2.0 Levitate now increase Alteration XP, slightly. Added a FOMOD Installer. Included 3 Different Animations. FNIS PCEA2 / Loose Files versions available. Removed Spellbook from Levelled Lists to prevent conflicts.
so even though FNIS is dead AF this is still usable over soaring over skyrim (which was buggy) considering it is basically what older versions of levitate were (morrowind) lol better than others of its kind. hope you update to nemesis though!
From what I understand (and I could be wrong) FNIS mods are compatible with Nemesis because Nemesis includes a dummy FNIS.esp and then reroutes the animations through its own system. I use a good few FNIS mods with Nemesis already, and I'm gonna try this one too
So fyi for anyone who wants to use the animations but only want them to trigger for the levitate spell only and NOT other concentration spells you can do the following... 1. Install Magistrate Levitate choose NO animation option. 2. Download. Dynamic Animation Replacer. 3. Create file path. meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2128 4. Copy whichever animation files you want from Magistrate Levitate and put in folder 2128. 5. Also in folder 2128 create a document called "_conditions.txt" without quotes. 6. In _condition.txt copy and paste the following...
IsActorBase("Skyrim.esm"|0x000007) AND HasSpell("Magistrate Levitate.esp"|0x000083EB) AND IsEquippedRight("Magistrate Levitate.esp"|0x000083EB) OR IsEquippedLeft("Magistrate Levitate.esp"|0x000083EB) 7. Save and profit. Sorry for the long post, this worked perfectly for me. Hope this helps someone!! Awesome mod!!
EDIT: You will still use levitate anims when using other concentration spells if you have the levitate spell equipped, but you shouldn't if you don't.
That worked for me, thanks! I used the Animation 0 folder which should have the idle levitation animation but it isn't doing that animation it just looks like I'm standing in the air. Any ideas on how to fix that? I have the other animations working for this.
Fixed it! You need to move mlh_selfconcentration.hkx and mrh_selfconcentration.hkx to another folder with a different number (2129 instead of 2128 in this example) and set the _conditions.txt in that one to the original configuration where the animations are replaced when the spell is equipped. Those concentration casting animations control how you look while idle, and they're used *before* the magic effect the conditions check for is applied, so the vanilla animations are used insetad.
Alternatively, place mlh_selfconcentration.hkx and mrh_selfconcentration.hkx in separate folders (2129 and 2130, for instance) and set the _conditions so that mlh is activated when Levitate is equipped in the left hand and mrh is activated when Levitate is equipped in the right hand. Along with the magic effect conditions for the rest of the animations, this ensures that the animations are only activated when using the Levitate spell.
Hypernova, thanks for taking the time to find a fix and replying!
Unfortunately I am not sure what exactly the conditions text should look like for the alternative suggestion you made since that is the one I am trying to follow as I would like I made the folder 2129 and moved mlh_selfconcentration.hkx to it and I put mrh_selfconcentration.hkx in the folder labeled 2130. The conditions text I put for mrh_selfconcentration.hkx are below.
IsActorBase("Skyrim.esm"|0x000007) AND HasSpell("Magistrate Levitate.esp"|0x000083EB) AND IsEquippedRight("Magistrate Levitate.esp"|0x000083EB) AND HasMagicEffect("Magistrate Levitate.esp"|0x000083EA)
I did the same thing for mlh_selfconcentration.hkx but put IsEquippedLeft instead.
With that text the idle animation is still not being used while casting the spell. Am I using the wrong conditions or anything else?
HasMagicEffect("Magistrate Levitate.esp"|0x000083EA) is the problem here: that magic effect is applied after the spell finishes casting, and which animation is used is determined when the spell first casts. You'll need to remove that. HasSpell("Magistrate Levitate.esp"|0x000083EB) is redundant (how can you have the spell equipped without having it?) so you can get rid of that one too. So, the conditions for mrh_selfconcentration.hkx should be:
IsActorBase("Skyrim.esm"|0x000007) AND IsEquippedRight("Magistrate Levitate.esp"|0x000083EB)
and mlh_selfconcentration.hkx the same but with IsEquippedLeft.
