Skyrim Special Edition

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Elsawirr and GiraPomba

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Elsawirr

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About this mod

This mod offers animations for all actions found in Hunterborn, including Field Dress, Remove Arrows, Skin, Harvest, Butcher, Extract, Pick Up, Carry Pelts, Forage, Sense Direction, Tracking, and Cooking.

It utilizes Immersive Equipment Displays to showcase various objects during the animations.

Requirements
Permissions and credits
Changelogs
This mod provides animations for all actions present in Hunterborn.

REQUIREMENTS

Hunterborn SE OR Hunterborn SE MCM
Open Animation Replacer: For the animations to work.
SkyUI: For the MCM.

Optional:
AnimObject Swapper: The knife used on the animations will be switched by a better version according to your character's inventory.
Immersive Equipment Displays(IED for short): Is used to display various objects during the animations.
PapyrusUtil SE: Is used to load proper transforms(Position, Rotation, Scale) from .Json files which then are used by IED during the animations. Default values should work fine however.

ANIMATIONS
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Check carcass
Your character will kneel down to inspect the carcass and wait for further actions.

Retrieve arrows
Your character will retrive arrows from the carcass.

Field dress
Your character will prepare the carcass, by performing the first cuts.

Skin
Your character will skin the carcass.

Harvest
Your character will search the carcass for possible materials and ingredients.

Butcher
Your character will perform additional cuts on the carcass to remove its meat.

Extract blood/venom
Your character will perform a cut on the carcass to extract blood or venom from it.

Cooking
Your character will cook food near fire sources with primitive cooking.

Sense direction
Your character will look at the horizon to check the direction.

Forage
Your character will search the ground for possible items.

Track
Your character will search the ground for possible animal tracks.

Check this video:


Since there are several actions to perform on a carcass and they take time, your character will remain in a kneeling position, waiting for the next step after completing an animation. You can exit this state at any time by moving, jumping, or interacting with the carcass again and selecting Cancel. For controller users, please refer to the compatibility section for specific instructions.

There are essentially two different animations for each action, one for smaller animals and one for larger animals. This differentiation is based on the type of carcass your character is interacting with. In addition, the Monster Hunter module also includes animations, which utilize the same animations as the larger animals, but with a distinct animation for poison or blood extraction.


IMMERSIVE VISUALS

While the mod will work without IED, we highly recommend you to install it if you haven't already. Use the latest version available.

  • See your character pluck chickens and remove their feathers? Sure.
  • See your character remove arrows from carcasses? Why not?
  • See your character immersively remove materials/ingredients from carcasses? You got it.
  • See your character harvest blood/poison from monsters? Of course.
  • See your character actually cooking food near a campfire? Hell yeah!!!

There is a preset for the Hunting Knives included. The display is disabled when your character is not wearing body armor or when used in an animation. Apply/merge the preset "Hunterborn - Hunting Knives" via Custom view of IED.

There is a preset for the Blood Extractors included. The display is disabled when your character is not wearing body armor or when used in an animation. Apply/merge the preset "Hunterborn - Extractor" via Custom view of IED.

There is a preset for Pelts included to display the skinned pelts of some animals. The display is disabled when your character is not wearing body armor, and it's repositioned when using a backpack. Apply/merge the preset "Hunterborn - Pelts" via Custom view of IED.


FEATURES

Features available in the MCM:
  • Knife position: Select the knife position to be used in the animations. Available options: back hip and ankle.
  • Enable pick-up animations: Pick up carcass animations, integrates seamlessly with Carry your Carcass and Immersive Carcass Carrying.
  • Enable displays for pelts: After skinning an animal, the pelt will be placed next to your character. After exiting the animation, your character will pick up and carry the pelt.
  • Sheathe weapons: Automatically sheathes weapons before starting an animated action.
  • Force third person: Forces the camera perspective to third person before starting an animated action.
  • Use default animations with no knife: When enabled, the default (cannibal) animation will be played when using "Require knife" and no knife is available.
  • Enable cooking animation for campfire: The animation will be played when cooking food using the Campfire - Complete Camping System mod.
  • Use essence/blood extractor: Your character can use the essence extractor or the blood extractor (from Complete Alchemy and Cooking Overhaul) to draw blood from monsters. A different animation will play when the extractor is available, and an additional bottle of blood is added to the player's inventory.
  • Place torch on ground: Your character can place an equipped torch on the ground when interacting with a carcass.
  • Dispose bodies with shovels: Dispose carcass will use the functions (animation and delay) from Shovels Bury Bodies if you have the mod installed.
  • Alchemy requires bottle: Extracting blood or venom will require an empty potion bottle if you have Alchemy Requires Bottles Redux installed.
  • Enable displays: Enable or disable displays from IED.
  • Enable blood effects: Blood sprays will appear on the ground when performing an action. The amount of blood is relative to your character's skill in the corresponding action. More skilled = Less blood.

