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About this mod
A framework to add new animation prompts for the player to climb ledges, squeeze in tight spaces, jump over walls and more.
- Requirements
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Nexus requirements
Mod name Notes Address Library for SKSE Plugins Animation Motion Revolution Open Animation Replacer Project New Reign - Nemesis Unlimited Behavior Engine Mods requiring this file
- Permissions and credits
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Author's instructions
You're free to modify/use the main file as long as it requires the original file to be downloaded.
I highly encourage using this for your creations!
If you want to pull any assets for an entirely separate project, (to not require this download,) contact me.
you do not need my permission for:
making dungeons, etc ✅
translations ✅ (i'm fine with fully posting to sites other than nexus for translation purposes.)
fixes, edits ✅
donation points ✅
patching another mod to use this ✅
if editing another author's mod, please follow their permissions as well.
Second File / Content Package:
everything above ✅
Most mesh/Texture assets ✅ (such as loot, armor) do whatever, preferably with credit but i really don't care
Cat mesh/texture assets - Alfiq Khajiit Modder Resource
Sound/audio ❌ non-voice sound effects are licensed for my use, i don't want you to get sued
(this does not apply to the animations, they use vanilla sounds.)File credits
I'd like to say thank you to..
the skyrimmods, skyrimguild & nemesis communities!
you are all so sweet :(
Special thanks to MikeNike, NickNak, FoxTek, Loki, wSkeever, BrainBlasted, AshenShugarII and DylanJamesWasTaken
for insight on progression with the mod. <#
Also everyone thank Fuzzles for helping me with ladder collision i cannot use nifskope for my life
Creating EVGAT would not be possible without the following!
ShikyoKira: Nemesis Unlimited Behavior Engine
BrannigansLaw: Skyrim Behavior Editor
TKTK1, Distar, MikeNike, Kars, SkyrimGuild: Blender Rigs
https://tktk1.net/skyrim/mymod/animation-tools-n3-plus/
https://www.nexusmods.com/skyrimspecialedition/mods/37141?tab=description
Couldn't animate without these!
jg1: VFX Editor
Source for creating the visual indicators! Super easy to use with general 3d knowledge.
____________________________________
Ruins of Mielbarr - Quest: 'Flat-Footed'
DanRuta for xVASynth, used to manually generate and tune each voice line.
Kartoffels: used upscaled textures as a base for the editing I did in the new items
DracoWarrior729: Alfiq Khajiit Modder Resource
I did some quick auto-reweights to make it fit the sabre cat skeleton rather than the skeever one
New audio sounds are licensed for my use.Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Turkish
- Spanish
- Russian
- Portuguese
- German
- French
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Translations available on the Nexus
Language Name French Author: Everglaid EVG - Animated Traversal - FR Spanish Author: eslizon EVG Animated Traversal - Spanish Translation Russian Author: ColdHarbour EVG Animated Traversal - RU Portuguese Author: Granhadd EVG Animated Traversal (PTBR) Turkish Author: Original mod creator- Everglaid EVG Animated Traversal - Turkish Translation German Author: Cutleast EVG Animated Traversal - German Spanish Author: MattStalinger EVG Animated Traversal - Spanish - Changelogs
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Version 1.02
- UPDATE: Prompts now say "Climb" and "Over" (etc.) on separate lines rather than "Activate:" and "Climb Over."
- FIX: One specific option in the FOMOD installer had the Nemesis folder be placed in the wrong spot.
- QoL: Extra Bright White marker added to the main FOMOD installer.
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Version 1.0b
- (where did my changelogs go lol? i posted them and they disappeared)
- 1.0 beta - Experimental: Should be fine to update mid-save (be sure to load a save that isn't in the Motion Course testing cell.)
- MAJOR UPDATE: NPC scripts are present. When correctly set up by modders, humanoid NPCs will use the framework when they want to path through specific areas. Non-humanoid actors (or ones in combat) (or as a failsafe..) will teleport using doors. big smooches to Ashen / https://www.nexusmods.com/skyrimspecialedition/users/7268393?
- Please note that NPC support is only done through intentional placement in the CK, similarily to how the framework is used. See the modder's documentation article if you want to set things up!
- CELL: EVGMotionCourse has NPC support. Just the first room.
- FOMOD MINOR FIX: Some mod authors have used the CK version of the bright marker, which I forgot to account for in the FOMOD (said markers would ignore your choice.) The FOMOD now also replaces the bright marker mesh path as well.
- FOMOD: Also added a fully invisible marker option. ( whyyy!!! don't do it!!!! D: )
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Version 0.983
- NEW ANIMATION: Medium Ledge (~75% of Ledge height - 2.25s - Lines up with CommonShelf01) (I noticed a lot of situations where Ledge was pushed down into the floor, so I made this. Big thank you to MikeNike for his rig and help with working with havok tools for animations!)
- NEW ANIMATION: Failed Ledge (2.0s - No movement, character will try to jump to a wall/ledge and slide down. Useful for 'state of environment' puzzles, or discouraging certain paths.)
- MODDER QoL: Added initial feet position to Ledge to help place it in the CK better.
- FRAMEWORK SAD FIX: Scuff marks now use Alpha Testing rather than Alpha Blending, as ENBs were lighting them incorrectly. It's not as smooth looking, but no more halo square lighting.
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Version 0.982
- FOR MODDERS: I added more info to the modder's documentation article! please check again if you're making patches D: Add-ons & patches should not need any updates though. :D
- NEW RESOURCE: 3 Scuff mark overlays - for helping show interactable locations aside from glowing markers (See Images section or Documentation.)
- CHANGE: EVGMotionCourse - all grounded markers are now double-sided (two stacked on top of eachother for ease of copy-pasting), added preset collision markers as well
- FRAMEWORK FIX: Turned off sandboxing on markers so NPCs don't use them randomly with the incorrect animation
- MIELBARR CHANGE: Added scuff marks and a couple new surfaces to make progression clearer.
- MIELBARR CHANGE: Added extra boulders because I saw someone skip half of cell 2 with a nasty jump >:(
- MIELBARR CHANGE: Shortened some notes, typo
- MIELBARR FIX: Moved the failed & success water triggerboxes, some people had the fail trigger just by grazing the water.
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Version 0.98
- Release. I have chosen not to use 1.0 until NPCs can use the framework.
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- Donations
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Both straight donations and premium membership donations accepted


