Compatibility: -Mods that replace werewolf meshes/textures/skeleton should be 100% compatible -Werewolf Feral Beast Run: Redundant. However, to fix the Jaw Rotation Bug, it is recommended you install it and let it overwrite WAO. Now officially redundant and included in v1.6 -Monster Facial Animation (MFA): 100% compatible
Incompatible with any mod that also modifies the following files: ww_idlebase ww_idlebasecombat ww_idlebasecombatexcitedleft ww_idlebasecombatexcitedright ww_jump ww_runforward ww_runforwardleft ww_runforwardright ww_sprintallfours ww_sprintallfoursattackboth ww_sprintallfoursattackbothleft ww_sprintallfoursattackbothright ww_sprintallfoursleft ww_sprintallfoursright ww_swimbackward ww_swimforward ww_swimleft ww_swimright ww_swimtread ww_turnleft60 ww_walkforward
Please report any compatibility issues if found. This post will be updated as they are found.
If you also happen to play with scrolling speed optimized - you can add a few steps and tinker with the speed levels to remove that juttery walk animation when you slow down your walk speed.
10/10 will recommend this mod. There's a slight issue that's easily fixable. When you turn your character left while fists are out in werewolf form there is no turn animation. You can fix this by removing the file ww_turnleft60.hkx. To do that, extract the files from the archive using the program Bethesda Archive Extractor. After removing the file you can make it into an archive again using the program BSArchPro.
I've uploaded a potential fix to the mod. However, I do not own the LE version of the game to test this for myself, so use it as your own risk. You will find it in the update files section. https://www.nexusmods.com/skyrim/mods/114137?tab=files
I really like certain aspects of this mod, others less so. The nature of animation modding in Skyrim, I suppose. Can only make things look so natural with this clunky, old-ass engine. Still a great mod though! It pairs nicely with the stealth animation mod for werewolves.
The LL mod contains a bunch of other hkx files not covered here. They just out of the scope of this mod? Anyway, this is awesome. I downloaded all of the others before finding this one and was dreading having a mishmash of animations that might not play well together. Gonna see if I can piece together an OAR submod that lets you go bipedal while sheathed and/or walking. Idk if the conditions extend to beast races, but I don't see why they wouldn't.
When I found a way to download the original, the 1.0 version that I have in the "old files" was what I was given by the Wayback Machine. I merely took those files and converted them to SE.
If you could create an OAR submod, that would be awesome! I wish you luck in your endeavor!
@Kourtana sorry I'm a little bit confused, so in the end should we use Werewolf Feral Beast Run or not ? Why do you still recommend it if it's already redundant ?
Apologies if there's confusion. I probably didn't word things correctly.
What I'm trying to say is that technically, Werewolf Feral Beast Run is redundant because it would be overwritten by Werewolf Animation Overhaul. However, there is a bug in Werewolf Animation Overhaul that has the jaw clip through the head. If you want that to be fixed, you would install Werewolf Feral Beast Run and let it overwrite Werewolf Animation Overhaul.
I might just fix the bug myself, so this confusion doesn't happen again, actually. Uploaded the bugfix. It is v1.6.
You might want to consider uninstalling the sexlab mods before uploading screenshots and videos, Nexus might take it down unless it's marked as NSFW. I think, at least. I definitely know Youtube will be upset with it unless the video is unlisted.
As far as I know I do not have any sexlab mods in my game. The videos are from the original author. Though I will take this into consideration to play it safe. I apologize for not doing so in advance.
38 comments
-Mods that replace werewolf meshes/textures/skeleton should be 100% compatible
-Werewolf Feral Beast Run: Redundant. However, to fix the Jaw Rotation Bug, it is recommended you install it and let it overwrite WAO.
Now officially redundant and included in v1.6-Monster Facial Animation (MFA): 100% compatible
Incompatible with any mod that also modifies the following files:
ww_idlebase
ww_idlebasecombat
ww_idlebasecombatexcitedleft
ww_idlebasecombatexcitedright
ww_jump
ww_runforward
ww_runforwardleft
ww_runforwardright
ww_sprintallfours
ww_sprintallfoursattackboth
ww_sprintallfoursattackbothleft
ww_sprintallfoursattackbothright
ww_sprintallfoursleft
ww_sprintallfoursright
ww_swimbackward
ww_swimforward
ww_swimleft
ww_swimright
ww_swimtread
ww_turnleft60
ww_walkforward
Please report any compatibility issues if found. This post will be updated as they are found.
https://www.nexusmods.com/skyrim/mods/114137?tab=files
If you could create an OAR submod, that would be awesome! I wish you luck in your endeavor!
What I'm trying to say is that technically, Werewolf Feral Beast Run is redundant because it would be overwritten by Werewolf Animation Overhaul.
However, there is a bug in Werewolf Animation Overhaul that has the jaw clip through the head. If you want that to be fixed, you would install Werewolf Feral Beast Run and let it overwrite Werewolf Animation Overhaul.I might just fix the bug myself, so this confusion doesn't happen again, actually.
Uploaded the bugfix. It is v1.6.