Skyrim Special Edition

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cookeh

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cookehlicious1

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282 comments

  1. cookehlicious1
    cookehlicious1
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    Users have reported issues with animated armory, so you need to check if you have issues too or what is more important to you :)

    I‘m semi inactive at the moment due to summer, family and other games I enjoy at the moment to not get burned out by Skyrim. I think I‘ll return to Skyrim pretty soon though since I have some ideas for more stuff for this Mod
    Thanks for you patience guys


    This mod should be safe to add, update or remove during a playthrough, as it only contains animations.


    11.09.20 - Update 2.0.7
    - fixed the condition for not playing animations in Abandoned Prison - now it's working as intended

    19.08.20 - Update 2.0.5
    - fixed twisted wirst while catching snowflakes
    - fixed armor bending on the torso
    - added installer option for Lexy's LOTD Guide

    22.07.20 - Update 2.0.4
    - fixed 3rd person footstep sounds
    - slightly lowered head turning animation chance

    08.07.20 - Update 2.0.3
    - general animation tweaking
    - added sunblocking with shield
    - redid folder structure again

    07.07.20 - Update 2.0.2
    - tweaked male animations to prevent left arm stretching too much
    - added gluttony/hunger animation for shield users
    - redid folder structure for better compatibility
    - added a tweaked version of running for shield users

    06.07.20 - Update 2.0.1
    - fixed issues with male animations only playing in 30fps instead of 60fps causing them to be slower than intended

    06.07.20 - Update 2.0.0
    - refined animations to have more subtle body movement
    - added a new default running animation w/o chicken-head bob (I just don't like vanilla running animation)
    - added running animation for gluttony/hunger for iWant RND / iNeed
  2. 103Sakamoto
    103Sakamoto
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    I wonder if it's possible to add a delay before animations like crouch to play? Like extended normal standing animation for 3 seconds plus a smooth transition animation? It feels a little bit weird that the character immeditely do some random idle as soon as he/she stand still. Otherwise, it's a great mod!
    1. cookehlicious1
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      This question has been asked before, here's my reply to that:

      If I do the animations so that the beginning is smoother you'd have a loop with putting your arm up and down, which would result in making the animations way longer as to not have it loop every few seconds, so I opted for making the beginning pose with arms raised (e.g. catch snowflake).
      Somewhere you gotta compromise, sadly :/
    2. 103Sakamoto
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      So sad...
  3. brentw89
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    I'd love to see a patch or version of this to apply to NPCs.
    1. Aboogie1
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      This has been discussed a few times before in here. It can be achieved by changing each 
      IsActorBase("Skyrim.esm" | 0x00000007) AND
      to 
      NOT IsActorBase("Skyrim.esm" | 0x00000007) AND
      in each of the _conditions.txt files.
  4. edwin57
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    Does this animation work with obsidian weather? In the description it only says work with vanilla and cathedral weather
    1. djmikemoore
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      Yes it does
  5. edwin57
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    Does this mod conflict with evg conditional idle, can i use both?
    1. shadow4thief
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      Its compatible, you can use both. 
  6. isquras
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    So, I'd love to add CC Survival Mode to the hunger animations, and I THINK I found the answer, but I'm SUPER new to editing mods. Maybe someone can tell me whether I'm on the right track with this?

    I pulled up the two conditional folders that Cookeh uses for the hunger animations (2062 and 2064) and edit the conditions files by adding the following in the middle (between the Realistic Needs and Diseases and the iNeeds clauses in each conditions file):

    HasMagicEffect("ccQDRSSE001-SurvivalMode.esl" | 0xFE00E95B) OR

    Just trying to determine whether I have done this correctly or not. Would someone more experienced take a look and confirm for me when they have a moment?

    Thanks! :-D
    1. isquras
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      Hmmm ... well, this line showed up as an error in the DAR log, saying:

      "0xFE00E95B : out of range
         stoi argument out of range"

      So, I guess I'm off with it, but I don't know by how much. Anybody have any idea how I could adjust this? Thanks!
    2. TheEnekaign
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      I saw this on DAR's Posts tab from someone having the same issue :

      ??The esp name is enclosed in "". Prefix with 0x to specify the FormID in hexadecimal. Remove or replace the first two digits
      indicating the loadorder. Example: 0xAA123456 -> 0x00123456
      Replace the 0xFE00E95B to 0x0000E95B or 0x00E95B

      Source:
      https://forums.nexusmods.com/index.php?/topic/8506968-dynamic-animation-replacer/page-175#entry103793138
    3. isquras
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      Yay! Thanks! Will try!
    4. isquras
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      Well, unfortunately, neither of the recommended changes seemed to do the trick, and I'm still getting the same error code. Am I using the wrong code for Survival Mode's hunger magic effect?
    5. isquras
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      Ok, so I did finally get this working, thanks to a ton of help from TeeDjY over in the DAR posting area.

      So, there are two parts here. If you use only CCARA and not EVG Conditionals, it's only one part. But if you use BOTH, then you need to follow both steps below.

