Skyrim Special Edition

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Kahvipannu84 editing Gunslicers animations

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  1. kahvipannu84
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    2.1 out.

    Accidentally deleted the preview post here, but check patch notes.
    (Working on new update anyway)
  2. kahvipannu84
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    Open Animation Replacer FOMOD Version out (2.0).
    Requires minimum version of OAR 1.3.0
    Preview gifs
    Spoiler:  
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    (2 gifs)

    Main points of the update:

    - New variations and edited some old ones (scrolls included in magic too now)
    - Better handling of some animation combos (off hand weapons, dual magic f.ex.)
    - Totally new structure, to use OARs variants feature (Easier, and less to customize)
    -> Submod count down to below 30, from 110 (All old content still intact)
    -> Random chance done via Weights (no need to think priorities or percentages)
    - FOMOD (with options for low priority just below EVG, npc/pc options, and add-ons)
    - Check patch notes for full details

    Haven't tested it, but almost sure old user files won't work with the new structure of the mod!
    So you might have to do them again, if you had any.
    (but again, new version is easier, and is way less work to customize.
    You can edit conditions per weapon combo, instead of each variation,
    also no new submods in future, unless I add new weapon combos)

    Cleaned up the stickies, and re-worked the main description page,
    to correspond to the new update.

    Made a quick poll, just to see what people would like to see next.
    Or suggest something in the comments.
  3. kahvipannu84
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    (FAQ and STUFF)
    -Once again, these are based on Gunslicers GSPoses packs animations, that I have re-posed for different purpose. GS has more content outside Nexus, and a Patreon, please check them out.

    -Feel free to leave feedback, good or bad, or suggestion, all welcome.

    - Also English isn't my native language, so bear with me, if there is misunderstandings or so.

    -How many idles (variants) are in the mod?
    Spoiler:  
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    At the time of version 2.0:
    About 150-ish, dispersed between different weapon/magic comboes.
    and 23 torch variants.

    You can increase this with the "Share random results" option, read more from the description page.

    -DAR version?
    Spoiler:  
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    Old Files section has old DAR versions.
    Newer versions of this mod use features and structure, that can only be used with OAR.

    -Male support?
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    Yes and no.
    Anims are for feminine body, and by default they are activated only for females.
    But after testing, at least with HIMBO body the anims seem to work fine for males.
    I won't be giving support/using time for male support, but if you want to try it out,
    just turn off the ISFemale condition.
    Here is short imgur video to show how to do it in-game:
    imgur video


    -How do I add conditions with OAR, etc?
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    Basic info how to use OAR is out there.
    OARs description page has the info, and
    there is videos out to help people out.
    OAR is pretty simple to use at basic level, so don't be intimidated by it.

    Here is good video (not mine)for how to add conditions to submods:



    If it was helpfull, please like the video.

    For specific conditions, you might have better chance asking at OAR page,
    but you can ask here too, I'll try to help the best I can.

    -EVG conditional idles compatibility:
    Spoiler:  
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    FOMOD has option for this mod to have lower priority than EVG, so animations from it will play first.
    Alternative manual option (old DAR instructions):
    Make EVGs folders higher number (rename the folders) than this mods. That way DAR will prioritize them over this.
    EVG seems to have highest folder name 6002135, this mod has highest folder 99999999, so DAR will read this ones before EVG.

    Renaming EVGs folders to for example 6002135, to 600213500 (add two zeroes to each EVG folders name), should make it so, that when
    the conditions are met, DAR will read EVG before this mod.

    Thanks to Joseluis1300 for testing this out.


    -These don't fit my extreme body-type, etc...:
    Spoiler:  
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    This is the tool I used to reshape the skeletons from Gunslicers animations:
    HKXPoser
    (Nexus link)
    It is very easy to use, and you can easily do tweaks to any animations with it, to make them fit your personally modded Skyrim.

    -Making these arousal based:
    Spoiler:  
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    (Example from DAR, do changes in-game with OAR)
    in the _conditions.txt files, add a line to the top:
    NOT IsFactionRankLessThan(90,"SexLabAroused.esm" | 0x0003FC36) ANDSexlabAroused.esm is required ofcourse.
    Value 90 can be anything you want.

    Thanks to ToxicTortugo for testing this out.

    -Flow between idles from this mod, and other animations.
    Spoiler:  
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    This mod only includes idle stances, so that they would not interfere with other DAR packs draw/sheath, walk arms, etc animations, while out of combat.
    So the transitions between walk, drawing, etc, will depend on the other animations installed at your end.

