If you're confused and don't know which animations to use for each race, here's how I distributed them in my game. Feel free to do the same or change anything:
There are several other animations besides these scattered around. Just follow your taste and create your ideal setup!
''Why the mod uses the DAR folder system?'' A: Because for some unknown reason some people insist on continuing to use Dynamic Animation Replacer. Mods with the DAR system work in OAR, but the opposite does not happen, so, to avoid two distinct versions, I did it with the DAR folder system.
I have quite the problem with this mod and after trying for 2 hours to get this mod to work, I'm at my wits end.
If I install a walking animation on it's own, the player uses it. But if i try to use the framework - CATA addon, nothing works. The NPC's don't use the animations, neither does the player use different animations based on the armor they wearing.
Using only one animation for the player within the framework, works. But as soon as I use a second one, for example: one for clothes and one for light armor, it uses only the one for clothes. I use vanilla armors for testing.
Any Idea what could cause it? I deinstalled all other animation mods to ensure that my problem/ onebraincell brain, is only related to this.
Manually porting the mod from DAR to OAR made the mod show up in the OAR Menu (Before, even "no show" in the Legacy section).
I had to assigne the conditions individually, but now it works! Thank you for your mod and have a good day!
For those who face the same issue as I did: Download the example file from the OAR site https://www.nexusmods.com/skyrimspecialedition/mods/92109?tab=files Also download the preferred version from this modpage.
1. Part - File adjustmens Extract both files and put them in two separate folders.
Navigate from the Folder, where you put the "example Replacer Mod Structure" to:
/meshes\actors\character\animations\OpenAnimationReplacer\Example Mod Open the Config.json and rename the contents to your liking Copy the edited json
Go the the Racial Movement Framework folder and navigate from there to: /meshes\actors\character\animations\OpenAnimationReplacer\_CustomConditions
Paste the copied josn file there
Return to: /meshes\actors\character\animations\OpenAnimationReplacer\Example Modopen the folder "example Submod 1" and copy the Config.json file. DO NOT EDIT ANYTHING
Switch back to:
/meshes\actors\character\animations\OpenAnimationReplacer\_CustomConditionsand paste the copied josn file in each folder, !exept! for the folders "FEMALE NPC ANIMATIONS", "MALE NPC ANIMATIONS" (and "PLAYER ANIMATIONS", if you use the CATA addon)
Proceed as per instruction from the Mainpage
2. In Game adjustments and settings
Open the ingame Menu from OAR (Shift + O). Now you should see your "Racial Movement Framework" Mod listed in the OAR Mainmenu.
On the top right, change to "User Mode" Click on the dropdown arrow.
You should now see dropdownmenus for each race and gender.
Now comes the "fun" part*
Click on the first one, let's call it Nord Male:
Change the number in the "Priority" field to a higher one. I used 100
Navigate to "Conditions"
Add "new condition" and use the negate dropdown. You'll need for each separate factor a new condition. The following image is a example structure, which contains all the information OAR needs in order to distribute the animations correctly:
https://imgur.com/a/A8UEwen
!IMPORTANT!
You'll need to repeat number one in the picture for each race Do not skip this! Or OAR might curse you. ...And you'll make a puppy cry.
Fill your empty Conditions with the shown commands
Final Steps: As soon as you've finished the steps above, you'll need to uncheck the checkmark next to the "ISRACE" condition for each respective race. Nord Male -> uncheck the Nordrace checkmark Orc Female-> uncheck the Orcrace checkmark Do this for each race! For the Female animations, you must uncheck the "NEGATE CHECKMARK" next to "ISFEMALE"!
CATA ADDON USER: You'll have to do the same for each Gender per armor type. Plus you'll need to add additional Conditions. Just follow the link below. PS: You'll have to adjust the negate settings according to your player race as well.
https://imgur.com/pFxsB8N
Skyrim.esm ID's for the wearing type. Heavy Armor armorheavy Light Armor armorlight Mage Robes armorclothing Non Armoured clothingbody I hope this information is usefull for someone. Have a good day!
PS: And for the love of oblivion! I don't seem to get the spoiler function to work. Guess I'm a bit to tired. Sorry.
is it possible for a patch to be made where you could leave each idle for each race while having it work with EVG conditional idles? As far as i can tell they all work with there own idles but EVG conditional idles doesnt when theyre left in. Im aware the author said this just wondering if a patch could be made because have a diff idle for each race along side EVG conditional idles would be amazing!
Amazing mod! I love it so much! This gave a little more immersion and the provided suggestion list for racial animation fits perfectly! Thank you so much for such stunning mod and your time ♥
Could update this mod just like you Diverse Magic Casting Animation just like how you put the animations to in the order you did but for this mod here?
I could, but most walk/run mods are direct vanilla replacers (they are not applied via Open Animation Replacer) so I would have to include original animation files from most of these mods to work, and I don't have permission from the authors to such.
Hey Mathiew! Thank you for taking the time to explain everything thoroughly in your description, I will give this a go! :) If for some reason I bork anything in the process, it should be as simple as uninstalling this mod and removing the archive (and try again), right?
Hey Mathieu! I was looking around for specific idle animations and I was wondering if I could just add them to the same racial framework you created. If I add the specific idle animations to the folders, it should work right off the bat, right? Hope you're doing great!
What I did was select only the movement animations option in the underdog FOMOD. Once installed, I opened the installation folder and simply grabbed the animation files.
I don't know if this is a problem with CATA itself, but maybe it only works if you have full light armor. In the image you are wearing an iron helmet, which is heavy armor.