EVG:AT adds new 'animation prompt markers,' that trigger handmade movement animations.
This mod primarily focuses on explicit obstacle navigation with designated objects,
allowing you to physically interact with various types of ledges, ladders, cramped spaces and more.
Animated Traversal is a framework for modders,
and does not change the game or add new content.
If a mod requires this, this file & its requirements are all you need.
The goal of this mod is not to disregard basic platforming, but to help expand on complex level design
related to non-linearity, backtracking mechanics and verticality, inspired by puzzle/layout games like Resident Evil.


Requirements:
Nemesis
SKSE + Address Library for SKSE
Open Animation Replacer
Animation Motion Revolution
This supports both SE (1.5.97) and AE (1.6+).
Please ensure you are using the correct versions of the requirements for your game.
Recommended:
A 'viewable body' in 1st-person mod
No Furniture Camera
Immersive Interactions
Better Third Person Selection
powerofthree's Tweaks (allows combat use)
Some Collision Camera (helps with camera collision)
Papyrus Tweaks (speedier scripting)
Installation:
Please use a mod manager. This mod comes with installation options.
Please ensure that Nemesis is working correctly for you before attempting to install this.
I highly recommend deleting your Nemesis cache for a clean installation.
Open Nemesis, Update Engine, check the EVG Animated Traversal box, then Run Nemesis.
It is not recommended to uninstall plugins on an existing save file.
Compatibility:
This mod touches zero existing systems except for one animation.
You can drop this into any load order with no issue.
You can read more about compatibility in the spoiler below.

