It's not real involved, but murrayj did give some info on what's needed to replace the default birth animations. The specific filenames are probably useful, but for detailed info on DAR setup your best resource is probably that mod's page.All DAR does is use an animation in place of another when defined conditions are met. So for example, fertility mod uses idlecoweridle.hkx
during labor and idlecowerexit.hkx to transition back into idle. The DAR hook is just an empty perk that gets added to the actor at the start of labor and removed at the end. It doesn't actually do anything until DAR is installed, a new conditions folder is made up, a new _conditions.txt file that says HasPerk("Fertility Mode 3 Fixes and Updates.esp" | 0x00000802)
and 2 animations with identical file names are added to the folder. I personally recommend the beeing female labor animation as idlecoweridle.hkx and use the vanilla mt_getupfromback.HKX as idlecowerexit.hkx.
It's not replacing the cowering idles. It's making the game look for the file in a different spot in that very specific situation. It's why DAR is so compatible.
Addendum Jan 8 2022: More detailed instructions, courtesy of Silvermetal
After a day of trying to change the labor animation with Dynamic Animation Replacer to the one from Beeing Female, I managed something although it's not perfect, I read the article but it wasn't quite step by step and there are some things to consider, so I'm gonna write a small guide for anyone out there trying to do the same thing.
1- Download Beeing Female, but don't install it, you only need 1 file, under meshes/actors/characters/animations/BeeingFemale there are 3 hkx files they are meant to be cycled but FM uses only 1 animation so pick only 1, Birth_S1 is what I consider best, it's the female laying on the ground struggling, Birth_S2 is basically a 0.5 second animation that's just a spasm (pointless to choose this one), and Birth_S3 is a post partum animation, it's the female on the ground but exhausted and not struggling, pick any of those, we'll use it later
2- Create a folder like meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\<SomeNumber>
where Some number is the priority for this animation to reproduce, the higher the number, the higher the priority. The number is up to you, it can be any round number smaller than 2147483647, in my case I'm using 21270. Note: If you're using MO2 you can create this anywhere, it shouldn't overwrite anything, in case it does just change the priority number for the folder, but I recommend creating a Manual Overwrite mod or something you use for things that go to the Overwrite folder, that way you won't lose this whenever DAR or FM+ updates.
3- Inside the folder we created in step 2 paste the animation you picked in step 1and rename it to idlecoweridle.hkx. Create 2 txt files, one of them named _conditions.txt and the other can be named like Labor.txt, it's just a description. Note: Even if you use gender specific animations with FNIS, don't create folders for female and male, it's just not how it works in this case.
4- Now, for the tricky part that's not fully explained in the article. Open _conditions.txt and paste this:HasMagicEffect("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CED) OR
Save and exit. As you can see I added 2 more lines, the reason for this is that the perk which is the DAR hook doesn't always get added, especially for followers and NPCs, maybe in the future with SPID but as of now I even tried adding that perk by console but no dice, so we're using the Labor MagicEffect to trigger the animation, the spell is there for redundancy, it's probably unnecessary but it won't hurt anyway.
HasSpell("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CEC) OR
HasPerk("Fertility Mode 3 Fixes and Updates.esp" | 0x00000802)
5- With this we have done most of it, but there's another step that I haven't got working completely as of now. As explained in the article, you should put another hkx file in the folder, should be the vanilla mt_getupfromback.hkx that can be extracted from Skyrim - Animations.bsa and rename it to idlecowerexit.hkx. The thing is, after the baby is born but before the female starts to get up, the MagicEffect and Spell are removed, so DAR won't change the animation, if only the Perk could be added to anyone and be removed AFTER the female stands up.
And that's it! No need to run FNIS. Note that DAR will take a second to replace the animation, you will see at first the cower animation but right then it should transition to the birth animation
Quick sysnopsis of DAR (Dynamic Animations Replacer to replace the birth animations
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HasMagicEffect("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CED) OR
HasSpell("Fertility Mode 3 Fixes and Updates.esp" | 0x00000CEC) OR
HasPerk("Fertility Mode 3 Fixes and Updates.esp" | 0x00000802)
With
HasMagicEffect("Fertility Mode.esp" | 0x00000CED) OR
HasSpell("Fertility Mode.esp" | 0x00000CEC) OR
HasPerk("Fertility Mode.esp" | 0x00000802)
Cause i deactivated Fertility Mode 3 Fixes and Updates and nothing....But even with active Fertility Mode 3 Fixes and updates nothing work...
thats it for those who never liked the birth effect that fertiltiy mode has in play
sorry for the comment