Updated to 3.0 changes some things and re-numbered it. Updated to be used alongside my other mod Genesis AR - Player Animation Rebuild? read this for more info on what to do after updating as I made another changes. -Changed and renumbered it again so it can be used with my other mod because while I was making that mod I made the Player animation lower in priority and it always gets overwritten that's why I renumbered this to a less value and increases the value in my Genesis AR mod. See Genesis AR mod video to see how it affects common npc too(guards etc).
Okay so having said that from 3.0 onwards you can be sure that even if I update the mod again I will not renumber the folders again I will just add to it so you can just update it without deleting, moving or copying your file to a new version which is kind of annoying to some of you. If you have ideas be sure to tell me and if you have a request be sure to go to the forums tab. Thanks!
FNIS, NEMESIS, PCEA's are not needed anymore with this mod. (especially since I just released a new mod which is my genesis ar mod)But whichever you prefer go and download it. :)
For people who does not want to use the new updated just download the optional file or don't update at all.
as always report to me if you found a bug or a feature that doesn't work so I can look at it, this is my first mod so I hope you enjoy it. if things confuses you more just ask. :)
P.s YOU NEED DYNAMIC ANIMATION REPLACER (DAR) FOR THIS TO WORK. get it here https://www.nexusmods.com/skyrimspecialedition/mods/33746.
This is revolutionary. I was able to download the Khajiit sneak and sprint in all fours animations from here: https://www.nexusmods.com/skyrim/mods/22604 then converted them to SE using the Cathedral Asset Optimizer here https://www.nexusmods.com/skyrimspecialedition/mods/23316 drop them in their respective folders (meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\3745 and 3735) and now all the Khajiits in my game sneak and sprint in all fours.
No need to run FNIS. Also this makes the PC Exclusive Animation mod not necessary anymore, as you can simply put PC exclusive animations in meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\3764 and they work.
Thank you. :) And for people who wonders why I made a PCEA version, I made it for people who likes to keep their animations clean and organize rather than dropping it all in one that's why I put those folders in one of my main files and created this mod. To make it organized so you know where you put every animations you have without the need to find it from thousand of mods you installed. :)
Thank for the reply. Are there any additional steps for animations that require Nemesis? Trying to use Anchor, Eskyrim animations but not having any luck so far.
Also, can you use different animations for 1 handed/2 handed/battleaxe/shield/etc and just put them all in the same race folder or do you need to create different folders and have different condition texts for them?
well for animations with nemesis you just have to make sure you have nemesis, and that no repeating animations are there in your folder. (example you have a 1handed animation in nemesis then in DAR),
Since the 1 handed and battleaxes share the same animation name (both are called 1 handed) no you really can't that's why you need to put it in different folders.
This will not install in my current MO2. I have the other animation mods but when I install this it says "recursive_directory_iterator::operator++: The system cannot find the path specified".
It might just be me but I am seeing a folder structure I don't recognize how to install the animations I want in game. DAR installed ok, Genesis AR installed okay. Perhaps I'm not installing this right with MO2.
I eventually want to install the animations from Bergzore's Immersive Animations and Badass Dual Wielding.
I posted something earlier Bessa about an issue with MO2. Please forget what I posted, I found the issue and it wasn't the mod it was with the amount of characters in a mod's title. Exceeding the character limit throws up a warning from MO2. It wasn't an issue with ANY of your animation mods.
I really wish I could understand this. I don't get what the issue is, I'm great with something like DynDOLOD, bam, figure it out right away, but even knowing conditions are set to the animations I still cannot make up an animation file for myself. This is depressing.
What skeleton do you use? Do you use FNIS or Nemesis and on what? This mod? DAR? I really dislike this, not your fault just some silly old man that can't understand this stuff.
Hi, You don't need any skeleton mod for this to work. It changes vanilla animation so all you need is DAR. And put any animation (hxk) in the folders I made.
Thx for your answer, but i ment if i would just assign a race some animations, without the isfemale condition - would this mean that both male and woman would get the animation? i just dont want specific animation for woman
Can't get this to work. I'm trying to use: https://www.nexusmods.com/skyrimspecialedition/mods/43048 but since i can't that to work, i thought i'd try this mod and still nothing. I copied those files into the folder structure listed here in another post: meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\3764 and still nothing.
I know i have DAR installed correctly as i have other mods that work with it. I'm completely at a loss here.
Hi! I don't have the folder 3764 but if you're going to use the animation for the khajits can you please refer to the readme file that comes with it and put the respective animations in those folder and report to me if it still doesn't work?
Hi, BessaLius! I want to thank you for the amazing mod, but I'm having a bit of an issue with it, and I apologize if this has already been answered. I'm trying to get a custom idle to work with Lydia. I read your response to Kachucho's comment below mine, but I don't think I quite understand what you said.