54 comments
Feel free to do the same or change anything:
Nords: Leviathan II (male - female - sprint)
Khajiit: Vanargand I (male - female - sprint)
Imperials: Leviathan I (male - female - sprint)
Female Bretons: Runway walk animation + Simple female running
Male Bretons: Goetia - Sprint
Redguards: Elder Creed II
Wood Elf: Underdog animations
Female Dark Elves: Malignis
Male Dark Elves: Vanargand II - sprint
Female High Elves: Vanargand II - sprint
Male High Elves: Goetia - Sprint
Argonians: Pristine movement
Orcs: Elder Creed I
PLAYER: you choose :D
There are several other animations besides these scattered around. Just follow your taste and create your ideal setup!
''Why the mod uses the DAR folder system?''
A: Because for some unknown reason some people insist on continuing to use Dynamic Animation Replacer. Mods with the DAR system work in OAR, but the opposite does not happen, so, to avoid two distinct versions, I did it with the DAR folder system.
I have quite the problem with this mod and after trying for 2 hours to get this mod to work, I'm at my wits end.
If I install a walking animation on it's own, the player uses it. But if i try to use the framework - CATA addon, nothing works.
The NPC's don't use the animations, neither does the player use different animations based on the armor they wearing.
Using only one animation for the player within the framework, works. But as soon as I use a second one, for example: one for clothes and one for light armor, it uses only the one for clothes. I use vanilla armors for testing.
Any Idea what could cause it? I deinstalled all other animation mods to ensure that my problem/ onebraincell brain, is only related to this.
Many thanks in advance.
Manually porting the mod from DAR to OAR made the mod show up in the OAR Menu (Before, even "no show" in the Legacy section).
I had to assigne the conditions individually, but now it works! Thank you for your mod and have a good day!
For those who face the same issue as I did:
Download the example file from the OAR site https://www.nexusmods.com/skyrimspecialedition/mods/92109?tab=files
Also download the preferred version from this modpage.
1. Part - File adjustmens
Extract both files and put them in two separate folders.
- Navigate from the Folder, where you put the "example Replacer Mod Structure" to:
/meshes\actors\character\animations\OpenAnimationReplacer\Example ModOpen the Config.json and rename the contents to your liking
Copy the edited json
- Go the the Racial Movement Framework folder and navigate from there to:
Paste the copied josn file there/meshes\actors\character\animations\OpenAnimationReplacer\_CustomConditions
/meshes\actors\character\animations\OpenAnimationReplacer\Example Modopen the folder "example Submod 1" and copy the Config.json file. DO NOT EDIT ANYTHING
/meshes\actors\character\animations\OpenAnimationReplacer\_CustomConditionsand paste the copied josn file in each folder, !exept! for the folders "FEMALE NPC ANIMATIONS", "MALE NPC ANIMATIONS" (and "PLAYER ANIMATIONS", if you use the CATA addon)
2. In Game adjustments and settings
- Open the ingame Menu from OAR (Shift + O). Now you should see your "Racial Movement Framework" Mod listed in the OAR Mainmenu.
- On the top right, change to "User Mode"
You should now see dropdownmenus for each race and gender.Click on the dropdown arrow.
Now comes the "fun" part*
Click on the first one, let's call it Nord Male:
- Change the number in the "Priority" field to a higher one. I used 100
- Navigate to "Conditions"
- Add "new condition" and use the negate dropdown. You'll need for each separate factor a new condition. The following image is a example structure, which contains all the information OAR needs in order to distribute the animations correctly:
Do not skip this! Or OAR might curse you.
...And you'll make a puppy cry.
Skyrim.esm ID's For:
M/F = Male / FemaleV = Vampire
Argonian
M/F - 13740V - 8883A
Breton
M/F - 13741V - 8883C
Dark Elf
M/F - 13742V - 8883D
High Elf
M/F - 13743V - 88840
Imperial
M/F - 13744V - 88844
Khajiit
M/F - 13745V - 88845
Nord
M/F - 13746V - 88794
Orc
M/F - 13747V - A82B9
Redguard
M/F - 13748V - 88846
Wood Elf
M/F - 13749V - 88884
Final Steps:
As soon as you've finished the steps above, you'll need to uncheck the checkmark next to the "ISRACE" condition for each respective race.
Nord Male -> uncheck the Nordrace checkmark
Orc Female-> uncheck the Orcrace checkmark
Do this for each race!
For the Female animations, you must uncheck the "NEGATE CHECKMARK" next to "ISFEMALE"!
CATA ADDON USER:
You'll have to do the same for each Gender per armor type. Plus you'll need to add additional Conditions. Just follow the link below.
PS: You'll have to adjust the negate settings according to your player race as well.
Skyrim.esm ID's for the wearing type.
Heavy Armor
armorheavy
Light Armor
armorlight
Mage Robes
armorclothing
Non Armoured
clothingbody
I hope this information is usefull for someone. Have a good day!
PS: And for the love of oblivion!
I don't seem to get the spoiler function to work. Guess I'm a bit to tired. Sorry.
Thank you for taking the time to explain everything thoroughly in your description, I will give this a go! :)
If for some reason I bork anything in the process, it should be as simple as uninstalling this mod and removing the archive (and try again), right?
Thanks again, this is great for noobs like me!
So happy with it.
I was looking around for specific idle animations and I was wondering if I could just add them to the same racial framework you created. If I add the specific idle animations to the folders, it should work right off the bat, right?
Hope you're doing great!