So this is just here for the FAQ, it's what each animation file in the "Skyrim\Data\Meshes\actors\character\animations\NAR" folder reference
too

What each animation relate to it's a bit complicated due to the way FNIS works with animations groups, things are all over the
place
 
Rapier animations start with "NAR0_1hm_", "NAR0_Sneak_1hm", "NAR0_dw1hm1hm_" and "NAR0_mlh_" also
"NAR0_1hmlefthand_attackpowerforwardsprint.hkx" is part of the Rapier
1hm group, There's no block animations for the Rapier
 
For the left hand dagger parrying with a Vanilla or no weapon in Right
hand, there's only two animations:  "NAR1_dw1hm1hmblockbash.hkx"
and "NAR1_dw1hm1hmblockbashintro.hkx"
 
My Two handed anims get even more complicated due to the way Bethesda set up Skyrim's animations
 
 
Pike animations start with "NAR0_2hc_", "NAR0_2hm_", "NAR0_sneak_2hm"
 
Some Halberd Animations start with "NAR1_2hw_"
 
Some Quarterstaff Animations start with "NAR0_2hw_"
 
Halberd, Pike and Quarterstaff share some animations between them, the animations that are shared are:
 
NAR0_2hm_runbackward.hkx
NAR0_2hm_runforward.hkx
NAR0_2hm_walkbackward.hkx
NAR0_2hm_walkforward.hkx
NAR0_2hm_runbackwardleft.hkx
NAR0_2hm_runbackwardright.hkx
NAR0_2hm_runforwardleft.hkx
NAR0_2hm_runforwardright.hkx
NAR0_2hm_runleft.hkx
NAR0_2hm_runright.hkx
NAR0_2hm_walkbackwardleft.hkx
NAR0_2hm_walkbackwardright.hkx
NAR0_2hm_walkforwardleft.hkx
NAR0_2hm_walkforwardright.hkx
NAR0_2hm_walkleft.hkx
NAR0_2hm_walkright.hkx
NAR0_2hm_turnleft180.hkx
NAR0_2hm_turnleft60.hkx
NAR0_2hm_turnright180.hkx
NAR0_2hm_turnright60.hkx
NAR0_2hm_attackpower.hkx <- This is Quarterstaff and Halberd sneak Attack only, The pike uses this for both
 
 
The following are shared between the Quarterstaff and Halberd
NAR0_2hw_runarmblend.hkx
NAR0_2hw_walkarmblend.hkx
NAR0_2hw_sprintforwardsword.hkx
NAR0_2hw_idle.hkx 
NAR0_2hw_equip.hkx
NAR0_2hw_unequip.hkx
NAR0_2hw_blockanticipate.hkx
NAR0_2hw_blockbash.hkx
NAR0_2hw_blockbashintro.hkx
NAR0_2hw_blockbashpower.hkx
NAR0_2hw_blockhit.hkx
NAR0_2hw_blockhita.hkx
NAR0_2hw_blockhitb.hkx
NAR0_2hw_blockidle.hkx
NAR0_2hw_staggerbacklarge.hkx
NAR0_2hw_staggerbackmedium.hkx
NAR0_2hw_staggerbacksmall.hkx
NAR0_2hw_staggerbacksmallest.hkx
 
 
Claw animations are not as complicated as the 2H weapons but there's quite a
bit to them due to the few states of dual wielding that they can
have
 
Claw animations start with "NAR1_1hm_", "NAR1_Sneak_1hm" and "NAR1_mlh_" also "NAR1_1hmlefthand_attackforwardsprint.hkx" and
"NAR1_1hmlefthand_attackpowerforwardsprint.hkx" are part of the Claw
group
 
Claws Have Blocking animations so they use the "NAR0_1hm_block" animations. Remember, Rapiers don't have blocking
animations so in this case the Claws are using the 0 slot of this animation group
 
There's two equip animations for Claws, weather you're dual wielding or not "NAR0_dag_" and "NAR1_dag_"
 
Claw Dual wielding is a tiny bit messy but I'll try and break it down
 
"NAR2_dw1hm1hm" and "NAR2_dw_" = Claw held in both Hands
"NAR3_dw1hm1hm" = Claw held in Right Hand and a Vanilla or no weapon in the Left Hand
"NAR4_dw1hm1hm" and "NAR4_dw_" = Claw held in Left Hand with a Vanilla or no weapon in the Right Hand
 
Whips are far more simpler, they start with "NAR2_1hm" for regular\power attacks, "NAR2_mlh" for magic and melee attacks "NAR2_sneak"  for sneak attacks and "NAR5_dw" for when you have a whip in your Left hand
Whips don't have block, Idle or MT animations
My whips have a ton of re timed animation events so I'd defo look at the FNIS_NAR_List.txt file for more info

Daggers and Alt Daggers use "NAR3_1hm" for regular\power attacks, "NAR3_mlh" for magic and melee attacks "NAR3_sneak" for sneak attacks
Daggers don't have Idle or MT animations
Maces and Alt Maces use "NAR4_1hm" for regular\power attacks, "NAR4_mlh" for magic and melee attacks, "NAR4_sneak" for sneak attacks
Maces don't have block, Idle or MT animations

 
Also if you look at my FNIS_NAR_List.txt file I've got vague comments about
what animations are what in there. I have a lot of animations
events moved around and some added via this file, so if you do make
changes check this out to see if you need to edit a few a things so hit
events and other events matches up to your animations

While I don't have these animations in the folder I included them for end user customisation

You can customise your sprint animation for each weapon type
    0 = Pike, Halberds, Quarterstaff and Rapiers
    1 = Claws in Right Hand and Both hands
    2 = Whips in Right Hand
 
First person animations are much more self explanatory, they're all in "Meshes\actors\character\_1stperson\animations"
Each weapon type animation are in their own folders and named accordingly to what the actual animation is 

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