I have tried to make a completely new folder in SSE Mods\Races Base IA - Improved Core Animation Rebuilder (CRAP)\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions. I named that folder 3766, and in it I added a _conditions.txt with IsActorBase ("Skyrim.esm"|000A2C8E), and made a DLC subfolder and a Female subfolder. In the Female subfolder I put the idle animation file I wanted Lydia to use, but the animation did not work.
I've ran Nemesis as well just to make sure I didn't miss anything, but that did not work either. Also, I tried to put some idle animations for the female Nord NPCs as a test—they're not working either. I'm not sure what I screwed up, but I'm really confused with how to get this working.
Hello, sorry fot the late reply im quiet busy playing. LOL but did you put this
IsActorBase("Skyrim.esm"| 0x000A2C8E) like that or
like this ("Skyrim.esm"|000A2C8E)
I think it's because of the space. DAR is sensitive to cases like this. If not make sure the folder names are correct.
Edit make sure that if you put an animation in another subfolder make sure that the condition files are correct. try to see how I made them in this mod or the genesis AR I made. I put all the ReadMe files so you don't have to download them.
edit - Forget what I said about using this mod to make Momo Acrobatic Jump only apply to Khajiit. I realize that NPCs never jump, so getting it to work with this mod is pointless. Just install it when you're playing a Khajiit and uninstall it when you're not..
97 comments
changes some things and re-numbered it.
Updated to be used alongside my other mod Genesis AR - Player Animation Rebuild? read this for more info on what to do after updating as I made another changes.
-Changed and renumbered it again so it can be used with my other mod because while I was making that mod I made the Player animation lower in priority and it always gets overwritten that's why I renumbered this to a less value and increases the value in my Genesis AR mod. See Genesis AR mod video to see how it affects common npc too(guards etc).
Okay so having said that from 3.0 onwards you can be sure that even if I update the mod again I will not renumber the folders again I will just add to it so you can just update it without deleting, moving or copying your file to a new version which is kind of annoying to some of you. If you have ideas be sure to tell me and if you have a request be sure to go to the forums tab.
Thanks!
FNIS, NEMESIS, PCEA's are not needed anymore with this mod. (especially since I just released a new mod which is my genesis ar mod)But whichever you prefer go and download it. :)
For people who does not want to use the new updated just download the optional file or don't update at all.
as always report to me if you found a bug or a feature that doesn't work so I can look at it, this is my first mod so I hope you enjoy it.
if things confuses you more just ask. :)
P.s YOU NEED DYNAMIC ANIMATION REPLACER (DAR) FOR THIS TO WORK. get it here https://www.nexusmods.com/skyrimspecialedition/mods/33746.
No need to run FNIS. Also this makes the PC Exclusive Animation mod not necessary anymore, as you can simply put PC exclusive animations in meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\3764 and they work.
Mod of the month. This should be insta-stickied.
Would it also be possible to use this to for specific groups ie: vigilants, dawnguard, bandits, etc to have their own combat animations?
Many thanks!
Also, can you use different animations for 1 handed/2 handed/battleaxe/shield/etc and just put them all in the same race folder or do you need to create different folders and have different condition texts for them?
Since the 1 handed and battleaxes share the same animation name (both are called 1 handed) no you really can't that's why you need to put it in different folders.
It might just be me but I am seeing a folder structure I don't recognize how to install the animations I want in game. DAR installed ok, Genesis AR installed okay. Perhaps I'm not installing this right with MO2.
I eventually want to install the animations from Bergzore's Immersive Animations and Badass Dual Wielding.
Any help would be greatly appreciated BessaLius.
amount of characters in a mod's title. Exceeding the character limit
throws up a warning from MO2. It wasn't an issue with ANY of your animation mods.
What skeleton do you use? Do you use FNIS or Nemesis and on what? This mod? DAR? I really dislike this, not your fault just some silly old man that can't understand this stuff.
I know i have DAR installed correctly as i have other mods that work with it. I'm completely at a loss here.
I have tried to make a completely new folder in SSE Mods\Races Base IA - Improved Core Animation Rebuilder (CRAP)\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions. I named that folder 3766, and in it I added a _conditions.txt with IsActorBase ("Skyrim.esm"|000A2C8E), and made a DLC subfolder and a Female subfolder. In the Female subfolder I put the idle animation file I wanted Lydia to use, but the animation did not work.
I've ran Nemesis as well just to make sure I didn't miss anything, but that did not work either. Also, I tried to put some idle animations for the female Nord NPCs as a test—they're not working either. I'm not sure what I screwed up, but I'm really confused with how to get this working.
IsActorBase("Skyrim.esm"| 0x000A2C8E) like that or
like this ("Skyrim.esm"|000A2C8E)
I think it's because of the space. DAR is sensitive to cases like this. If not make sure the folder names are correct.
Edit make sure that if you put an animation in another subfolder make sure that the condition files are correct. try to see how I made them in this mod or the genesis AR I made. I put all the ReadMe files so you don't have to download them.