FAQ, Compatibility, Troubleshooting, Known Issues:
ESL?
Main file is .esl, second is .esl flagged (esp-fe.)
NPCs?
VR?
no idea, don't have a headset
if 3rd person lever animations work in VR, then.. probably.
Script load?
No. All instances of papyrus scripts are single fire and done in both the main file and quest. No polling, cloaks, etc.
Skirt animations for vanilla clothes?
Yes.
Sprinting animations?
No.
Not breaking sneak?
idk. Help.
Furniture in combat?
How does this work?
I saw the Telvanni floating furniture animations and thought- what if we just change the location/time values and then swap the animation?
Then, just stick these in the world like any other animation marker. Easier said than done, but not the worst thing to make.
Example:
idletelvannitower_floatup.hkx (4.6 seconds) (location z +1000)
EVG_vault.hkx (2.3 seconds) (location y +120)
Now- we can't use the Telvanni furniture specifically, as the movement is baked into the behaviours, not the animation file.
Instead, we use Dynamic Animation Replacer to hijack another existing 'single use' animation in the vanilla game, that has no movement.
Then we use Animation Motion Revolution to add movement data to that new animation.
Why not a real climbing system?
can't code. i took an html5 class once. anyway. someone talented is working on one. keep ur eyes peeled
You have a ladder animation. Why can't you replace the ladders in the vanilla game?
First- you can. Kind of. Creating furniture behaviour with multiple entrance and exit points is a ton of work I'm not willing to do though.
Anyway:
The vanilla game rarely, if ever, uses standalone ladders that actually connect to a playable area.
Many are just story set pieces in the sense that they are used as decoration, for mining, tall bookshelves, etc.
I genuinely cannot remember a single instance in the vanilla game where a ladder lead to a flat surface that the player could stand on.
A majority of them connect to a trapdoor, and function as literal teleports to another cell.
It probably is possible to activate furniture, then the said door, but would require more scripting- (delayed activation, perhaps?)
as well as cell edits. If you have the knowledge to make that work, be my guest.
I'm a mod author, do I have to use this framework the way you did, with furniture and markers?
No! you can literally use it however you want. the Modder's Documentation article is help for replicating how /i/ intended it,
which matches the way the telvanni float is used in the base game.
If you're a papyrus/SKSE genius, do. what. you. want.
copy paste the animations into another folder to replace others, make them trigger based on other actions, etc.
just require the main file so people still download this o_o
(it's needed anyway for the sounds to function.)
No FNIS support?
be a dear and share what mods you use that still require FNIS in the comments!
But no, vanilla behaviour edits are no longer possible with FNIS as they require the author to implement the patch, and they have retired.
No Legendary Edition? XBOX? Why Animation Motion Revolution?
The only way to get new furniture animations is:
- FNIS/Nemesis, but with no motion data attached (so then it requires AMR, which adds motion data, but is only on SE PC.)
- Adding new animations through ZBT, (Skyrim Behaviour Editor) then adding motion data, then merging behaviour with Nemesis.
I've heard of XBOX porters using these finalized Nemesis behaviour packages as well.
As of now, it doesn't seem to be possible to implement new furniture animations through ZBT.
There's just some missing piece when it comes to activating CK Anim Events. Other new 'types' of animation work, but furniture? Nope.
I promise you, I (and others) have tried.
Lastly- this method is just so much easier to work with. I can freely test animations within seconds rather than waiting 20 minutes with every tedious step.
You're requiring Nemesis and not using it for new animations, but rather DAR instead? ? >:(
I understand why this seems odd, however:
Here's an older clip from early development when I used FNIS & Nemesis' built in furniture implementation
DAR handled activation with 100% consistency, in comparison.
Do you have a patreon? Any early access mods?
I feel like I don't mod enough to do anything like a patreon. I have many hobbies, and my work ethic gets me burnt out every other month-
it's a vicious cycle LMAO
There IS a donate button at the top of the nexus page, but please do not expect any updates or new mods in return. I'm just out here living ?
Compatibility:
Innately Compatible
Other Nemesis Behaviour mods:
(SkySA, Paraglider, True Directional Movement, Combat Gameplay Overhaul etc.)
Other Animation mods
like.. everything tbh, this mod doesn't touch any existing systems!
New meshes added use vanilla UVs, so they (should) work with your textures.
Adjusted/taken into consideration to be compatible
Immersive Interactions - Animated Actions
- This allows you to physically interact with ground levers, unlike in vanilla. The Nemesis patch in this mod affects the lever animation duration which can look odd- but I ensured that it still 'worked.' Does the animation bother anyone? I wouldn't mind making a new one if it snaps too quickly.
As there have been a few comments asking, Immersive Interactions is compatible and tested on multiple modlists as I use it myself.
Sound Effect mods - Immersive Sounds - Compendium, Satafinix Collection
Animated Traversal ignores these sounds, and uses a duplicate of vanilla sounds instead. This was done because many 'generic collision' sounds like bodies on surfaces, etc that I tried to repurpose for EVGAT didn't really match what I was going for in the animation compared to vanilla.
(Some lighter vanilla body 'thumps' were much bassier and weighty in ISC for example- which is good, and works very well in game for the original intended purpose! I use it myself. The softer vanilla sounds just make more sense for climbing/drops)
It'll look weird, but it's fine
Destructible object mods - Destructible Skyrim - Breakable Objects (Beta)
Unless this is taken into consideration by level designers, things that you climb on could be destroyed. It won't break animation triggers because they don't depend on these objects at all, but it'll just look weird.
Procedural Leaning - CGO/ True Directional Movement
Looks funny. I would turn it down to the lowest setting possible, imo, just a touch of it is good for me : )
Mesh replacers
An obvious one, if someone designs a climbing setup around specific objects and then those objects are changed to a drastically different shape, yeah it'll look a little weird.
May cause issues
Cell/Location/Interior/Exterior compatibility will be up to the add-on author using this mod.
No other mod I'm aware of touches the lever pulling systems, which is the only thing EVGAT edits directly. Nearly everything in this mod is isolated.
Mods that drastically change the height of humanoids - High heels, 'Lore-edits' to vanilla races
Character scale directly affects the animation, as well as multiplies the distance traveled per animation.
(the forced character scaling present in the vanilla game does not work on single animation objects, like Telvanni float. booo)
Rigmor of Bruma - cell edit in the same spot as the Content Package ;-;
Not compatible
None noted.
Add-On Mods, Implementation
For widespread EVGAT use, existing furniture objects need to be swapped out for animation-enabled ones.
Please be careful with automated tool use. (Synthesis, Base Object Swapper) As many objects in the base game/mods are just used for decorative purposes, I cannot predict what happens if you interact with an oddly aligned static object.
DAR Folder Numbers:
Grounded
6005000: Vault
6005002: Raider Roll
6005004: Duck
6005006: Squeeze
6005008: Deep Walk
Vertical
6005090: Medium Ledge
6005100: Ledge
6005105: Generic Climb (Short Character)
6005106: Generic Climb
6005107: Generic Climb (Tall Character)
6005110: Short Ladder (Short Character)
6005111: Short Ladder
6005112: Short Ladder (Tall Character)
6005115: Tall Ladder (Short Character)
6005116: Tall Ladder
6005117: Tall Ladder (Tall Character)
6005120: Tall Ladder Slide (Short Character)
6005121: Tall Ladder Slide
6005122: Tall Ladder Slide (Tall Character)
No Turning Back
6005201: Wall Drop Short
6005206: Wall Drop Far
6005211: Raider Drop
Miscellaneous
6005280: Failed Ledge
Troubleshooting:
Q: your mod isn't working
A: hi