Brilliant! That works much better than what I had! I actually feel quite dumb for not realizing how redundant the HasSpell was with the other conditions, well done thank you.
Since you all already conclude that it work. I hope you don't mind if you have to sum up what "exactly" it needs to be done. Of all these replies, it's just too fragmented to cope with for some.
i have successfully implemented the changes discussed here. please feel free to pm me for assistance. thank you guys for helping us all figure out this awesome spell, and to make better use of dynamic animation replacer.
Magistrate, i would be happy to send you a patch containing these changes so you can implement it into your mod. please message me if you see this.
edit: upon further testing these changes, ive discovered levitate even animates properly with levitate concentrating in the right hand, while another concentration spell (flames, clairvoyance, etc.) is being cast in the left hand. however, when levitate is concentrated in the LEFT hand, and another spell is concentrated in the RIGHT hand, a standing animation occurs if no movement input is entered. i am willing to live with this minor consequence, but if anyone finds a solution to this please let us know.
note: i am using FNIS, Nemesis, and Dynamic Animation Replacer.
If you have followed the instructions here and still have issues, please check if you are using an animation mod that affects spell casting (such as xp32's New animations for magic casting, or dualsun's magic casting animations) with Nemesis PCEA. If you are, you will need to go into the mod's animation folder (in Nemesis PCEA main) and remove the animations corresponding to those provided by Magistrate Levitate. For example: you need to delete mlh_selfconcentration.hkx and mrh_selfconcentration.hkx from xp32's animations folder (among others) as the animations are conflicting. Because Magistrate Levitate is no longer part of your PCEA on Nemesis (as it would have been in FNIS), it cannot take priority over other animations. Thus the Nemesis PCEA animations are being given priority, preventing you from having levitate animations. You can confirm if this is your problem by disabling the magic casting animations you use with Nemesis PCEA (in-game mod config.)
Remember to run Nemesis after removing the conflicts. I hope this helps someone.
So, I recently also figured this out. Here is a step by step guide:
1. Using Vortex, install the "no animations" version for this mod 2. Install Dynamic Animation Replacer 3. Create the path Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions 4. Inside that path, create 3 folders, 2128, 2129 and 2130 5. On this mod's page, manually download the mod. 6. Open it, go to Loose Files, and select the Animation you want. Put ALL those files in folder 2128. 7. Then go into folder 2128, move mlh_selfconcentration.hkx into 2129, and mrh_selfconcentration.hkx into 2130 8. Open Notepad, and type the following;
IsActorBase("Skyrim.esm"|0x000007) AND HasSpell("Magistrate Levitate.esp"|0x000083EB) AND HasMagicEffect("Magistrate Levitate.esp"|0x000083EA)
Name the file "_conditions" (without the quotes) and save it as a text file, placing it in folder 2128.
This is where I had an issue. I don't have file extensions on by default, but I can see the file extensions for the animations which confused me. That meant I ended up naming the file "_conditions.text" which messed with the paths. If you have saved it as "_conditons" and the document type says text file, you should be fine.
Also, make sure that all of your paths are spelt correctly, as that caused me no end of issues, (edit #3, which should be obvious given how poorly spelt this post is! But all the _conditions text is copied from working ingame files, as are the file paths so they should be fine).
9. Make another _conditions file in 2129, but this time it needs to read:
IsActorBase("Skyrim.esm"|0x000007) AND IsEquippedLeft("Magistrate Levitate.esp"|0x000083EB)
10. And another file in 2130 that reads:
IsActorBase("Skyrim.esm"|0x000007) AND IsEquippedRight("Magistrate Levitate.esp"|0x000083EB)
11. This should now work, and will mean that your animations are not replced when you have a different spell in the other hand to levitate. You will need to stop moving briefly in the air to make it work, but I quite like that as it means your character "steps" in the air, and then proceeds to hang there.