OPTIONAL FILES

Optional files available during the installation:
  • MCM Helper: Saves settings as you change them, automatically loads settings on startup or game load. Requires MCM Helper.
  • Faster animations: All actions will use the "small" animal animations. Skinning, Harvesting and Butchering are faster.
  • HiS Skinned Models: Compatibility patch between both mods. If you want to use this, check the mod/patch installation instructions over there and install the optional file over it. Requires: Hunting in Skyrim Skinned Models for Hunterborn.
  • Immersive Death Cycle: Using Keyword Item Distributor, this optional file will distribute a keyword to the skinned models from Hunting in Skyrim, to ensure compatibility with Immersive Death Cycle. Once a carcass is skinned, it will no longer decay. Carcass will still turn to bones after the defined period has passed.
    You can use this file with either the full HiS mod or the HiS Skinned models for Hunterborn.
  • Primitive Cooking: This optional file will change some of the food items from Hunterborn (setting new meshes to make the uncooked and cooked forms consistent) and some of the recipes (adding the respective Created Object). There is also a new mesh and texture for Raw Slaughterfish meat, created by ourselves, and a new mesh and texture for Cooked dog meat, taken from this mod, credits to Sticz of course.
  • CC Camping: Cooking animation for the campfire from the CC Content. Requires Camping.
  • Forbidden Prey: Allows you to use the animations from this mod while performing any of the actions from Forbidden Prey. Requires Hunterborn - Forbidden Prey 2.0.

COMPATIBILITY/TROUBLESHOOTING

We tried our best to edit as little as possible the scripts from Hunterborn in order to call the functions responsible for the animations.
Also, there are no changes to the original records of Hunterborn.esp except for the _DS_FURN_PrimitiveCooking Furniture record, to attach the cooking script. So, mods that add new items to leveled lists, change quests, or other stuff should be fully compatible, while mods that change the same scripts will need patches.

Please do reach out to us and let us know if you have any compatibility issues. We'll take a look at possible patches.

List of compatible, incompatible or redundant mods:
If a mod it's not here, then it's probably compatible.

- Skills of the Wild: The mod changes some things from Hunterborn.
It adds a very similar animation for Sense Direction. Although, due to how the mod changed the skill, both animations will play at the same time.
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There are two solutions for this:
  • If you want the animation from Skills of the Wild (Looking at the horizon with the left hand), delete the file Scripts\_DS_HB_mgef_SenseDirection.pex from this mod.
  • If you want the animation from this mod (Looking at the horizon with the right hand), use the No-Animation-for-Sense-Direction Patch from Skills of the Wild or delete the file Scripts\_HHH_ModifiedSenseDirection.pex from that mod.

It also changes the same recipes for Primitive Cooking. If loading after the optional file from this page, all recipes will have the same outcome (Charred Meat), but the cooking animation will play regardless. So, change your LO accordingly.

- Hunting in Skyrim Skinned Models for Hunterborn: Compatible by installing optional patch.
- Hunterborn SSE MCM - Process Hotkey Fix: Not necessary, a similar fix is already included.
- Hunterborn - Alchemy Requires Bottles Redux patch: Not necessary, enable compatibility in the MCM.
- Hunterborn SE MCM and SOTW 1.10 Patch: Not necessary.
- Immersive Death Cycle - HIS Skinned Models Patch: Not necessary, install optional patch for Immersive Death Cycle.
- Hunterborn - ARBR - HiS Skinned Models - MCM Hotkey Fix: Not necessary.
- Hunterborn - Immersive Start: Not compatible.

More information in spoilers:
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Cooking animation: By default, the animation will only be played if using the Primitive Cooking power or the Campfire mod. However, it can also be played at other crafting stations. With the optional file, it can play at the campfire from CC Camping. The animation also works well with the recipes from CC Fishing if using both mods together.

