Skyrim Special Edition

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maveric96

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maveric96

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  1. maveric96
    maveric96
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    Future Updates?
    I am currently working on several "Themed" compilation updates for different character builds. Will upload as soon as I have the blessings of the Oldrim authors (fingers crossed). Meanwhile, if you have any ideas or requests for any particular Themes or Builds, do let me know.

    What is it that I actually do? (For this mod I mean)

    I think I will take this as an opportunity to clarify my role here once and for all. I'm sure many who have frisked through the description have seen the names of the mod assets used for my project and must be thinking this is merely a port of those Oldrim mods for SSE, surely anyone could do that. And I do concur. But imagine a scenario, and this is for just an average gamer.

    You have been using a an animation replacer for a while now and honestly, it just doesn't feel right anymore. You decide to try another anim replacer to oomph up a different aspect of your character's actions and you are pretty satisfied with yourself. Before you know it, one mod turns into 10, turns into 30, turns into 'x'. Pretty soon, you have almost forgotten how the default character used to move (xD) Now this is where it gets interesting (worse) over the weeks (or months or years) you have accumulated about hundreds of unique anim replacers and your meshes folder is starting to look like what it must inside that bsa that came with your game.

    Eventually, all the different variety of anim replacers you had installed will stop looking complementary and start looking competitive instead. The animation flows that used to be, now cease to be.

    Solutions? You could install complimentary replacers for the all individual actions that present a problem, i.e. replacing individual animation files to uphold the theme you are going for and at the same time maintaining the flow of animations.
    This would include:
    Step 1: Find the problem anim in-game.
    Step 2: Find the file associated with the said anim.
    Step 3: Find possible replacements in a sea of options.
    Step 4: Shortlist viable options from all available (but you don't really remember how they all look, now do you?)
    Step 5: Google how each looks/Try out each option in-game/(If you have a real good memory) Try out or Google shortlisted options. (All time consuming as you might have already guessed)
    Step 6: Once you are satisfied and have decided upon your options, you replace that anim.
    Step 7: Repeat Steps 1-6 for any other out-of-place anims that need replacing.

    Now here's where I come in. I take care of the steps mentioned above for you, so you don't have to. That's my Job. I find mods that complement one another, mix and match assets to produce results with maximum compatibility, all issues already addressed and dealt with and leaving the End User to do as little as copy and paste the the downloaded files into their game folder. Simple and efficient. The best of several mods in one single easy to use package.
    (P.S. - Since some of us can already take care of animation mismatches caused by a myriad of replacers, this mod wasn't created with them in mind as they require no such assistance)

    For better clarity regarding the purpose of the mod it will be renamed as "Aesthetic Animation Suites - A Compilation Project".

    My thoughts on this project:
    This is my first "released" modding project, and straight off the bat, I honestly fear for its longevity. Finding the perfect combination of animation sets for that exact feel you are going for are not the hard part. The difficult part is getting the permissions for all the assets that I have compiled together in the hopes of releasing to the public. All I can do is hope for the best I guess!
  2. Monarch4Ever
    Monarch4Ever
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    Beautiful animations.
    Using it for my player character via PCEA2.
  3. drigas
    drigas
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    You can just say "they", dude. Saying "He/She" over and over gets really freaking annoying... "They" is a perfectly adequate pronoun to use when you aren't sure of the gender identity for someone, or even when you are and are just referring to them. They/Them can be used for a singular person. It's frustrating to hear someone continually say "he or she" or "he slash she". Its unnecessary and you're just trying to sound smart and failing miserably while also invalidating the gender identities of many many people in process. Sheesh... And that's my only complaint with this mod. Other than "really? If you didn't know how to make a FOMOD, you couldn't just put them into seperate Zip file and upload those?" What are we, cavemen, dragging and dropping files into our data folders? Oongaboonga? Sheesh... See, now you've frustrated me even more. Your reckoning will come, Kaze. Prepare for your comeuppance to come... up...
    1. beasyhomie
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      ..what
    2. lilfoxtrot
      lilfoxtrot
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      Oh...you're one of those who get triggered when faced with reality.  I'm saddened that our academic system has utterly failed you.  There are only two genders.
    3. Justinlonewolf
      Justinlonewolf
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      Leave. :) 
    4. Toxikfire666
      Toxikfire666
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      "muh muh gender identitty @n@" We serve mods here sir.
  4. Fabioms63
    Fabioms63
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    For those who use Mod Manager. It's pretty simple.

    You need to create 3 zipped files with the following paths (with different names, of course) :

    For 2 gender animations:
    data/mesh/actor/character/animations

    male:
    data/mesh/actor/character/animations/male

    female:
    data/mesh/actor/character/animations/female

    Now you just need to install like any other animation mod.
    1. Ullrrific
      Ullrrific
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      It's actually meshes* and actors*.

      Gonna end up driving some poor people insane if you give them the wrong file tree lmao.
  5. freeman103107
    freeman103107
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    If i want to install every option, which i do, can I put them all in the same folder
  6. JimmyRJump
    JimmyRJump
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    The mod is outdated, sadly, and has been packaged to be installed with Oblivion Mod Manager, of all choices. The 'readme' speaks of SkyUI and MCM and such not yet being available for SSE, but meanwhile they are, as are some of the animations in separate downloads.