PS: I know NOTHING about modding, and got the game a week ago, I have no idea how to help, but those are the steps I followed. If you having issues, there is a log file in Documents\My Games\Skyrim Special Edition\SKSE called DynamicAnimationReplacer.txt which may give you an idea what the issue is, mine was that DAR couldn't find the _conditions file.
One very important thing to note: you'll need to disable the other animations in the PCEA 2 MCM menu, in order for the levitate animation to work. I followed this process to the letter, and until I did that, (believe it or not) I was still walking on air.
I don't understand where should i put this meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2128 Does it go to Game Data files?
A question for anyone who's used this in VR with VRIK, if I choose the 'no animation' option will my legs keep moving, and will the footstep sound keep playing?
I'm running the exact configuration you've described, and yes to both. But due to having to look up and down to elevate and descend it's not that noticeable.
What does it mean that if I select to copy the animations as loose files they will affect NPC's? They don't levitate so I don't understand how it affects them. Which option is best if I'm using MO2?
147 comments
Levitate now increase Alteration XP, slightly.
Added a FOMOD Installer.
Included 3 Different Animations.
FNIS PCEA2 / Loose Files versions available.
Removed Spellbook from Levelled Lists to prevent conflicts.
1. Install Magistrate Levitate choose NO animation option.
2. Download. Dynamic Animation Replacer.
3. Create file path. meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\2128
4. Copy whichever animation files you want from Magistrate Levitate and put in folder 2128.
5. Also in folder 2128 create a document called "_conditions.txt" without quotes.
6. In _condition.txt copy and paste the following...
IsActorBase("Skyrim.esm"|0x000007) AND
HasSpell("Magistrate Levitate.esp"|0x000083EB) AND
IsEquippedRight("Magistrate Levitate.esp"|0x000083EB) OR
IsEquippedLeft("Magistrate Levitate.esp"|0x000083EB)
7. Save and profit.
Sorry for the long post, this worked perfectly for me. Hope this helps someone!! Awesome mod!!
EDIT: You will still use levitate anims when using other concentration spells if you have the levitate spell equipped, but you shouldn't if you don't.
IsActorBase("Skyrim.esm"|0x000007) AND
HasSpell("Magistrate Levitate.esp"|0x000083EB) AND
HasMagicEffect("Magistrate Levitate.esp"|0x000083EA)
Although, you'll still have to stop briefly if you're walking in order for the animation transition to take place.
Alternatively, place mlh_selfconcentration.hkx and mrh_selfconcentration.hkx in separate folders (2129 and 2130, for instance) and set the _conditions so that mlh is activated when Levitate is equipped in the left hand and mrh is activated when Levitate is equipped in the right hand. Along with the magic effect conditions for the rest of the animations, this ensures that the animations are only activated when using the Levitate spell.
Unfortunately I am not sure what exactly the conditions text should look like for the alternative suggestion you made since that is the one I am trying to follow as I would like
I made the folder 2129 and moved mlh_selfconcentration.hkx to it and I put mrh_selfconcentration.hkx in the folder labeled 2130.
The conditions text I put for mrh_selfconcentration.hkx are below.
IsActorBase("Skyrim.esm"|0x000007) AND
HasSpell("Magistrate Levitate.esp"|0x000083EB) AND
IsEquippedRight("Magistrate Levitate.esp"|0x000083EB) AND
HasMagicEffect("Magistrate Levitate.esp"|0x000083EA)
I did the same thing for mlh_selfconcentration.hkx but put IsEquippedLeft instead.
With that text the idle animation is still not being used while casting the spell.
Am I using the wrong conditions or anything else?
IsActorBase("Skyrim.esm"|0x000007) AND
IsEquippedRight("Magistrate Levitate.esp"|0x000083EB)
and mlh_selfconcentration.hkx the same but with IsEquippedLeft.
