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Created by

Genebriss

Uploaded by

Malrama

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About this mod

This is the offical port for Skyrim SE of the Skyrim mod "Animations" by Genebriss. Permissions for this port has been given.
Animations for looting containers and corpses, harvesting plants, lockpicking doors and chests, opening doors, activating levers, praying, drinking and eating potions and food, equipping armor, opening journal and map.

Requirements
Permissions and credits
Changelogs
Hello everyone,
with the permission of Genebriss, I have ported this mod to SSE. This is an offical port by me and tested, so everything should work fine.
The esp., Animations and Scripts has been converted and fixed for SSE!
I copied the describtion below from the Original Mod so please keep in mind that all Videos and Images are from oldrim.
Please don't forget to Endorse his project!!!
Just install this mod manually or with your Modmanager, no extra tweaks are needed for SSE. Please read the whole describtion of this mod!
If your animations are not working, please check in MCM if this mod is enabled!


All Credit belongs to Genebriss!



Adds animations for looting containers and corpses, harvesting plants, lockpicking doors and chests, opening doors, activating levers, praying, drinking and eating potions and food, equipping armor and opening map.




More videos below.
SKSE and SkyUI are required.

Dynamically attaches script and thus compatible with objects from DLCs or other mods. For example: looting animation will work for a chest added by another mod. Drinking potions animation will work for any potions from other mods as well.
Animation is choosen dynamically depending on Z coordinates and height of player and activated object. So even the same container can be opened with different animations depending on player position.
Animations aren't made by me. They are default Skyrim animations.

By default it plays animations in third person and return you to first person if you were in this mode. Can be set not to change POV in the MCM, but there are no first person animations.
Can be used with Immersive First Person View or Enhanced Camera for first person animations. //Both not ported to SSE yet!

Options in MCM:
  • Enable/disable the mod
  • Disable any part of the mod. For example, you can use only lockpicking, opening and drinking animations and disable everything else.
  • Length of each animation and POV for it
  • Randomisation of the animation length for looting, harvesting and lockpicking to make it more natural.
  • Allow NPCs to attack player during animation.
And more.

Installation: Download it like a usual mod. Load order doesn't matter. Load the game and make a new save. Then enable mod in 
the MCM.

Uninstallation: Disable mod in the MCM first! It's important! Only then delete files or disable it in the launcher.

Compatibility: This mod doesn't change any objects in the game. Overall it's compatible with everything, but may require you to disable some particular animation types to avoid conflicts. Uses perk entry points to replace activation process.

Form lists editing:
Normally script selects animation by looking at objects type, but it's not always possible to determine object simply by
its type. For example, Nirnroots obviously should use harvesting 
animation, but unlike all other plants they are not plants, they are 
activators. The only way is to make a list of different nirnroots (only 2
in vanilla game) to be able to defer them from buttons, levers and 
other activators.This means that if any other mod ads new types of 
Nirnroots they won't be recognised as Nirnroots by Animations. But with 
Form lists editing menu you will be able to add new Nirnroots to the 
list. Another example is dwemer levers. Normal levers are marked with 
special keyword, but dwemer levers don't have it for some reason, that's
why there is a form list for them. If you have any new lever that 
doesn't play animation, you can add it to dwemer levers form list.










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