    -Disabling turn animations (recommendation, with or without this mod):
    Spoiler:  
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    Not using it personally, but I think True directional movement already fixes this:
    https://www.nexusmods.com/skyrimspecialedition/mods/51614
    Something I have been using instead for a long time myself,
    the constant twitching of character in 3rd person, drove me always nuts in Skyrim.
    Some anim sets incorporate turn animations, but not all, and different anims from different mods might not go well with each other. So this one fixes that:
    https://www.nexusmods.com/skyrimspecialedition/mods/78106?
    There is other versions of this mod in Nexus, with some differences, so check them out too.

    -Regarding conditions of this mod, here is quick breakdown:
    Spoiler:  
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    (old DAR instructions, but similar to OAR)
    IsFemale() AND                    ---> Tells DAR to check if the character is female.
    IsMovementDirection(0) AND        ---> Check that character is standing at place.
    NOT IsInCombat() AND              ---> Tells DAR to check that character is NOT in combat.
    NOT IsSneaking() AND              ---> Tells DAR to check that character is NOT sneaking.
    IsWeaponDrawn() AND               ---> Checks that weapon/magic is drawn out.
    IsEquippedRightType(9) AND        ---> These checks are for what is equiped in the hands.
    Random(0.4)                       ---> Random chance this anim will play out.
    I will update this section to correspond to OAR later.

    -Regarding NPC (Follower) shoulder swirls and such vanilla animations, when weapon drawn outside of combat:
    Spoiler:  
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    Personally I removed those weird animations from the game, here is couple options to check out, if you wish to do so too:
    https://www.nexusmods.com/skyrimspecialedition/mods/61309
    or
    https://www.nexusmods.com/skyrimspecialedition/mods/41807

    -Outfits and such in preview images:
    Spoiler:  
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    Armor:

    [NINI] Destroyer
    [NINI] Bless HV 0101
    TAWOBA 6.1
    Ninirim collection 6.0
    Thick braid SMP
    GRIM Elf ears
    Fantasy Series 6
    Fantasy Series 7
    Northgirl
    H2135 3-month Special outfit
    Deze Clothing
    Re-Modernize
    RB's N6
    Immersive Fur Garments
    crown helmets redux
    BDOR hairs
    [NINI] Gotha Rensa
    [Coco] Chaos Sorcerer
    [Coco] Mysterious Mage
    [Hirosin] Tof Redsuit
    [Tullius] Fallendoll Alet Police Set
    Black Orchid
    [Dicky] Pinup Outfit SE 3BA
    [AN] Cyberclub SE
    Portplay
    Panties of Skyrim


    Weapons:

    Dovah Nord Weapons
    Scifi - blade M1
    DX Faction Crossbows SE
    Silverthorn Weaponry
    Amsvartner Warhammer
    Lasers (Magicka blasters)
    Lightsabers (Magicka Sabers)
    DX Staff of Necromancy
    DX Cassandra frostwitch
    DX Faction Crossbows

    Prob forgot something, will add here later.
  4. NoFangs45
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    My follower is also using these animations - which is good. But they're cycling through these and vanilla animations staying for about 3 seconds on each animation then switching. I don't know how to work the OAR menu everything seems to be about the player character (which works great). I want my follower to stop using vanilla animations and hopefully get it to stop cycling through animations so frequently.

    How do I do that? :o
    1. kahvipannu84
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      Share random results or something like that, tick it on. A bit rusty remembering what each option did, but they shouldn't do that by default.
    2. NoFangs45
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      Thanks mate, will have a look at it tomorrow when I have more time and can look through guides etc. I'll try your suggestion first!

      You did a great job with the animations!
  5. Netiser07
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    Any chance for oldrim version?
    If you don't feel like doing it yourself, do you happen to have a list of all the animations used before you renamed them?
    That way I could do it myself.

    Edit:
    I just backported the animation files, it works correctly. I can send over the files for the DAR version if you want to post it on the Oldrim nexus.
    1. kahvipannu84
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      All of the animations have been edited, so they aren't the same as in GS Pose pack, based on them.
      Sure, upload them somwhere.
  6. sinterklaasbestaatniet
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    is there a way to add a cooldown before the idle is triggered? it triggering the moment you stand still is a bit annoying
    1. kahvipannu84
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      Would it be too annoying to read the comment below this comment? Answer is yes, possibly.
  7. trashedrice
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    Hi, I want to say that I love this mod, but I have a weird glitch that I can't seem to figure out.