Q: #1 - Just a lever animation. Nothing else.
You did not install the correct DAR version for your game. Ensure you are using a matching version (SE1.5.97 & DAR1.1.0, or AE1.6.640 & DAR1.1.3, etc.)
If you know DAR is working, it is possible that you have gone over your animation limit. (roughly 16000?)
Q: #2 - The animation works- but then it plays twice/ snaps back to a lever animation? / lever sound? / then stuck?
You did not install the Nemesis patch. Be sure to tick the EVG Animated Traversal box in Nemesis when you run it.
If this still occurs, delete any cache/outputs that Nemesis may have generated for a clean installation.
For MO2 users, this is cleaning up your overwrite folder from anything Nemesis made.
For Vortex users, delete the output, as well as any .backup files it may have made.
Vortex clean up may require going into your data folder and removing files manually. I don't use Vortex due to this (and other reasons)
Nemesis generates these folders/files in either your output folder/'overwrite' or data folder:
/meshes
/Nemesis_engine
/scripts
fnis.esp
To verify that you have fully deleted a Nemesis cache, it'll throw some errors you can skip about 'failed to read mod cache/reverted settings.'
Q: #3 - Animation plays, but no movement?
You did not install the correct version of AMR for your game.
Q: I checked the box and ran Nemesis, but I don't see "evgat" in the processed mods list in the log.
A: When nemesis is open, do not move EVGAT around by clicking and dragging, leave it in the same spot.
You may need to delete your Nemesis cache.
Q: Your mod doesn't add any markers to the world!
A: yep.
Q: I have to click on a prompt two times before the animation plays!
A: latest update for DAR changed animation caching. swap over to OAR.
Q: I can press on markers on the opposite side of where I am, making me go.. backwards?
A: This shouldn't happen in the EVGMotionCourse test cell/in Flat-Footed. Let me know if that's the case.
If in other places (other author's add-ons,) it's the author's choice to include collision/occlusion boxes.
Q: it looks very wobbly/janky
A:using True Directional Movement or Combat Gameplay Overhaul?
procedural leaning in these mods do that. you can reduce this in their MCMs.
Q: how do i use nemesis
A: i have anxiety
Q: your mod breaks nemesis
A: are you absolutely sure you're able to fully run the engine and update behaviours for other, nemesis, mods, without EVGAT installed,,,, ingame?
Q: i'm getting an error like 32hkx bit architecture
A: you have a mod that has LE animations, not my mod. you can probably ignore. Smooth Magic Casting can say that error and its fine
Q: yes your mod is making nemesis not work and i am competent i promise
A: uh oh lol
Known Issues:
Q: T-Posing?
Lots of animation mods can contribute to slow animation caching at the beginning of a loaded save.
So heavy load orders may affect this mod temporarily, 10-20 (maybe longer..) seconds after loading a save.
If you get t-posing well after said time, lemme know but like idk what id do to fix it lol
Q: I can select the 'wrong' marker, eg. on the opposite side of where I am
A: if it's in my content package, let me know. I tried to manually tune these to function the best they could. If in another mod, that's on the author.
Q: Sounds do not match the surface that my character is on.
A: Furniture animations remove collision from the player, and mess with detecting sounds.
Therefore, I added very generic, all-purpose sounds baked into the animation's annotations.
If you want accurate sounds, you'll need to make copies of the animation with different sound annotations and then do CK work to place them where they should be ingame.
Q: I can move to stop the animation early.
A: done on purpose to fix bugs, trust me it's worth the tradeoff
Q: My character does not align well with the animation. My hands float above/under things.
A: the scaling mechanic in the game doesn't work on this, I did what I could sorry (also why are you using a height lower than .95 and bigger than 1.1?)