So, in the end, which is the foolproof method? I always end up with the "running in the air" animations :(
Magistrate, i would be happy to send you a patch containing these changes so you can implement it into your mod. please message me if you see this.
edit: upon further testing these changes, ive discovered levitate even animates properly with levitate concentrating in the right hand, while another concentration spell (flames, clairvoyance, etc.) is being cast in the left hand. however, when levitate is concentrated in the LEFT hand, and another spell is concentrated in the RIGHT hand, a standing animation occurs if no movement input is entered. i am willing to live with this minor consequence, but if anyone finds a solution to this please let us know.
note: i am using FNIS, Nemesis, and Dynamic Animation Replacer.
If you have followed the instructions here and still have issues, please check if you are using an animation mod that affects spell casting (such as xp32's New animations for magic casting, or dualsun's magic casting animations) with Nemesis PCEA. If you are, you will need to go into the mod's animation folder (in Nemesis PCEA main) and remove the animations corresponding to those provided by Magistrate Levitate. For example: you need to delete mlh_selfconcentration.hkx and mrh_selfconcentration.hkx from xp32's animations folder (among others) as the animations are conflicting. Because Magistrate Levitate is no longer part of your PCEA on Nemesis (as it would have been in FNIS), it cannot take priority over other animations. Thus the Nemesis PCEA animations are being given priority, preventing you from having levitate animations.
You can confirm if this is your problem by disabling the magic casting animations you use with Nemesis PCEA (in-game mod config.)
Remember to run Nemesis after removing the conflicts. I hope this helps someone.
1. Using Vortex, install the "no animations" version for this mod
2. Install Dynamic Animation Replacer
3. Create the path Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions
4. Inside that path, create 3 folders, 2128, 2129 and 2130
5. On this mod's page, manually download the mod.
6. Open it, go to Loose Files, and select the Animation you want. Put ALL those files in folder 2128.
7. Then go into folder 2128, move mlh_selfconcentration.hkx into 2129, and mrh_selfconcentration.hkx into 2130
8. Open Notepad, and type the following;
IsActorBase("Skyrim.esm"|0x000007) AND
HasSpell("Magistrate Levitate.esp"|0x000083EB) AND
HasMagicEffect("Magistrate Levitate.esp"|0x000083EA)
Name the file "_conditions" (without the quotes) and save it as a text file, placing it in folder 2128.
This is where I had an issue. I don't have file extensions on by default, but I can see the file extensions for the animations which confused me. That meant I ended up naming the file "_conditions.text" which messed with the paths. If you have saved it as "_conditons" and the document type says text file, you should be fine.
Also, make sure that all of your paths are spelt correctly, as that caused me no end of issues, (edit #3, which should be obvious given how poorly spelt this post is! But all the _conditions text is copied from working ingame files, as are the file paths so they should be fine).
9. Make another _conditions file in 2129, but this time it needs to read:
IsActorBase("Skyrim.esm"|0x000007) AND
IsEquippedLeft("Magistrate Levitate.esp"|0x000083EB)
10. And another file in 2130 that reads:
IsActorBase("Skyrim.esm"|0x000007) AND
IsEquippedRight("Magistrate Levitate.esp"|0x000083EB)
11. This should now work, and will mean that your animations are not replced when you have a different spell in the other hand to levitate. You will need to stop moving briefly in the air to make it work, but I quite like that as it means your character "steps" in the air, and then proceeds to hang there.
PS: I know NOTHING about modding, and got the game a week ago, I have no idea how to help, but those are the steps I followed. If you having issues, there is a log file in Documents\My Games\Skyrim Special Edition\SKSE called DynamicAnimationReplacer.txt which may give you an idea what the issue is, mine was that DAR couldn't find the _conditions file.
Is that normal and should I create it? Or should that already be there?
I have Dynamic Animation Replacer installed and I installed it through Vortex.
https://www.nexusmods.com/skyrimspecialedition/mods/63106?tab=description
Edit: I got used to it tho.
There's some kind of command to do it? Jumping? Snake?
I figure out that i have to keep casting the spell XD