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This page was last updated on 30 May 2024, 12:25AM
- Changelogs
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Version 2.1
- NEW ANIMATION: Ledge Catch - intended for something coming up soon! gif preview in images section.
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Version 2.0b
- TLDR?: Requirements changed. Lever bug from user error hopefully gone forever. Sheathing/jumping shouldn't break anything anymore. Cancelling animations by moving is tuned better. Ledge and Vault updated.
- MAJOR CHANGE: The mod no longer requires Nemesis, and the exact functionality of the Nemesis patch was moved into the animations themselves. This should entirely prevent any issues from Nemesis not updating correctly/any user error with not knowing how to clear the cache. If you are an animation author, please see the Modders Documentation (https://www.nexusmods.com/skyrimspecialedition/articles/4153) to see how to add annotations to your animations.
- MAJOR CHANGE: The mod now requires Open Animation Replacer rather than using OAR's backwards compatibility feature with Dynamic Animation Replacer. OAR allows the the animation to play through detecting furniture, rather than triggering off of a spell. (This should make it easier to get NPCs using it down the line!)
- MAJOR FIX: Delayed activation of 2.5s or more (from jumping, sheathing, etc) should no longer play the lever animation. This was due to the previous implementation placing a spell on the player, which is checked for whether the lever animation should swap out. The spell lasts for 2.5s, so if the animation did not start by that time, the wrong animation would play. DAR -> OAR circumvents this.
- ANIMATION CANCELLING: Animations now have hand-tuned cancellation points rather than all of them being cancelable with movement inputs at the static 2.0 second mark. This helps prevent getting stuck in terrain, and allows for some QoL changes & more exciting things down the line.
- UPDATED ANIMATION: Ledge - Intended for SkyClimb, the Ledge animation no longer uses a wall for leverage. No functional changes, purely cosmetic.
- SMALL FIX: Vault now has a jumping sound.
- ESP CHANGE: has the author and description fields filled out (oops.)
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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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- Author's activity
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May 2024
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30 May 2024, 12:25AM | Action by: Everglaid
Attribute change
'Description changed.'
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29 May 2024, 3:44AM | Action by: Everglaid
Changelog added
'Change log added for version 2.1'
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29 May 2024, 3:43AM | Action by: Everglaid
File added
'EVG Animated Traversal - Framework 2.1 [version 2.1]'
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29 May 2024, 3:26AM | Action by: Everglaid
Mod image added
January 2024
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13 Jan 2024, 5:56PM | Action by: Everglaid
Attribute change
'File \'EVGAT Content Package - Flat-Footed\' category changed to Miscellaneous.'
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12 Jan 2024, 12:44AM | Action by: Everglaid
Mod edited
'EVGAT Documentation for Modders'
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12 Jan 2024, 12:41AM | Action by: Everglaid
Mod edited
'EVGAT Documentation for Modders'
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10 Jan 2024, 7:15PM | Action by: Everglaid
Attribute change
'Description changed.'
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08 Jan 2024, 9:33PM | Action by: Everglaid
Attribute change
'File \'EVG Animated Traversal - Framework 2.0 beta\' description changed.'
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08 Jan 2024, 6:28AM | Action by: Everglaid
File added
'EVG Animated Traversal - Framework 2.0 beta [version 2.0b]'
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08 Jan 2024, 5:06AM | Action by: Everglaid
Mod edited
'EVGAT Documentation for Modders'
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08 Jan 2024, 4:56AM | Action by: Everglaid
Attribute change
'File \'Pregenerated Nemesis Output\' description changed.
File \'Pregenerated Nemesis Output\' category changed to Old versions.'
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08 Jan 2024, 4:55AM | Action by: Everglaid
Attribute change
'File \'Ledge Animation Update\' category changed to Old versions.'
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08 Jan 2024, 4:54AM | Action by: Everglaid
File added
'EVG Animated Traversal - Framework 2.0 beta [version 2.0b]'
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08 Jan 2024, 4:53AM | Action by: Everglaid
Attribute change
'Description changed.'
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08 Jan 2024, 4:49AM | Action by: Everglaid
Changelog added
'Change log added for version 2.0b'
December 2023
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28 Dec 2023, 10:09PM | Action by: Everglaid
Attribute change
'Description changed.'
November 2023
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18 Nov 2023, 7:46AM | Action by: Everglaid
Attribute change
'Mod version changed to 1.03.'
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18 Nov 2023, 7:46AM | Action by: Everglaid
Attribute change
'File \'Ledge Animation Update\' description changed.'
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18 Nov 2023, 7:45AM | Action by: Everglaid
File added
'Ledge Animation Update [version 1.03]'
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