FlufyFox Poser LE SE
Update 01/07 on LL
Please Note that all the nifs assests i use from another authors i personally ask them permission, so dont use those assets without permission!
NOTE: Please help if you have conditions to it, maybe I won't be able to continue creating this type of content anymore, unless I get more support.
I made it pretty simple with 32 sec duration and not too much running out of the vanilla one,i was wanting something that the character look more cool but at same time looking similar to the normal one will let the preview here
Please do not reupload my mod i will let all updates here on LL for you guys too ^^
Hello its Flufy now i going to share my posees and animations with you guys, i still a begginer so they are pretty simple :3 i will keep doing my best to improve.
You will need PoserHotkeys Plus, the data gen for it i already made it, but if you want to use again to make sure its fine, dont forget to enable
FootIK off on poserhotkeys plus MCM menu, otherwise some poses will not look right.
Thats it is pretty simple theres no secret on make them work, will let some links here now and a short vid showing some of them ^^ Thanks hope you enjoy
I have improved some old idles Motions too ^^
-NEW- 1.3 Alright guys i made some Male poses too now theres not some stuff for Male chars so i made those hope you guys enjoy
I want to thank Goma PeroPero taht give me permission to use his obj assets and Daymar for helping me to talk with Goma :3
68 Normal - including my Specials of 300 followers celebration and my 6 girls thogeter, i changed for the value of the solo poses statics, is 77 couting the group ones if used in each one
2 pair - with the throne - the pair will be in sequence, the first with second, 3-4, 5-6 etc
43 Animations - you can see on my discord with the previews and anims names ^^
11 Male poses and more 6 with objs verion
2 Futa added
38 with Objects all animated idles freaturing Ahri's Throne from More song clip i made S2
6 obj static
Poser Hotkeys Plus, Poser Hotkeys DataGen, FNIS - Fore New Idles for Skyrim for users
Support me here so you can get more stuff and follow works on my discord :3
VIdeo Showing some of them:
PS: Sorry guys i trolled the first post have to remade..
PS: Please guys dont use the obj i made in others mods or stuff without my permission, thanks s2
millepon for poserhotkeys plus - which make posing really easy
Poser Hotkeys by Mz1n
Anubis for helping me when i was doing the set up to animate
And everything that make this possible
By amaruDynamic Animation Replacer currently has animation limit set to 16384 as stated in it's description.
If you use FNIS XXL and have lots of animation mods, you can easily exceed this limit.
As a result, you will see "too many animations" error after you load saved game and Skyrim will close.
This mod contains patched Dynamic Animation Replacer v1.2.0 to expand this limit from 16384 to 32512
If you wish to patch it yourself, here are offsets:
Address / Length / Original bytes / Patched bytes 730F 0x1 40 7F 7327 0x1 40 7F 73F6 0x1 40 7F 747A 0x1 40 7F 7492 0x1 40 7F 74A4 0x1 00 FC 74C9 0x1 40 7F 74D2 0x1 40 7F 74E8 0x1 40 7F 758F 0x1 40 7F 796E 0x1 40 7F 7BC9 0x1 40 7F 7C27 0x1 40 7F 7C7A 0x1 40 7F 7CF7 0x1 40 7F 7D74 0x1 40 7F
All credits to Felisky for creating original plugin
By MadMansGunthis mod replaces the Dragon's bite&throw animation (and sound effects) with a swallowing animation:
there are no mod requirements for this animation mod (not even FNIS)
do note that this mod still needs some work that i don't know how to do, it needs:
1. a script to even actor hights. (this is NOT a SexLab animation, so SexLab settings wont do anything)
2. a script to make the prey's body disappear and add it's inventory to the dragon.
3. a script to add health to the dragon after it's done consuming.
extra note: this is/was a optional addon from my HCOS mod, i uploaded this copy of it here to make it easier for non-HCOS users to find.
/)__)> |creative commons, No One May Profit|
By MadMansGunsome replacement animations for the werewolf's movement.
at this time it's just the sprint & swimming animations, but this fixes:
some of the camera glitches when sprinting.
the upper body going inside of hills, walls & rocks when you run into them.
the rear right leg glitching out to the side.
the turning animation actually looks like a turning animation now.
the hands & feet continuously being under the ground.
BUT however the werewolf looks a bit like a rabbit when sprinting forward....i'm still trying to fix that but it's still better than the stock animation.
/)__)> |creative commons, No One May Profit|
By linkzyzeusDo you like levitation? Are you tired of the boring stuttery animations you can find on the nexus? Well, I got the right mod for you! In this mod, there are over 40 hovering animations. Some are sexy, some are epic and most of them are smooth as butter. I bundled this mod with public poser, so you just have to put the mod in the game, run fnis and you are good to go! If you love flying animations as much as I do, you should fall in love with this mod!
