Hard requirement. Needed to detect the reanimated npc's
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
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 are allowed to earn Donation Points for your mods if they use my assets
Author notes
My work has open permissions whenever possible. You do not need to ask permission to make patches, ports, forks, or any other derivative work from my mods. All I ask is that if you release a mod with my work incorporated into it, you strongly consider releasing that mod with similar permissions.
Modding becomes stronger and better when we allow each other to work together and remove these barriers.
File credits
Credits to FunnyBizness for the injured animations being used Credits to TheCyclist for the mod "Reanimated NPC Animations"
I love the mod, but I use a number of other animation overhauls as well and find it odd when I see these undead things using fancy new moves.
To make this work, I've forced the Reanimated to use the vanilla animations which aren't as good or fluid as just about every animation replacer out there. Then, I took all the injured animations I could from an animation resource made by FunnyBizness on another site and added those in. This allows the Reanimated to use these alternative animations when their weapons are out or in combat, something which is unfortunately not covered in the original mod by TheCyclist
Some of those animations by FunnyBizness are also used in the mod Wounds injury animations DAR add-on so you may already be familiar with them.
It's not perfect, but it certainly adds to the idea that the Reanimated bodies being forced into combat don't have their former skills or fluidity.
These should give you an idea of the types of animations you will see.
I have zero animation skills myself, so these are provided as-is.
It was set up with DAR conditioning to ensure compatibility with both animation frameworks.