Animations & Systems
Single Movement Animations
⇆ grounded ⇆
Vault: Basic vault over a waist-height obstacle. (2.2s)
Raider Roll: Roll over a shoulder-height obstacle with a low ceiling. (3.5s)
Duck: Brief bend under a short, mid-height object. (2.2s)
Squeeze: A shimmy through a tight spot. (2.5s)
Deep Walk: A bent walk under a very low, long-surface object. (3s)
⇅ vertical ⇅
Ledge: Climbing up to a ledge above and in front of the player. (2.5s)
Medium Ledge: Climbing up to a ledge above and in front of the player. (2.25s)
Short Ladder: Basic ladder climb up. (short vanilla ladder - 5s)
Tall Ladder: Basic ladder climb up. (tall vanilla ladder - 9s)
Ladder Slide: Souls-esque ladder sliding. (tall vanilla ladder - 4.5s)
↮ no turning back ↮
Raider Drop: Roll over a shoulder-height obstacle, then drop to a lower level. (4.0s)
Wall Drop: Climb onto a ledge, then drop down to a lower level. (4.25s)
Wall Drop Far: Climb onto a ledge, then drop down to a lower level. (4.5s)
⟲ miscellaneous ⟳
Failed Ledge: Attempt to jump up to a ledge, then slide back down the wall. (2.0s)
Useful for puzzles, where the environment can change states, or discouraging use of a close marker. Or trolling.
I recommend pairing a scripted message to appear, informing the player why they cannot climb.