This mod isn't meant to be a "flying mod", they're meant to be used as animated poses.
Right now, the mod contains over 40 animations, but I might add some others later on, so stay tuned!
By jfraserFirst of all, let me just make this clear: this isn't actually a mod, nor does it have any animations in and of itself.
What it is, is a text file that has a description of the animations that come pre-packaged with FNIS.
Let me explain:
Every time I start a new game, Skyrim, for reasons of its own, automatically sets the spells FNIS Idle Selection and FNIS Player Idles as my default equipped "items." Naturally, I always forget this has happened until the first time I try to pull out a sword and get this screen:
The worst part about it is that there is no way to get out of that screen without picking something, so I always pick some random selection and then have to jump out of whatever idle it put me in.
After some time (measured in years, considering I'm just now looking into it), I began to wonder what all the animations were. I googled it but couldn't find a list anywhere. The closest thing I found was a post right here by Fore himself pointing to the text file that had the animations.
C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\meshes\actors\character\animations\FNISSpells\FNIS_Animations.txt
Which kind of helped but they still weren't very descriptive. Here are a few, as an example. You can see the entire list yourself by following the path above:
So I just plucked the first poor NPC I found, forced him to become a follower, then forced him to stand still and went through all of the idles, poses, and animations that the spell brought up. And that, dear friends, is what this is - slightly better descriptions of the standard FNIS idle spells.
There are other posers out there but since these come automatically, you might as well know about them. If they are no used to you, no worries - I place them here for those who might care or, at least, are as curious as I was.
By MadMansGunStock Remade Tail idle: a replacement for the original mt_idle animation without the odd twist in it.
SexLab Tail idle: a edited mt_idle that moves the tail aside in an attempt to redue the "Tail Impalment Syndrome" problem in animations that lack matching files for the tails.......
....in other words all of them except for MNC, Sailing Rebel's, and my own. (stares angrily at the other animators with spite and hatred)
By CollygonCollygon's Poser
Collygon's Poser contains a series of poses and animations designed for the Skyrim Storyteller, but not limited to them. Use them in any way you would like!
1. 45 Animations
2. 360 Poses
3. Unique Objects
a. Wooden Dice
b. Empty Potion Glasses(Lesser, Greater, and Extreme)
d. Droppable Blood Effect Tiles
1. Skyrim (Duh)
2. FNIS (http://www.nexusmods.com/skyrim/mods/11811/?)
1. Unzip and drop into your Skyrim Data folder or use a mod manager of your choice.
2. Run FNIS for Users.
a. If you're using Nexus MM or a manual install, this tool will be located in Skyrim/Data/tools/GenerateFNIS_for_Users
b. If you are using Mod Organiser, make sure you run Generate FNIS for Users from the MO tools menu.
3. Go in game, pose your character, and shoot away!
1. Uninstall your previous version of Collygon's Poser and then follow the installation steps above.
1. Deactivate the .esp in the mod manager of your choice. If you are running a manual installation, remove all the files from my mod out of your data folder.
a. FOR MANUAL USERS! DO NOT, I repeat, DO NOT delete the files in "scripts" and "source" if you ARE using other pose mods in your game. Simply delete all
OTHER files besides the ones inside "scripts" and "source".
2. Rerun "FNIS for Users" and you are good to go!
Should be compatible with anything and everything.
Q: How do I pose my character or an NPC?
A: When you load the game, rings called "zz Colly's ___" will show up in your inventory. One selects the pose, the other
makes the PC perform the selected idle. To pose an NPC, use the same selection ring, but use the power inside your magic menu
and use it on the chosen NPC.
Q: How do I "unpose" my character or NPC?
A: Easy! Simply use the ring on your character again to return and exit the pose, jump, or just use the power again on the posed NPC to return them to normal as well.
Q: All my characters are stuck in T poses? What gives, yo?
A: Did you run FNIS for users?
Q: There is a TON of clipping in your poses! My girl's gigantic ___________ are cutting right through the arms/legs!
A: I personally use UNP, so all of my poses were tested with that body in mind. If you want them aligned perfectly, you will have to use the same body.
Otherwise, you will have to use NiOverride Pose Adjustments (http://sesamin.tumblr.com/post/161312728101/nioverride-pose-adjustments-ver-01) to position the body as
best you can. Keep in mind that it will not look perfect, but it is the best you got. Furthermore, though I have not personally tested this, this mod probably
will NOT work with my animations. Feel free to try it out, but it will either make the animations look really fucked up or it won't affect them at all and rather
Pose Adjustments won't work. Use at your own risk.
Q: Why aren't your paired poses aligned correctly?
