Q: My character runs through the water while sprinting. What can I do? A: That could be a number of issues. I tried to fix them, but for some users the problem still persists. I'm not sure why. It could be a conflict with other mods that use DAR or Nemesis, or it could be a combination of several other factors. I'd suggest making a load order with a barebones setup and start a new game. If it works, it's something in your load order/save game. If it doesn't work on a barebones load order, I can't help you, unfortunately.
I believe I've found the fix for this, and it's not that AndrealphusVIII has done anything wrong. It's in the way that DAR reads animation folders, also nothing wrong with the way DAR works. It's an incompatibility on the users ends, AKA you need to fix it for yourself. So don't bother either of these mod authors to fix the problem with YOUR mod list. It's not that hard to fix, it just takes a few minutes.
Per DARs mod page it read folders numbered from -2147483648 to 2147483647, with the higher the number the higher the priority. AKA the biggest number wins. The Sprint Swimming DAR folders are numbered 338 and 339. If you have installed mods that have a locomotion, running/walking animations with a folder 340 or higher it will take those animations instead of these intended swimming animations. All you need to do is find your highest overwriting folder number, and then give this mod higher numbers, up to the 2147483647 limit.
One easy way to do this in MO2 is to use the Explore Virtual Folder tool. After launching the tool navigate to "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" The more mods you have using DAR installed, the more numbered folders you will have here. Find the largest number, then renumber the two folders in Sprint Swimming so they have the largest numbers. Just keep in mind the limit to the folder number is 2147483647.
For Vortex, the concept is the same. Get a higher folder number and change it. I have no idea the functionality of Vortex and how you would go about doing that, I don't use it.
@Owlessa Yep, this method worked for me. Also worth mentioning to others: If you were concerned about the other movement animation mods you have installed being replaced by the swimming ones like I was, there's no need to be worried, they don't interfere with one another.
i don't know what causes this, but I press sprint button in the water for swimming faster and again i press sprint button to stop speed my character stands still in the water for 1 sec then stats normal swimming. i use leviathan animation 2 for sprint animation normally.
Conflict with True Directional Movement sadly. If i swim down (by pressing sneak key), my sprint swimming animations become the sneak animation, until i get out of water and stand up. I don't suppose there is a way to fix this?
you know how when we go into the water it makes us go under, is that something we can change in SSEE or is it just something to do with the complexity of the mod and such? It's okay if not, just wondering :P
edit: OH i think i know what's happening. when you walk into the water from land you're actually walking on the land still underwater (swim animation initiated) before the game "realizes" you're in the water and puts you properly into swim mode.
i don't mind this too much but just wondering if this is something you tried to fix but couldn't because it's a complex mod and the engine wasn't really designed for it? >_> i have no idea what i'm talking about
ANDR_SprintSwim_StaminaCostGlobal is a globalvalue. Load my mod in xEdit -> go to its esp -> go to globals -> select ANDR_SprintSwim_StaminaCostGlobal -> change the value from 5 to 0. Note: This won't work on an existing save, if you already used a console command to change it, on that save.
So, what happens if you use this mod without DAR anymore? Just since it's up in the air whether it'll actually get updated now. Does this just T-pose the sprint swimming animation without DAR? Thank you AndrealphusVIII for this mod!
Gotcha. So, in first person, it would literally be a sprinting animation? That's unfortunate, but likely a trade-off I'll have to make until we see if Doodle's able to update DAR or not. Thanks for the quick response!
For anyone having running under water problem, try to change the folder name of this mod in DAR "CustomConditions" folder (Data\meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions) to higher priority if you're using other animation mods, especially running and sprinting animations. As it says in DAR: The higher the folder number, the higher the priority. The folders for this mod are "338" and "339", which are quite low and the name for the animation files is similar to on land movement animations, so it will be overridden by other mods. To fix this, you can change them to a number higher than your other mods. I personally changed them to "3380000" and "339000", which is quite high compare in my DAR folder. But if you like, you could put them as high as 2147483647 (limit of DAR). Don't worry, as this mod only affect underwater sprinting, your running and sprinting animation on land will be preservered. One more things, if animations don't change when get out of water, try jumping to get back to normal.
170 comments
Per DARs mod page it read folders numbered from -2147483648 to 2147483647, with the higher the number the higher the priority. AKA the biggest number wins. The Sprint Swimming DAR folders are numbered 338 and 339. If you have installed mods that have a locomotion, running/walking animations with a folder 340 or higher it will take those animations instead of these intended swimming animations. All you need to do is find your highest overwriting folder number, and then give this mod higher numbers, up to the 2147483647 limit.
One easy way to do this in MO2 is to use the Explore Virtual Folder tool. After launching the tool navigate to "meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions" The more mods you have using DAR installed, the more numbered folders you will have here. Find the largest number, then renumber the two folders in Sprint Swimming so they have the largest numbers. Just keep in mind the limit to the folder number is 2147483647.
For Vortex, the concept is the same. Get a higher folder number and change it. I have no idea the functionality of Vortex and how you would go about doing that, I don't use it.
i use leviathan animation 2 for sprint animation normally.
edit: OH i think i know what's happening. when you walk into the water from land you're actually walking on the land still underwater (swim animation initiated) before the game "realizes" you're in the water and puts you properly into swim mode.
i don't mind this too much but just wondering if this is something you tried to fix but couldn't because it's a complex mod and the engine wasn't really designed for it? >_> i have no idea what i'm talking about
For unlimited stamina (aka no stamina cost), use the console command:
set ANDR_SprintSwim_StaminaCostGlobal to 0
Load my mod in xEdit -> go to its esp -> go to globals -> select ANDR_SprintSwim_StaminaCostGlobal -> change the value from 5 to 0.
Note: This won't work on an existing save, if you already used a console command to change it, on that save.
Edit: nevermind, I forgot to download papyrus extensions
Thanks for the mod)
As it says in DAR: The higher the folder number, the higher the priority. The folders for this mod are "338" and "339", which are quite low and the name for the animation files is similar to on land movement animations, so it will be overridden by other mods. To fix this, you can change them to a number higher than your other mods.
I personally changed them to "3380000" and "339000", which is quite high compare in my DAR folder. But if you like, you could put them as high as 2147483647 (limit of DAR). Don't worry, as this mod only affect underwater sprinting, your running and sprinting animation on land will be preservered.
One more things, if animations don't change when get out of water, try jumping to get back to normal.