Global Changes
The Nemesis patch changes some data with the Floor Lever item:
- It removes the baked in sound data, as it was moved to the animation instead
- It shortens the overall 'stuck' time while using them from 4.0s to 2.0s
This allows for me to implement shorter animations without issue.

Indicator Visual Assets
★ Glowing Indicators ★
During installation, you can choose the style of visual indicator used, between Subtle and Bright.
If Bright is selected, you also have the option of Red/Blue/Yellow/Purple for those who may require it.

The purpose of these is to signify a 'you MUST see this' situation.
There are no urgent markers present in the mod currently.
If white is not selected for Bright, Urgent indicators will mimic the colour chosen.
⥨ Scuff Overlays ⥦
Projected texture overlays for any surface, that help guide the player towards animations
without the visual clutter of a floating glowing marker.
3 types: Large, Medium, Small

To help align with scenery, some animations that are more detailed (such as ladder climbing)
have alternate animations for different character heights, preset for the vanilla race heights.
Short animations: Breton Females, Khajiit Females
Tall animations: Nords, Orcs, High Elves
Default animations: the rest
In the MCM Menu, you can force the player to use a certain height level if it doesn't align well.
Will implement later. Will require MCM Helper.

Playable Content

Checkpoint Mielbarr - Quest "Flat-Footed" - Located near the Cyrodiil border.
A quick, lighthearted lore-friendly quest featuring custom assets and vertical dungeon design.
Features:
Small non-combat 'dungeon' with lore (~10-20 minutes)
Use of Animated Traversal triggers
No quest markers, notes give clues to optional secret progression
Optional objectives and extra conditional lines based on the player
Lots of loot and some new mesh/texture/sound/music assets
Two NPCs, ~100+ sentences using xVASynth
(Pitch was manually tuned per syllable for every line, and was equalized in post for quality.)
this is the first quest i've ever made, all related CK work learned in roughly 8 days :D
Complete walkthrough can be found here. Major Spoilers.
Optional Requirement:
Creation Club - Alternative Armors: Iron
You can select if you have this add-on in the FOMOD installer.
The NPC above will have a unique mesh edit of said armor, which requires those textures.


EVG Traversal Testing Hall - This is an obstacle course area you can play around in. - type 'coc EVGMotionCourse' in the console.
Don't 'moveto' your followers here please, I cannot guarantee that they won't break.

Location & Quest Patches
Take a look at the 'Requirements' tab at the top of the page!
Add-Ons & Resources
SkyClimb
An SKSE plugin that can procedurally determines if a ledge is appropriate to climb, and spawns a marker.
Maleficus' MCM Framework for EVGAT Mods
A resource for modders to have toggleable indicators for your mod through an MCM.

Planned Updates
- More Visual Assets - Done! Added in 0.98.2
think Tomb Raider's painted surfaces and scratches for recognizing climbable walls
- Custom Camera Animations -
this one'll be awhile. tools for this stuff are new! letting my smarter friends figure it out before I start trial n' erroring it
update: i thought it would be easy, but this turned out super buggy :( darn you bethesda!
- Height Alignment -
These won't be fully edited animations, but just small value changes to make sure the player
travels the right distance if their 'scale' is wildly far off from 1.0.
- More Animations -
Basic one-way Ziplining
'Ledge High' - Wall scurrying ledge climb (TR-esque.)
'Generic Climb' - all purpose looking climb for a variety of surfaces
Rope/Pole climb? (up/down) (cannot do animated meshes, unsure)
can someone do the ladder down ones for me i dont want to