A: As stated above, I use UNP, so paired poses are designed around that. Clipping and proper alignment will work as long as you
use the same body (90% of the time). However, other factors could come into play. For example, Skyrim's races have varying heights and sizes. This
will cause problems if the two characters you are using are different races. The most extreme case would be a High Elf to a Breton. Because their
heights are so different, the paired pose probably won't align perfectly. My recommendation would be to be creative with camera angles and use \tc
(a command in the console. Open it with the ~ key) to control the NPC and tcl (another console command) to disable clipping, allowing the characters
to move into one another freely.
Q: Why do the armpits look so stupid?
A: Skyrim's armpit meshes suck. Poses that extend the arms a lot tend to stretch out the mesh and make it look funny; nothing I can do about it.
Q: My weapon/shield moved when I used a pose! Is that normal?
A: Yes, some poses feature alternate weapon/shield/magic node placements. These node placements were tested with the following
vanilla items: Imperial Shield, Steel Sword, and Ebony Blade.
Other Specific Tested Poses:
Colly's Poser 1, Pose #18: Tested and designed around petting a vanilla wolf below the scruff of the neck and over the back. Confirmed to fit smoothly with "True Wolves of Skyrim"
Colly's Poser 1, Pose #28-#31: Tested using the vanilla Staff of Magnus. Doubtful that other staffs will yield noticeably different results, but just in case, I am telling you here.
Colly's Poser 1, Pose #53: Tested using SOS light. Any other pen!s meshes/sizes will most likely result in clipping with the magic node.
Colly's Poser 1, Pose #70: Designed for use with a helmet; was specifically tested with the Imperial Light Helm.
Colly's Poser 2, Pose #27-#36: Tested with the vanilla alteration staff design; should function identically with all other staves.
Colly's Poser 2, Pose #75: Tested with the vanilla steel sword; other swords may not align the same way.
Colly's Poser 3, Pose #34, #35, and #38: Designed to be used with warhammers. Will not properly align with greatswords.
Colly's Poser 3, Pose #81: Designed to be used with a greatsword equipped.
Colly's Poser 4, Pose #37-45: These poses are designed to fit the vanilla horse model. Clips with certain saddles.
Colly's Poser 4, Pose #46-47: These poses are aligned to fit the character onto the mast of the vanilla skyrim ship, such as the Dainty Sload.
Colly's Poser 5, Crossbow Poses: The crossbow bolt will not align with the crossbow. This is because of how Skyrim weights the bolt and the crossbow. I recommend using Jaxonz to position the bolt in the correct spot if you need it.
Colly's Poser 5, Archery Poses: Similar to the crossbow poses, the arrow will not be inn the bow, nor will the string be drawn.
Q: Oh, so the above is intentional. Then why is my shield/weapon/spell not aligned properly?
A: As stated above, I tested these poses with the Imperial Shield, Steel Sword, and Ebony Blade. Other items may not align the same way,
especially ones from other mods. If you still want the weapon placed correctly, do so manually with Jaxonz Positioner.
http://www.nexusmods.com/skyrim/mods/52583/? A fantastic mod, especially for screenarchery. All credit to Jaxon.
Q: I want to take a screenshot of an animation, but the character keeps moving! How do I pause the animation?
A: You cannot directly "pause" the animation, however you can turn off an NPC's AI processing in the console. Don't worry, this is absolutely safe. Open the console with ~
(it should be just below the Esc key). Then select the NPC with your mouse and type "tai" (no quotations). To freeze your player character, just open the console at the
point you want the animation at and enter free fly cam with "tfc 1" (again, no quotations)(This can also be used to freeze an NPC). To unfreeze you either exit free fly cam
with "tfc 0" or reenable AI processing by typing "tai" again.
Q: How do I get the custom items?
A: Collygon's Poser currently has the following extra items:
Empty Potions (Help "Empty Potions")
Note: I made empty potion variants for the health and magicka potion meshes (lesser, greater, and extreme). In addition to the new textures and transparency,
each potion also has an "uncapped" variant. This is simply the same empty potion NIF, but without the cap in the lid. Use it however you like!
Wooden Dice (Help "Wooden Dice")
Blood Tiles (Help "CP5-Blood Tile")
To get these items in game, type what you see above (what is in the parentheses) into the console them add them to your inventory with: player.additem xxxxxxx #,
where xxxxxxx represents the displayed ID and # is the desired amount of them you want added to your inventory.
Q: Are there any reference shots that I can use while in game?
A: Yes! You can find them inside the Data folder in a file titled: "Collygon's Poser Reference shots"
Q: Will you make a Skyrim SE version?
A: Yes! Get it here: https://www.loverslab.com/files/file/16435-collygons-poser-sse/
Credits and Thanks:
Bethesda for Skyrim
Blender for the fantastic program
Animation Tools N3. This mod wouldn't exist without it. (http://www.nexusmods.com/skyrim/mods/34671/?)
