This is my first mod so please be kind, also maintain civility in the comments, a tiny change in a tiny mod for a tiny game is no hill to die on. INSTALLATION, REQUIREMENTS, and KNOWN ISSUES are required reading sections, I’ve tried to keep them as lean as possible (I said tried, dammit)
Fix Tier 1 can be installed in any way | Fix Tier 2 ONLY ONE should be installed | If using FOMOD, no other download necessary
For specific issues with this mod or suggestions on changes/improvement, look for the Animations, Movement, Conflicts and Features sections on the Forum page.
Enjoy!
7th Feb 2025 : Open Animation Replacer - Detection Plugin v2.1.3 is still compatible for anyone using the Detection Add-On. 25th Mar 2025 : dTry's Key Trace Extend is a very interesting mod that might play a part in my future mods, but if you're using it, allow dTry Plugin Updates to overwrite the mod to avoid the stop conditions from messing up
THIS MOD IS ALL I EVER WANTED AND I LOVE YOU SO MUCH💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
Besides the obvious slight jank that comes with a first project i am absolutely BLOW AWAY with the fact that this is your first mod, its super ambitious and works nearly perfectly, even with S.M.C, WHICH IS AMAZING.
One weird thing is that S.M.C only worked for me once i uninstalled the add-on made for it to work, but besides that its all sunshine and rainbows!!!
Hmm, that's strange. The S.M.C. Add-On only disables a few animations that work well with the method S.M.C. uses to slow down the movement at acceleration and deceleration. Thanks for the appreciation and look forward to more improvements and refinements coming soon (hopefully).
Hi, the flailing happens if you continue to hold down shift after you release the WASD keys, to continue that momentum. Releasing the shift key before coming to a hault does not do this.
If you'd like to turn it off, navigate to the OAR menu. Find the SprintStop submod under StanceLUMI, and navigate to the conditions. Under the OR condition, open the AND condition and untick the first "CompareValues" check which shows "Dynamic Activation Key.esp"
I'm currently on a break from modding so am unable to get a screenshot to show you, but I'd be happy to walk you through if you need further help.
Maybe you can build your animations around it as it seems to be more universally compatible, while it already achieves your intended speed changes framework (if i understood correctly)
I'm glad S.M.C. worked well for you. I ended up not gelling with the movement feel of that mod; it just wasn't for me.
If you liked my animation implementations and want to use them with S.M.C. check out the COMPATIBILITY section of the description, where with a little adjustment you can get a setup working. It might need some fine-tuning with the S.M.C. MCM and disabling any of my animations that interfere.
This looks incredible. I can't imagine how much time you spent working on all these animations and setting up the OAR conditions to make them all flow properly. I will admit that this seems incredibly complex to me and that I am intimidated to try to use it. Nonetheless, I want to honor and promote your hard work, so I am downloading and endorsing!
Thanks for the support! I will say, though my description might be running too long (and that is something I should try to fix), it is all in service of providing options to the user. The mod itself is extremely passive and requires nothing from you after installation. The FOMOD is the easiest way since it walks you through the process. See what you want or just click your way through with the default options. Try it out in-game. And if you aren't meshing with it, uninstalling is easy and harmless.
Does it work well alongside various animation mods? I've been customizing my load order so different skill levels give you different attack and movement animations, inspired by JaySerpa's Skill Based Dynamic Animations mod. It uses DAR / OAR to set the conditions.
It'll usually depend on the animation mod. I only mess with idles and unarmed movement here, so the sneaking, magic, and archery added by the mod you linked would work perfectly fine alongside mine. To check this yourself, you can 'preview file content' in the Files section of a mod and look at all the files with the extension .hkx. This mod replaces the mt_idle, mt_walk, and mt_run animations. Any OAR/DAR mods that replace other animations are not affected. Also check out the COMPATIBILITY section in the description for other popular OAR mods that can accommodated despite sharing animations.
So... questions. I like that this mod has a lot of animations in one place, but I find myself wondering which mods I need to disable if I use the full version. For example, does this negate the need for Leviathan II animation for walk, run, etc? Or does it just provide smoother transitions into them? I'm thinking of replacing a LOT of my animation mods with this one, like many of my conditional idle mods and basic movements, just for simplicity's sake. But I guess I'm not completely understanding the scope of this and how I can fit it into my already crowded modlist. EDIT: Missed this part... This mod does not provide Walk/Run/Sprint animations, you can use your preferred animations instead.
Correct. This will just kick in during speed and direction changes. The functionality of OAR does away with having to disable animations since everything follows a set priority in terms of replacements. If you liked my animations or their implementations, I am currently working on a similar mod that fills in the gap this one leaves - walk/run/sprint animations along with a few specific cases.
I like this mod but can there be an optional key for dynamic activation or use another key for alternative movement. I use gamepad key bind mods, so I need more options, please.