Note for modders/patchers:
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If you're interested in adding the cooking animation to other campfire-like crafting stations, you can follow these steps:
  • Attach the script "_GP_HB_AnimCooking " to the desired furniture.
  • Make sure the furniture does not have any animations attached, as calling another animation on top may break the crafting menu.
  • The furniture should have basic cooking recipes with a single input and output, such as "1 raw meat > 1 cooked meat." The recipe can also include "Salt" if desired.
  • If there are any items that you want to exclude from the animation because they don't make sense, you can add them to the "_GP_FL_CookingIgnoreList " FormList. These items should be the "input" part of the recipe.

Please note that the cooking functions may not properly detect the right items with complex recipes at the moment, but this may be changed in the future.

For furniture that already has animations, such as the one from Campfire mod, the script "_GP_HB_AnimPlayer " calls the animation using the "OnSit" event with the keyword "_Camp_CraftingCampfire." It also filters out items using the "IH_FL_CookingAllowList" FormList, as Campfire has many recipes.

If you have new recipes, you can add the ingredients to the "_GP_FL_CookingAllowList " FormList. If there is another mod with a campfire that has animations, please let us know so we can add the appropriate keywords to the script.

Knives for animations: If using AnimObject Swapper, the knife in the animations will be replaced by a better version whenever possible. The priority for the knives is based on the _DS_FL_HuntingKnives FormList, which is used to determine the best knife available, from the last to the first record. If you want to change the priority, you can edit the Hunterborn Animations_ANIO.ini file.

Hotkeys work for monsters: While editing the script responsible for the Hotkeys, we noticed that it only worked for animals. The script was changed a bit to include monsters, so now all hotkey functions will check for monster carcasses as well.

Controller users: This mod uses the OnControlDown event to track movement to exit the "kneeled" state. However, this event does not detect movements from controllers' analog sticks. If you are using a controller and want to exit the "kneeled" state without jumping or interacting with the carcass again, there are some functions included in the mod to detect movement from controllers.

To make these functions work, you will need to install powerofthree's Papyrus Extender and dTry's Key Utils.
Please note that installing these mods is optional and only necessary if you want to use controller movement to exit the "kneeled" state.


FUTURE PLANS

To do:

  • Improve carry pelt and carry carcass animations.
  • Improve sound effects.
  • Patch items from other mods.

Might do in the future:
  • Make tutorial for patching items: Don't really know if someone want to patch stuff on their own, but it could be useful.

CREDITS AND THANKS

Unuroborus for Hunterborn SE
Hazado for Hunterborn SE MCM
slavicpotato1 for IED with all the amazing functions that made this mod more immersive.
Ershin for Open Animation Replacer and the "Interruptible" function, which is very convenient.
volvaga0 for letting us use one of the meshes from Cloaks and Capes.

All the animations were made by Elsawirr.
Scripting and general modding by GiraPomba.
Q&A

Q: ESL flagged?
A: Yes.

Q: Standalone version for the animations?
A: Here.

Q: Will there be a FNIS/Nemesis version?
A: No.

Q: Will the mod be ported over to LE?
A: No. OAR is not available in LE. It's time to move on, IMHO.

Q: Do the animations work in first person?
A: No, the animations are designed for third-person view. You can force the game into third-person view using the "Force third person" option in the MCM or by using a mod that changes the camera perspective, such as Immersive First Person View or Improved Camera.

Q: Animations are unrealistic, that's not how you skin a wolf, etc...!?
A: Yeah, we know. Ideally, each animal/monster should have its own animation, but that's not feasible. We are talking about three to four actions for each animal or monster, 27 types of animals and 10 types of monsters, so about 140 animations give or take?

We took a more generic approach, with more generic animations that can possibly fit in every situation. It's not perfect, but it's something.
We mostly used RDR2 as a reference, and in that game, the player dresses, skins, harvests, and possibly butchers the animals all in one go. But Hunterborn has its actions separated, and that's why we decided to perform the opening cuts with Field Dress, remove the pelt with Skin, Harvest the materials using only hands (assuming the carcass is already opened), and Butchering with a few more cuts to get the meat.
Harvesting feels the most generic because you can get different materials every time you perform that action.

We are open to feedback, though, and can improve if it's doable.