Blazingsai; Helped with early beta testing. (http://blazingsai.tumblr.com/)
KaosWulf; Actually sat down with me for over an hour to help me decipher why the rings were not working. Huge thanks. (http://kaos-wulf.tumblr.com/)
YuiH; Offered a lot of advice and resources when I was first learning Blender. (https://www.flickr.com/photos/145710284@N04)
Tex; Helped with beta testing. (http://texnsfw.tumblr.com/)
ther1pper; Actually gave me a lot of ideas for poses, whether intentionally or not, and helped with beta testing. (http://ther1pper.tumblr.com/)
Alter Native; Was very helpful in the late stages of beta testing. (http://www.loverslab.com/blog/659-of-blood-and-pleasure/)
Tirloque; Helped with beta testing. (http://www.loverslab.com/blog/526-chronicles-of-mereth/)
Tinaa Slobodnik; Beta testing (https://twitter.com/tinaask24)
Devianna; Special Edition Testing (https://www.loverslab.com/blogs/blog/1120-skyrims-misadventures/)
Daymarr; Previous SSE conversions, before I learned to do them myself.
Everyone who reads my stories; Thanks for all the support! I have learned so much since I first started in October 2016, I couldn't have made it without you guys.
By We ShareJust a combinations from various animation mods that my female character is using right now. For Skyrim LE.
How to install? Just extract into the game "Data" folder. A different way if you're using FNIS PCEA2.
By MadMansGuni made new swimming animations (including the tail's animation) to replace the stock animations.
note: this mod was made in a day.
/)__)> |creative commons, No One May Profit|
By MadMansGuna must have mod for speed readers, it makes flipping book pages much less aggravating.
tip: adding this to your skyrim.ini will help speed things up even more
lower numbers are faster but it tends to bug out sometimes (100 seems to be the best setting for the "ludicrous speed" version)
/)__)> |creative commons, No One May Profit|
By Acro748Tongue mod is NiOPA Objects.
Sorry, my poor English.
This file improves the expression of a Tera Elin Race 2.
Notable is that the expression is richer than ever because mouth animation and eye-closing animation has been improve a lot.
And the texture of brows animation has also improved.
This mod to change the following files:
Typically, we do not use Eyelash_01.nif, so i only created a morph file for Eyelash_02.nif.
This mod is WIP.
But it won't be update for the time being.
I recommend that you also install the mouth retex option file.
Tera Elin Race 2
Tera Elin Race 2 by PsychoMachina
By ZoanChromeFirst and Foremost: I'M TERRIBLY SORRY FOR RE-POSTING THIS TO ANOTHER SITE
Why (did i do this)?
I first obtain this mod on modtype.doorblog.jp and it has been my favorite animation that I use for so many years
then by accident I delete the file, found out the site is no longer maintained and the download link is dead for almost 2 years now
today, I finally find it thanks to the kind person over on vk who insert not only the link but also the file
I submit this file here so it won't be lost for today or future players who loves to mix and match animations like me (and not koreans who never share their mods, yeah I'm looking at you genius secretive cafe.naver user)
Seems like cafe.naver is open for us foreigners, now you can login with Facebook and see their contents (no blank page anymore, haven't tried downloading tho)
That's for the reason, now for the description of this mod
Oh and for you who hates katana or anything related to it, you may pass this mod quietly. No need to spread your hate here
These animations are for 1 handed sword (and bow)
These animation replace all attacks including regular forward, left, right, backward attacks and the power attacks variant and walk, run, idle, sneak animations
Yeah, the power attacks has longer duration and multiple hits
If you love how 2 handed animations in Elysees Smokin' Sick Style Mod, you'll love this one
As Skyrim calculations of Power attacks is kinda old and simple, power attacks decrease stamina per swing or hit
Meaning if you use this pack power attacks (for example the forward 1h power attack with high enough damage weapon) it will be a double-edged blade as the continuous swing will be powerful enough to kill a giant if all swing hits or you missed all the swings and left without stamina to block or dodge
So what's different is this mod with Elysees SSS animations?