I see Dynamic Activation Key as an extra method to inject some instantaneous (and unrealistic) momentum into the movement. However, this can also be achieved without DAK - by making sharp turns while running, by moving the camera during turns or starts, or by starting from an Action Stance. Not using DAK does not exclude you from any movement options. I am however working on an Add-On for this mod that will let you access different movement speeds by quick transitions - fast walk by tapping run during a walk and jog by tapping walk during a run - in the name of making alternative movement seamless and intentional.
The state system uses an animation variable that doesn't affect the PC. However, I have been unable to verify the variable's purpose in the game originally, so using it with NPCs might break something with their behavior. I can't test out the entire game to tell with any degree of certainty that it doesn't affect anything, so in good conscience cannot enable this for NPCs. If you're willing to test, you can go to the OAR menu and disable the isActor condition and Save your changes for every submod. Since you haven't downloaded the mod yet, maybe test this with just the LITE version to avoid changing too many conditions.
This is great mod! GReat potential so far! I am only using the Lite version, with TDM and Fix2. Imo the animations are too masculine, with arms very wide apart and wide steps etc :-) Hope you add a feminime (or more neutral) some time later!
Thanks again, endorsed and will keep it tracked for sure !!
39 comments
INSTALLATION, REQUIREMENTS, and KNOWN ISSUES are required reading sections, I’ve tried to keep them as lean as possible (I said tried, dammit)
Fix Tier 1 can be installed in any way | Fix Tier 2 ONLY ONE should be installed | If using FOMOD, no other download necessary
For specific issues with this mod or suggestions on changes/improvement, look for the Animations, Movement, Conflicts and Features sections on the Forum page.
Enjoy!
7th Feb 2025 : Open Animation Replacer - Detection Plugin v2.1.3 is still compatible for anyone using the Detection Add-On.
25th Mar 2025 : dTry's Key Trace Extend is a very interesting mod that might play a part in my future mods, but if you're using it, allow dTry Plugin Updates to overwrite the mod to avoid the stop conditions from messing up
Besides the obvious slight jank that comes with a first project i am absolutely BLOW AWAY with the fact that this is your first mod, its super ambitious and works nearly perfectly, even with S.M.C, WHICH IS AMAZING.
One weird thing is that S.M.C only worked for me once i uninstalled the add-on made for it to work, but besides that its all sunshine and rainbows!!!
Thanks for the appreciation and look forward to more improvements and refinements coming soon (hopefully).
edit: just read that this happens when you have dynamic key. the extra flailing is a bit goofy tho so is there a way to turn this off lmao
If you'd like to turn it off, navigate to the OAR menu. Find the SprintStop submod under StanceLUMI, and navigate to the conditions. Under the OR condition, open the AND condition and untick the first "CompareValues" check which shows "Dynamic Activation Key.esp"
I'm currently on a break from modding so am unable to get a screenshot to show you, but I'd be happy to walk you through if you need further help.
Check S.M.C. - SKYRIM MOTION CONTROL
Maybe you can build your animations around it as it seems to be more universally compatible, while it already achieves your intended speed changes framework (if i understood correctly)
If you liked my animation implementations and want to use them with S.M.C. check out the COMPATIBILITY section of the description, where with a little adjustment you can get a setup working. It might need some fine-tuning with the S.M.C. MCM and disabling any of my animations that interfere.
I will say, though my description might be running too long (and that is something I should try to fix), it is all in service of providing options to the user. The mod itself is extremely passive and requires nothing from you after installation. The FOMOD is the easiest way since it walks you through the process. See what you want or just click your way through with the default options. Try it out in-game.
And if you aren't meshing with it, uninstalling is easy and harmless.
To check this yourself, you can 'preview file content' in the Files section of a mod and look at all the files with the extension .hkx. This mod replaces the mt_idle, mt_walk, and mt_run animations. Any OAR/DAR mods that replace other animations are not affected. Also check out the COMPATIBILITY section in the description for other popular OAR mods that can accommodated despite sharing animations.
EDIT: Missed this part... This mod does not provide Walk/Run/Sprint animations, you can use your preferred animations instead.
If you liked my animations or their implementations, I am currently working on a similar mod that fills in the gap this one leaves - walk/run/sprint animations along with a few specific cases.
I am however working on an Add-On for this mod that will let you access different movement speeds by quick transitions - fast walk by tapping run during a walk and jog by tapping walk during a run - in the name of making alternative movement seamless and intentional.
If you're willing to test, you can go to the OAR menu and disable the isActor condition and Save your changes for every submod. Since you haven't downloaded the mod yet, maybe test this with just the LITE version to avoid changing too many conditions.
I am only using the Lite version, with TDM and Fix2.
Imo the animations are too masculine, with arms very wide apart and wide steps etc :-) Hope you add a feminime (or more neutral) some time later!
Thanks again, endorsed and will keep it tracked for sure !!