklocq hello, did you figure i out? the tedious work of rename each .hkx files (of any animation) and put them in different DAR folders with a condition .txt file for each mt_idle.hkx :)
Does this REPLACE all the idles for the affected characters, or just add to them. That is, there are something like 34 vanilla idles for males. If I only add one via this mod, does that mean that I and male followers will only ever do that idle, or we'll do the vanilla ones and also do the new one?
Hello, a bit late here. I can't find the animations in your file caracters/animations/randomidleanimation There is nothing just a fnis list. I wanted to make your mod to run with DAR but could not find the anims uwu
503 comments
e.g.
- wrong way
ria0_mt_idle.hkx
ria1_mt_idle.hkx(dummy)
ria2_mt_idle.hkx
- right way
ria0_mt_idle.hkx
ria2_mt_idle.hkx
Work fine even without ria1.
It's very clear now!
For example, I currently have choosen (arbitrary) three groups for my male character (and male followers) assigned to PLAYERS in MCM and three groups for my female followers assigned to OTHERS in MCM. That way, I have 30 animations for males and 30 animations for female, but if you instead want, for example, 20 animations for males and 40 for females, then you can switch one group to another category and give the proper prefix to animations names. What categories are for are explained inside MCM and they're pretty well self-explained imo.
Installation takes some time tho that's true. But it works well. And yeah, I can confirm that it works well with FNIS Sexy Moves as both mods are not acting to the same animations (one's for idle animations, the other for walking/running).
That's even better than I thought before installing this when I've read your explanations. It gives far more freedom.
@To author : I guess that's impossible to make it work for all NPCs rather than only player/followers right ?
Thanks for the update. :)
Edit : didn't encounter any issue so far, works great !
PCEA2 mt_idle.hkx is replaced by this MOD.
Trying to get this to work with Mod Organizer- for a couple hours now. Can someone point me in the right direction to figure this out? I haven't got a meshes folder in data to rename the appropriate files. I'm trying to use the idles supplied by Realistic Animation Project for starters. The only mesh folder I can find is a folder fnis created after I set up a generated mod for fnis pcea2 mod under the data tab in the mod organizer program.. is this what i'm looking for? If so, how do I modify said folder?
On the "STEP project wiki" site has instructions how to install FNIS for MO and how to add mods with animation.
http://wiki.step-project.com/Fores_New_Idles_in_Skyrim#Recommendations
I did everything according to the instructions of kojak747 and everything works well.
I've already ran a generated fnis patch for the PCEA2 animations mod and have the checked marked along with FNIS and PCEA for the animations to work. I just need to know how to get to the proper meshes folder to rename the files for this mod to work. The Stepwiki doesn't cover this as it is specific to this mod, Randomidleanimations. I've not had to do to rename files before to make a mod work. Although, I appreciate the response and trying to help me out, i'm coming to the conclusion i'm skipping this one. It was enough of a headache to try and make TKDodge and PCEA2 to work together.
Rename the file and put to the folder.
I am using PCEA 2 and tkdodge.
Just a minor correction: "Group 0 - Ten male follower idles, Classy and lore friendly"
I believe this should be "Group O" (letter instead of number). From the rest of the info, this should be self-explanatory, but it might help prevent a little confusion.
I'm currently having the same issue as Iggy (animations don't seem to change on their own) but just started playing around with it yesterday, so I'll give it some time .
Just curious, is there a program where individual animation files can be previewed outside of the game (similar to how you can see clothing textures in BodySlide)? I didn't keep track of which animations I was renaming and now I'd like to take out certain ones.
Now the fnis list says this:
Version v2.5.0
AAprefix ria
AAset _mtidle 10
AAprefix rie
AAset _mtidle 10
AAprefix rip
AAset _mtidle 10
AAprefix rif
AAset _mtidle 10
etc, etc, etc.
This means that you now have to rename the animations like this:
ria0_mtidle.hkx , ria1_mtidle.hkx and so on up to ria9_mtidle.hkx and not ria0_mt_idle.hkx, ria1_mt_idle.hkx like before. And the same with rie, rip, rif, etc. etc. etc.
Is this so or am I wrong?
Only Version 2.5.0 doesn't work, I used the test animation hotkey and nothing happens.
There is nothing just a fnis list.
I wanted to make your mod to run with DAR but could not find the anims uwu