First, Elysees use 2 handed for SSS, this mod change 1 handed so it will match the multi hit power attack in SSS
Second, This pack replace not only 1 handed power attacks, but also 1 handed regular attacks, stance, etc
Third, This pack has bow animations, duh
How to install:
1. Download this pack using the download button up there ( you need to sign in first to download)
2. Open the archive using 7Zip and you will see three more archive inside it. Ver.2 for stance (walk, run, equip, turn, sneak), Ver.1 for attacks (regular attacks and power attacks), and bow for bow (draw, equip, run walk, sneak, bash, idle)
3. Choose which pack you wan to install, extract into Skyrim folder
4. Install FNIS, run GenerateFNISforUser.exe, click Update FNIS Behavior, wait until it finishes
1. These are just animations, no fancy effects and scripts like Elysees SSS
2. If you have problem landing hits, try this Sweeping Weapon Mod. It makes you regular and power attacks to hits everyone in front of you (careful not to hit the guards lol) it also works for you who wants to be Guts on steroids slaughtering in Skyrim
3. Haven't tried in Skyrim Special Edition, Anyone can confirm please tell me
4. As far as I remember, these animations can be renamed and used for 2 handed counterparts, including 2h Axe and 2h Sword IF you know which 'what' replace 'what'
I'm no modder, I can't create mods, I can't create new animations. All I did is posting this here so everyone (and hopefully everyone in the future) can download and enjoy this masterpiece because thankfully loverslab never remove a mod without the creator's consent
And if the real author doesn't want this mod to be posted here, I will remove it right away, so just say it in the thread or PM me
Thank you (for reading this far...)
By monkinsaneThis is a RaceMenu BodyGen Template.
Since I struggled like hell to find actual BodyGen Templates so I could look at the Syntax to set up my own, and the Bodyslide to BdyGen generator refused to run on my Rig (Possibly due it it wanting Java 8 and I'm running Java 10 - who knows.) I Figured I'd save anyone else the trouble. It requires Racemenu and NetImmerse Override for it to actually do anything so make sure you have those installed.
I decided to upload it for 2 reasons:
1. For anyone wanting to use BodyGen but didn't want to go through the complicated and not very well documented steps to get BodyGen working.
2. For anyone who wants to set up their own but is unsure about the syntax of the morph.ini and template.ini files.
Feel free to use these as you see fit.
Have you ever been taking screenshots, flipping through the myriad pose mods that are out there, and feel like something's... missing? There's piles and piles of good poses for women, a great selection of weapon poses for women, and a bunch of magic poses for women... Are we seeing the problem? I don't know every pose mod in existence, but off the top of my head, I can think of a grand total of two pose rings designed for dudes, both from HaloPoser. Female-oriented rings in that set, meanwhile, number somewhere on the order of 30+.
Believe me, I like chicks too, but men in Skyrim exist, and they're more than just prop dicks for sex scenes. Some are brave warriors, suave rogues, and powerful wizards. I happen to play one of the latter, and the lack of poses oriented around male wizards began to grate on me. So, I got off my ass and did something about it, and I'm giving it to you all as well!
This mod requires PublicPoser and uses Public Pose 7.
This mod contains 81 poses, almost entirely centered around magic users of varying stripes, from the flamboyant sorcerer and the wild hedge mage to the staff-wielding wizard and battle-hardened spellsword. Though male-oriented in intent, the poses are designed to be largely gender-neutral.
There is a complete pose reference folder in the main (non-SE) download. Special thanks to Collygon, Alter Native, and Andreis for providing additional screenshots! And another special thanks to Andreis for providing an SE-compatible version as well!
By Muffler-Unarmed killmove replacer for Skyrim. 5 variation of paired_h2hkillmoveslama.HKX
Recommend to use with Violens mod.
SLAM (paired_h2hkillmoveslama) Can set to every weapon stance in Violens. Set to Vats-off in mod options.
By vpoteryaevFirst of all. Great thanks to all 2.49 NifTools creators!!! They did a GREAT job, but for too old version of Blender.
Time to go further? I'll try.
Blender 2.7+ (I'm using 2.78)
Pyffi 2.2.3 and nifxml-0.7.1.0 from https://github.com/niftools
Works ONLY with SKYRIM's nif-kf files.
Works with humans and creatures ones (if they have 'NPC Root [Root]' NiNode as reference point - seems all they have).
We have enough good looking armors (really?), but lack of good animations. This tool IS NOT for creating/editing armors, my goal - animations.
Import bodies and skeletons '.nif' files. Export .kf-file for futher hkxcmd convertation to hkx. You may save skeleton's .nif file from Blender with unchecking 'create .kf', but I didn't see any reason and it will be unusable.
Goto Blender's 'File->User Preferences->Install From File" and so on...
Usage and Tips.
'File->Import->Skyrim nif-format Data (.nif)'
About importing body nothing to say, just select .nif, import.
1.1 After import select attached to imported body Armature and delete it. A skeleton (except XPMSE) can be imported without ANY preparations, i.e. as is (only scaling female's 'NPC L Hand [LHnd]' and 'NPC R Hand [RHnd]' to 1.0 have to be done). Non-standard scaled skeletons have to be prepared to 1.0 scaling or in-game you can get twice scaling. Due to a HUGE amount of bones in XPMSE skeleton is used it causes pyffi's scripts to raise an Exception while exporting '.kf', but import OK. So you have to delete with NifScope all unused branches, like ArmLeftDismember, LowBodyEviserate,... etc, all CME NiNodes nodes too. It will not affect on animations but will help you also do not mess with huge amout of bones in Blender and speed up the convertation.