      (1) Pull up the three conditional folders that Cookeh uses for the hunger animations (2062, 2063, and 2064) and edit the conditions files by adding the following in the middle (between the Realistic Needs and Diseases and the iNeeds clauses in each conditions file):

      *******
      HasMagicEffect("ccQDRSSE001-SurvivalMode.esl" | 0x00095B) OR
      *******

      (2) If you also use EVG Conditionals, then making the above change will be pointless because -- when you're starving -- your stamina is low enough that EVG's exhaustion idles play and have precedence over CCARA's idles. So, here's how you fix that:

      Go to EVG Conditionals' folders 2108 and 2126 (where the two fatigue/exhaustion animations are stored).

      Then edit the conditional files by adding the following after the end of the last line:

      *************
      AND
      NOT HasMagicEffect("RealisticNeedsandDiseases.esp" | 0x00000D62) AND
      NOT HasMagicEffect("RealisticNeedsandDiseases.esp" | 0x000012C8) AND
      NOT HasMagicEffect("ccQDRSSE001-SurvivalMode.esl" | 0x00095B) AND
      NOT HasMagicEffect("iNeed.esp" | 0x000012da)

      *************

      This allows the hunger animations to have precedence over the exhaustion ones, and the exhaustion ones still play so long as my character is tired but not starving. I have tested it, and it works for me, anyway.

      If you want NPCs to be effected similarly, you'll want to make the above changes to EVG Conditionals' conditional files in folders 1908 and 1926 as well.

      Hope this helps someone else!

      Thinking about making a downloadable patch if anyone's interested. Shouldn't be that hard. Anyone interested in me doing that?
    6. ffdragon
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      Sorry, I don't speak good English so I'm using a translator.
      Yes, I'm interested, please do so. Thank you.
  7. Masterlix1982
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    Strange oddity when combined with True Directional Movement. The FOV judders to its updated position as I sprint with no weapon equipped; if you have this, hide folder 2041.
  8. Ilovemodders
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    And can we pick what we want from the mod through the mcm menu??
    1. urbon
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      just deleted the folders.
  9. Ilovemodders
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    Does this work with sky idles mod and combat non combat animation mod and evg conditional idles???
    1. Treyman1115
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      The Sky Idles page says it does
  10. XarisZ
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    Can the Hunger animations work for Mini Needs?
  11. Darklocq
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    The LE installer is a bit confusing. It has an all-in-one option that requires a needs mod, and it has a pick-what-you-want version so you can exclude that, then it has a LotD version.  But one might have LotD and have a needs mod, or one might have LotD and not have a needs mod.  I.e., these do not seem to be mutually exclusive options. Yet they are mutually exclusive radio buttons.  I'm also wondering what the LotD version does.  I'm not certain I'm going to run with LotD this time.  Do things break if I don't install the LotD version of this mod but run LotD anyway?  Or is it just adding extra stuff for LotD that I'll miss out on?

    Edit: In poring over the FOMOD, it appears that the all-in-one option and LotD option install the same files.  I'm guessing this was put into place for some future development that needs to differ between them?
    1. Niteshade0
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      I was wondering about this myself and stopped before going thru the install to see if I missed something on the description page. I do'nt have an actual Needs mod in place this time around as I'm opting to use the lightweight lesser needs functionality built into CACO , BUT I'm also running Legacy of the Dragonborn in my next load order so I was a bit confused as to which route to go with the fomod lol.
    2. Darklocq
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      I'm also using CACO's this time, and I find it plenty needy enough, especially because of how much time is imposed every time you use "fast" travel (often takes longer in-game hours that you'd spend just running it, though less realtime).
    3. Niteshade0
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      Did you happen to find out the difference between the LOTD option and just going w/Mix and Match? I"m assuming I'm going to want to go with Mix and match since i'm just using CACO's needs system but since i'm using LoTD i'm not sure if there's anything I'm going to be missing out by not selecting that option.
    4. Darklocq
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      As far as I can tell, they are identical, and the LotD one was put in place for some kind of later development that hasn't happened yet.  But only the mod author will be certain.
  12. Gargolon
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    Must say that I am impressed, the mod really adds life spark to the game. The legendary Edition is mine thing and it works just fine, but because the conditions are associated with Skyrim SE mods the results are weird, it's out of control but it runs smooth and without any other issues.
    I will check it more deeply and will let know you about.

    Great mod !!!!!!! Thanks for Share !!!!!!!!!!!
     
    1. Darklocq
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      Do you mean just using the SE version in LE didn't work right, or that the new author-supplied LE version doesn't work right?
    2. Darklocq
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      This LE version (at least with the patch I wrote; see other post) has been working fine for me in LE.  I do see the shielding-eyes and pumping-fist animations (though honestly I could do without the latter; it's a bit weird).  I see lots of other non-vanilla anims, but I have multiple anim mods installed, so I would have to pay careful attention to be certain I'm seeing every single one offered by this mod.  PS: I don't use its run animations, since people reported issues with them and I have others I prefer already anyway.