Very nice animations - love them, they look so natural. Ones I have tried in the past have animations that annoyed me but these are wonderful- I am playing Endral & it is working brilliantly there too. Many thanks for fine work.
Thank you very much! You can try my other mods with Enderal, though results may be unpredictable, because it uses completely different parameters for NPCs
These animations are beautiful. Although, I think it'd be better to have a delay while in idle state until the animation actually start playing. like when your character has been standing still for a while, then they start fiddling around. As of now, the animation starts as soon as you stop moving, which makes it feels a little... off? Perhaps you can add maybe 10 or 15 seconds of standing still at the start of each idle animation, that would be great. But other than that, very nice mod for immersion.
Thank you! I agree with that, but it is technically not possible to do it with OAR now. You can delay with this mod S.M.C. - Skyrim Motion Control, but not for long
That just means some animations you are using in this blend were made for male skeleton. The only easy way to assure consistent hand size for female PC is to get rig of animation what were not made with female body proportions
There is only visual difference in hand size and usually, but not always, widely spreaded arms. Basically all combat animations will be made for male skeleton, so don't mind those. But with regular non combat idles you can just select your character with console, open OAR, activate animation log and see animation from what mod is playing and is it making hand size to expand. If it does, you can go to OAR user mode and disable it, then save and consistency is achieved!
Hey, I really love your idle animations! But before I install your mod I'm wondering if there will be a conflict with Verolevi's Conditional Armor Type Animations(CATA)? CATA's newest update moved to OAR and I see your mod is also using OAR so I have two questions:
1. When wearing armor will your idles override the armor-based idles from Verolevi? 2. Assuming there is a conflict will the animations of the losing mod ever play in game? For example, if yours take priority will I never see Verolevi''s animations--or will there be a mix of BOTH animations... or will everything just break and my computer explode? What exactly will happen?
Sorry for the dumb questions I'm kind of new to modding and animation mods seem like magic to me so i don't know how priority works.
I can assure you your PC will be fine no matter how broken your modlist can be. Animation mods are the safest to experiment with :) My mod is made not to overwrite standard idle animation game has, so CATA animation will be peeking from underneath very rarely. If you want to see CATA animations more often, you need to open OAR in User mode, change CATA folders priority to be higher than this mod has and also add Random condition like 0.25 or whatever you like. That will "make room" for FPA idles to be seen in game also. Without Random condition animations have 100% probability
Hi! I was wondering how I could change the frequency of these animations playing. I would like to have the vanilla looping animation for a bit, then have these play more sparingly. (Kind of how Link from Zelda has a resting base then idles randomly after holding still).
With DAR and OAR it is not possible, but if you will add Sky Idles and manually create replacer for its animations consisting of animations I made, then something similar to what you describe can be achieved
Hello, I have a question about how I can make animations from the mod work, for example, the DAR Addition "Animation of wounds and injuries" on the advice of the author, I failed to prioritize them, that's how I need to change the folder numbers so that they work correctly, can you tell me, please...
Hi! I can't find mod you mentioned, but I can tell right away to make conditional idles for injuries work folders of injuries has to have higher priority in DAR. FPA DAR has folders 300312 and lower, so injuries folders need to be at least 300313 and so on. Even higher if you use my customization folders
https://www.nexusmods.com/skyrimspecialedition/mods/54870 here is this mod, the smallest folder number of this mod is 2000040069, that is, I need to change the numbers of your folders in a smaller direction, for example 2000040068... Did I understand you correctly?
Hi so I installed some idle animation including Sky Idles (player & npc), EVG idle, sexy random idles OAR, and smooth random idle animation (but i disable this for now, idk why).
No, but most likely you will have to manually lower Random value for all submods happend to be in folders with higher numbers Easier will be to use FPA OAR customization folders I made, read in mod description how to
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For men there is Male Player Animations (DAR) idle animation pack
To add warm up animations, shoulder rub, checking armor, scratching head and so on to NPCs install my NPC Animation Remix (DAR) mod
To add long idle animations with hands folded to NPCs install my Immersive folded hands (DAR)
To add some delay between run and idle you can use S.M.C. - Skyrim Motion Control
I also have Immersive folded hands, Pair Animation Improvements, Nemesis, EVG Animated Traversal and Immersive Equipping Animations
1. When wearing armor will your idles override the armor-based idles from Verolevi?
2. Assuming there is a conflict will the animations of the losing mod ever play in game? For example, if yours take priority will I never see Verolevi''s animations--or will there be a mix of BOTH animations... or will everything just break and my computer explode? What exactly will happen?
Sorry for the dumb questions I'm kind of new to modding and animation mods seem like magic to me so i don't know how priority works.
My mod is made not to overwrite standard idle animation game has, so CATA animation will be peeking from underneath very rarely. If you want to see CATA animations more often, you need to open OAR in User mode, change CATA folders priority to be higher than this mod has and also add Random condition like 0.25 or whatever you like. That will "make room" for FPA idles to be seen in game also. Without Random condition animations have 100% probability
Do I need patch for other idles besides EVG?
Easier will be to use FPA OAR customization folders I made, read in mod description how to