Note: I do not plan to modify pyffi's code to eliminate crash!!! At least, you have to reduce XPMSE skeleton's nodes amount only once and re-use it. Note about attaching MESHES to skeleton.
3.1 With body selected, go to modifiers. Add Armature deform modifier and change 'object' property to imported skeleton. And repeat for other parts: feet, ...etc.
3.2 Any 'Vertex Groups' that exist in body but absent in skeleton may be deleted (SPB_32_BODY, SPB_33_HANDS and so on)
Major difference from 2.49 NifTools:
Instead of old NifTool's logic with using F-Curves (or IPO in 2.49 terms), current scripts in 'POSE' mode moves through ALL bones and FRAMES with reading real matrixes and offsets of bone's position.
So with creating just a pose, you don't need to insert keyframes at all.
Why logic was changed?
If using constraints all affected by constraint bones DON'T have F-Curves (only constraint itself has), also they pose_bone's 'matrix_base' and 'location' properties stay unaffected.
Now you can implement ANY constraints for creating completely functional rigs, especially with implementing 'Inverse Kinematics' constraint.
Any rotations are allowed for any bone via constraints.
But there is a limitation in changing location:
At first, any location change (except ROOT bones) will deform body. For example, moving 'L Thigh' left/right/up/... will make from your character a cripple. If you want to move bone anyway, move it directly, but not via constraint. Or while export dialogue add to the field 'Moved bones' ones that scripts will recognize as allowed to be moved by constraints and calculate they offsets. By default only 'NPC Root [Root]' and 'NPC COM [COM ]' are allowed. Use ',' as separator. I added this field only for creature's skeletons, because they don't have 'NPC COM [COM ]' node, but they have 'Canine_COM", for example.
Don't care about added by you bones: Controllers, Drivers, Targets... Anyway hkxcmd will just ignore them while convertation.
BUT NEVER RENAME IMPORTED BONES.
Accepted ONLY 'LocRot' keyframes and they 'Visual' variants.
Scaling are not implemented at all. I don't see any reason to do it.
'File->Export->Skyrim nif-format Data (.nif)'
Armature must to be selected and active.
Simpliest but slow export method: Frame-by-frame. This mode not require additional preparations after creating animation. All frames and all bones are scanned and resulting .kf can have a huge size. About 'Moved bones' field, see ANIMATION' section. Fast 'F-Curve' method only for those who is familiar with Blender. Only real keyframes are exported to .kf, so before export you have to create 'Visual' keyframes for bones that not rotated directly by you, but with constraints.
Sometimes with upgrading to new version I have to change format of stored data. I'll try when able to give user an ability to update without loosing all work that have been done.
Select armature in 'object' or 'pose' mode, in Properties Panel goto Armature (to be more precisely in ObjectData Space).
At buttom of all panels you'll see 'io_nifdata' panel with 'update .blend file' button.
Click on it. But anyway, before upgrading make a copy of your file. And if something with old but updated work goes wrong, rollback,
restore file and finish your work using previous version of scripts.
1. Nothing at current moment as I'm not playing Skyrim until....
22 Nov 2017 v1.00 beta
- just reuploaded as zip-archive with proper folder location for being recognized by Blender.
- also for those who having troubles with installing Pyffi and Nifxml in description added steps for installation
09 May 2017 v1.00 beta
- Added patch from post
- Added option from post
- Added .kf animation import. see post for how-to
08 March 2017 v0.10beta
- Added. Import meshes
- From archive removed examples .blend files. With importing meshes added functionality i see no reason for them.
12 Feb 2017 v0.05beta:
- Added. Direct reading of F-Curve data. See this post.
11 Feb 2017 v0.04:
- Changed. Sequence of exporting bones is going from root to children. As result it's easy to find in exported .kf desired node for check/edit...
- Added. Bone priorities management. See EXPORT section.
- Instead of store data in textblocks of Blender file (which can be accidentally corrupted) all internal data are stored in properties of objects.
- Added. Update functional. Because data is moved, use UPDATE ability. See UPDATE section.
10 Feb 2017 v0.03:
- Fix. 'Import/Export scale correction' different from 1.0 settings don't causes error. Now editing F-Curves in 'Graph Editior' may be more comfortable.
09 Feb 2017 v0.02:
- Allowed to implement constraints for bones and create completely functional rigs. See ANIMATION section.
- Changed (is it really necessary?). With extracting vanilla Skyrim .hkx-es to .kf, user_version is dispayed as 11, i.e. 11/83, not 12/83 as for .nifs, so now 11/83 is used.