    Whenever I equip a staff in my character's right hand, it flips around in my character's hand after a second. This happens with every pose and I can't figure out what's going on.
    1. kahvipannu84
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      It's weird vanilla staff animation stuff most likely, nothing I can do really unfortunately.
    2. trashedrice
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      It didn't used to do it, I wonder if anyone has ever run into this before
    3. kahvipannu84
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      I mean, it does it if you have variants, without it, it doesn't, if I recall right. So having just one variant on, makes it go away.

      You can check the log, and according to it, the game plays the vanilla staff animations double. According to Ershin this is prob vanilla behaviour after I asked him, so nothing I can do to it with OAR, which is just framework to replace animations, not to change the behaviour of the game.
  8. kassab95
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    Thank you, I love this mod very much. I just wanted to ask if there is a way to delay the start of the animation, by a couple of seconds ?
    the animation starts immediately after sheathing a weapon and its a bit jarring.
    1. kahvipannu84
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      With the latest OAR version you can set animations to play once, so you could maybe add animation(s) there of your choosing, but I haven't tested that feature yet, since the PRESETS feature doesn't work for me, and it makes no sense to upgrade/touch anything else before it does, since it will be pretty big rework of the submod conditions.

      But something you might wanna take look at.
  9. QuranAnglin
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    love the animations, is there anyway to set the conditions to have a delay instead of it playing instantly
    1. kahvipannu84
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      No, or at least not an easy way I think.
  10. lukin1997andrey
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    Can I somehow change the swing speed?
    1. kahvipannu84
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      By editing the actual animations, yes.
      If you find simple way to do this, tell me too, heh.
  11. warmo161
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    This mod is awsome, many thanks!

    Just wondering if you was planning to do a mod for sexy walk/run/crouching? For example I remember FNIS sexy idle but OAR is much more friendly ^^
    1. kahvipannu84
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      Check walk/sneak animations from Gunslicer if you like these, there is other options too if you look around.
  12. Kirsid
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    Regarding the arousal based condition, can you be more specific regarding "in the _conditions.txt files, add a line to the top"?


    I can't get it to work and I'm 99% sure it's because I am placing the line in the wrong place. Should it be under conditions? Above? Do I need to add " " ?
    1. kahvipannu84
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      Ah, the instructions are for DAR version.

      For OAR it is the same, but you add in the condition in-game. I don't remember if I have added that in for this already, but it is just disabled. If, not, it isn't hard to add:

      You add new condition to the submods you want, FactionRank, with the info you see in the sticky post.
      You can set the value what you want, for example equal/more 80 for example.

      You can see it in this picture for example, just turned off (another mods conditions)
      Spoiler:  
      Show

      


      I'll check more detailed instructions when I boot the game up next time.

      Regarding update to this mod, I'll add that in for next one if it isn't there, but I'm waiting for next OAR update, before I'll take another look at this mod.
    2. Kirsid
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      Derp, I assumed it was the same code for both DAR and OAR. My bad.

      The screenshot helped, managed to add the condition and it worked. Would still like to do it through the config file, but if I can't crack it at least the ingame menu will work. Thanks for the quick help!

      EDIT: managed to make it work by adding the following under the 'conditions' in the json file:

      {
                  "condition": "IsInFaction",
                  "requiredVersion": "1.0.0.0",
                  "Faction": {
                      "pluginName": "SexLabAroused.esm",
                      "formID": "3FC36"
                  }
              },
              {
                  "condition": "FactionRank",
                  "requiredVersion": "1.0.0.0",
                  "negated": true,
                  "Faction": {
                      "pluginName": "SexLabAroused.esm",
                      "formID": "3FC36"
                  },
                  "Comparison": "<=",
                  "Numeric value": {
                      "value": 60.0
                  }
              },
    3. kahvipannu84
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      Nice, glad you got it working.

      Using the OAR in game menu is recommended, you can just right click the condition, and then copy it to the other submods, and just remember to save user configs.

      But either way, good thing you got it working.
  13. hanrassen2505
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    Hello! I apologize for the broken English. Your mod is great! All animations work. But there are a couple of problems that I have not been able to solve and understand for a month or more. The animation logs do not work, there are no previews of animations in the options, like in your video.
    1. kahvipannu84
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      You have to select a character with console first, for example player character, who will play the preview animations. Otherwise the option isn't there.
    2. hanrassen2505
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      Thank you very much. I'm so stupid
    3. kahvipannu84
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      Nah, a lot of people have asked this same question. I think a lot of people don't even know about this feature in OAR.