    I'm not saying that the animations don't work. It's that you have to be close to a contortionist to get the lot installed when using a mod manager like NMM. Besides, this being March 2020, I have most of the animations in this package already through separate downloads, either directly from the Oldrim pages or from converted mods on the SSE pages.

    Anyway, thanks for gathering these into one package.
  7. Zombirate
    Zombirate
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    Spent a solid half an hour trying to get this to work with MO2 and just nothing. If you're using that, don't bother.
    1. ChrisperHDLG
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      I figured it out pretty easily. With virtually no experience. I'm using Mod Organizer btw.
      1. Download mod.
      2. Extract mod to desktop
      3. Make new folder(rename whatever.)
      4. Drop Basic Animations in new folder
      5. Pull meshes out of basic animations into same folder.
      6. Open the meshes folder all the way until you see the animation files.
      7. Choose the animations you want in the other folders and drop them in the folder you have open with the basic animations.
      8. In the folder you put everything in close and then use Winrar to make an archive.
      9. Load into MO and generate FNIS.

      This process only took me 10 mins. If you dont have enough time for this mod then you dont have time for modding anyways. Not every mod is gonna be packaged up with a little snowflake bow.
    2. butcherbrutus
      butcherbrutus
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      well mr chrisperHDLG, I have spent the past month trying to perfect my modlist exactly how I like it, testing compatabilites ect... and have been a member here modding for years. yes, sometimes its just easier to follow instructions. and sometimes there's no need to re-write the directions when its simple common knowledge. but when literally hundreds of mods are installed exactly the same, and then a mod comes with a unique install settup, and has little directions to complete the instal, it does leave a lot of people in the dark. For me personally, it was the lack of wording. if you follow what he said, to the word, the mod does not work, and thats a fact.
      Its not that I personally didnt have time to learn how, its that I cant find the info anywhere... lol. most of the anims he has compiled I have tried out at one point or another, but I couldnt get this to work either.

      now I'm going to retry his anims, but im setting up a new vortex profile for a new character and the downloads may take all night. I appreciate you taking the time to write this for us all, but please, there's no need for hostility.


      now, I am going to try it as you
  8. butcherbrutus
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    Edit: I was going to just delete all this, but I'm going to leave it for one reason- READ DIRECTIONS. everything I needed to know is in the readme! my stupid issues were just because I was being lazy. extract the files individually as you want them! ITS A COMPILATION!


    I'm having an issue with getting these anims to work... I have never had an issue before but usually I let NMM and finis do all the work for me. obviously the issue is on my end, just wanting a little clarification

    your instructions say to simply put the meshes folder into the data folder

    the download I get does not have a MESHES folder, rather a series of different folders with meshes inside them.
    so I extracted the main folder (containing all the folders) into the skyrim data folder

    am I supposed to extract the individual folders? or the individual meshes within them?
    and are they going into the data folder, or the data\meshes folder?

    I put animations suites into data folder and still have vanilla anims

    yet when I run finis manually, it comes up with a different profile of anims than the NMM auto-run it does after you hit deploy mods. this leads me to believe finis is detecting them when i run manually, but finis is not detecting them when launched automatically?

    but I'm also kinda retarded... lol.

    nothing is game breaking, so im in no rush. all though if i put something in the wrong place i may have deleted things i need back... lol. hope you can get back to me man, this compilation looks great.

  9. deleted57657971
    deleted57657971
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    Where can we see a video of what this mod actually does? It's an animation mod without video, for Christ's sake. You had the time to write all that text, you could've just make a video example.
    1. ChrisperHDLG
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      You can look up the oldrim files he said they were mostly ported from there.
    2. butcherbrutus
      butcherbrutus
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      if you read any of it, you'd see the direct links he gave. this is a compilation of his favorite animaitons from other mods, the poses you see are what you get.

      you took the time to write this and none to read?
  10. EddieNanners
    EddieNanners
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    So, the sword rest on shoulder works for my male character and not for my female character.. What can I do to make it work for both?
  11. DreezNation
    DreezNation
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    Thanks for the mod, but frustrated with how you packaged it.
    1. Zombirate
      Zombirate
      • supporter
      • 8 kudos
      This. Saw the file tree in MO2 and immediately deleted it. I do not have time to f*#@ around with badly packaged things like this.
    2. ChrisperHDLG
      ChrisperHDLG
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      I figured it out pretty easily. With virtually no experience. I'm using Mod Organizer btw.
      1. Download mod.
      2. Extract mod to desktop
      3. Make new folder(rename whatever.)
      4. Drop Basic Animations in new folder
      5. Pull meshes out of basic animations into same folder.
      6. Open the meshes folder all the way until you see the animation files.
      7. Choose the animations you want in the other folders and drop them in the folder you have open with the basic animations.
      8. In the folder you put everything in close and then use Winrar to make an archive.
      9. Load into MO and generate FNIS.

      This process only took me 10 mins. If you dont have enough time for this mod then you dont have time for modding anyways. Not every mod is gonna be packaged up with a little snowflake bow.