- Changed (is it really necessary?). With same tries in NiControllerSequence->Controlled Blocks->[block]->priority I always got 0, but NifTools means 26 as default. 0 now used.
Again and again, sorry for my English.
By sbireno more females walking like "machines". "NMFWLM"
VANILLA -> NMFWLM_vanilla.esp version: 2 (2012-12-12)
list of edited NPCs -> vanilla
You have to activate that mod BEFORE you've met the edited NPCs.
HEARTHFIRE -> NMFWLM_hearthfire.esp version: 1 (2012-12-06)
list of edited NPCs -> hearthfire
You have to activate that mod BEFORE you've met the edited NPCs.
DAWNGUARD -> NMFWLM_dawnguard.esp version: 1 (2012-12-06)
list of edited NPCs -> dawnguard
ATTENTION: You have to activate the Dawnguard version BEFORE you start the Dawnguard Questline!
DRAGONBORN -> NMFWLM_dragonborn.esp version: 1 (2013-02-06)
list of edited NPCs -> dragonborn
ATTENTION: You have to activate the Dragonborn version BEFORE you start the Dragonborn Questline!
LEGENDARY EDITION -> NMFWLM_legendary_edition.esp version: 1 (2015-01-05) (merged esp with TES5Edit)
list of edited NPCs -> legendary edition
You have to activate that mod BEFORE you've met the edited NPCs.
ATTENTION: You have to activate the LEGENDARY EDITION version BEFORE you start the Dawnguard Questline!
ATTENTION: You have to activate the LEGENDARY EDITION version BEFORE you start the Dragonborn Questline!
FALSKAAR -> NMFWLM_falskaar.esp version: 1 (2014-04-05)
list of edited NPCs -> falskaar v1.1.2
ATTENTION: You have to activate the Falskaar version BEFORE you start the Falskaar Questline!
BEWARE OF THE LOAD ORDER!!!
i think it will be good to load this mod as soon as possible.
i've disabled at the females the option "Opposite Gender Anims" from the Tab "Traits" at the actors menu from the creation kit.
how to use: for vanilla use vanilla, for dawnguard use vanilla + dawnguard and so on.
sample before;Jenassa -> male walking style
sample after;Jenassa -> FEMALE walking style
sample of female walking style; showcasing: Iona, Lydia (legs right; Jordis))
sample of female walking style; showcasing: Jordis
if you decide to use one of those .esp and you find some female, which are walking like a man, most of them are warriors like soldiers, mercs, bandits or unique npcs. please feel free and report them here at this thread.
there's a possibility of some random generated female npc spawn, like guards or orcs, which are still walking using male animations, because they are random generated by using a male template. i think a sharp sword or using the console cmd "disable", if you prefer the "clean way", should solve that problem.
RELEASE: IMPORTANT NOTE!
NMFWLM_editedNPC.xlsx.zip version: 4 (2014-04-05)
By MaikCGIf running, then the elves are ass up, if the walk - the hypertrophied victoria secret. So I saw myself as something in between.
I do not remember where I took run animation, it was many years ago. However, it too made a little smoothed. Walk reference - Victorias High Heel walk with a less shaking ass and a bit smoothed.
In the complete set the plug-in changing speed at movement by a step, in the original painfully slowly.
Why run and walk should be put together?
Because the rotation type is 360 degrees (in vanilla the torso always forward), if you put just one thing, there will be an incorrect blending animation for three movements: backward / backward-left / backward-right, the body will be rotated by +/- 90 degrees relative to correct position.
By GuestRender Poses 1
81 different poses
My first pose pack made through the community's help and for the community. I hope you guys enjoy using this small collection!
There are three files to choose from:
Standalone esp with ring select and pose Public poser version for Halofarm's public poser Standalone esp for SSE
Use any mod manager to place the files Run Fnis after esp is active In game there will be:
- Pose ring for select
- Pose ring for play If using Halo's public poser, drag and drop files to the appropriate Public folder and run FNIS
HaloFarm for starting it all and providing the Public Poser framework Spoons666 for getting me started on blender animation and providing me the base files, tutorials, motivation Arsenic for the template I used to make ring select and play work via creation kit WidowPuppy for bug fixing the poses and making the Halofarm's Public Play Number 5 version General Andreis for converting the poses to an SSE compatible version
Flickr Link for high resolution reference pictures (if interested)
By Muffler-Hello, this is my first mod here, This will replace first person magic casting animation in Skyrim for
1. Idle, ready and charge
2. Self release
Fast healing, Oakflesh, etc
3. Far Release
Lightning bolt, Fireball. etc
4. Self Concentration
5. Aim Concentration
Flames, sparks, etc
8. Dual casting
Spell type that didnt touch yet master ritual spell
Video for dual casting v3.0
Video show telekinesis, new self release spell, fix for flames and ward with comparison to vanilla v2.0
Video show idle, fast healing, healing, oakflesh, conjuration, lightning bolt for v1.0
please double check your download file is it correctly placed in destination folder
dont mistake it with 3rd person folder and you have to remove the file manually if you dislike some spell in particular. for safety
For example delete mlh_idle.hkx and mrh_idle.hkx if you want to keep vanilla movement and my new animation will play only when casting spell.
- left hand spell prefix mlh_xxx.hkx
- right hand spell prefix mrh_xxx.hkx
Thats it thanks, and enjoy
By MofmeModule for OSA - Skyrim Ascendancy Engine that lets you play dance animations from the common dance animation packs. Please take note that unlike in the animation packs there will be no music during the dance. I'll have to look into the OSA features to see if it's possible to play the music during animation (I guess it should be, as there are sounds playing back in the OSEX module using this engine).
Fores New Idles in Skyrim - FNIS OSA | Skyrim Ascendancy Engine Shake It - Dance Animations Shake It Some More - Dance Animations Addon and Framework If you want Selene Kate animations - you will need Selene Kate mod and some work described on the Shake It Some More! page.
CE0 - OSA -Skyrim Ascendancy Engine
IndexMemories - Shake It - Dance Animations
Gruberix - Shake It Some More - Dance Animations Addon and Framework
Kasprutz - Companion Selene Kate - Kiss Me
Morra - Poser Module for OSA
1) OSA - Skyrim Ascendancy Engine is required. Otherwise this module won't do anything - install it first if you don't have it already.
2) Install animations packs from the above list. You don't have to install all of them.
3) Install the Dancer Module.
4) Run FNIS.
5) Remove the Animation Pack's ESPs from you load order - you don't need them.
6) Run the game, open OSA (numpad Enter by default), then you can find Dancer Module in the "Inspect Self -> Interact -> Animate" menu.
7) Have a beach twerking party.
Videos as requested(audio added to the videos):
Requires: FNIS 5.5+, SKSE, SkyUI.
Optional: Animation Speed Control.
Install and activate it via NMM
Drop everything into %skyrimrootdirectory%Data (replace if asked) ; activate it via SkyrimLauncher.exe -> Data files
Please run GenerateFNISforUsers.exe after you install this mod.
Disable ShakeIt!.esp, clean save with Skyrim Script Cleaner, type skit into the box, hit delete selected and save.
You receive 2 new spells:
"Dance for me" - Makes NPC dance. (Default: random animation+music)
"Dance for you" - makes Player dance. (Default: random animation+music)
To configure your preferred dance/music navigate to MCM menu "ShakeIt!"
To use music download MUSIC PACK and unzip it into DATA folder.
On the first page you will be able to choose whether you would have specific spell, dialogue or both.
If you want to modify animations speed you will have to get Animation Speed Control 3 SKSE Plugin
On the second page select your preferred dance or use random dance selection system.
Third page lets you choose between 27 music tracks or disable them.
Last page gives an option to modify dance/music reference for instance you can play po pi po song while dancing cirno's perfect math class.
At the moment we have following animations.
Hatsune Miku Po Pi Po Dance - 1
Perfect Star Dance - 2
Megu Megu Fire Dance - 3
Matryoshka Dance - 4
Kero Destiny Dance - 5
Honey Honey Dance - 6
Suzumiya Haruhi OP Dance - 7
GEDDAN Meme Dance - 8
Elektrika Dance - 9
Cpt. Murasa Dance - 10
Cirno's Perfect Math Class Dance - 11
Belly Dance - 12
Affection - 13
Balalaika - 14
CaramelDansen - 15
Go My Way - 16
Levan Polka - 17
Nyan Nyan - 18
Parajiku Miku - 19
Watch the Ending Point - 20
MeikoNostalgic - 21
LoveCirculation - 22
NumaNuma - 23
PandaHero - 24
Shuffle - 25
WhiteLetter - 26
WorldIsMine - 27
Joshs Skyrim Behavior File Patcher
Any other behavior patcher.
~ RSV's, livedoor websites for tutorials, fore for FNIS, CPU]CPU[/url] for scripting the whole new mod and Japanese people for awesome animation work and sharing it with the world.
~Bethnesda for an awesome game and Loverslab.
By DoogeThis is a mod that is meant for two things:
Easy way to look through large number of "Simple Idle" type animations, this is for mod makers that plan to use custom idels in their mods but do not know what is available. Easy way to showcase animations for animation makers who may have limited scripting or CK skill.
Forget about coins, rings, spells, tedious clicking in CK and other nonsense. Included animations are ready to play with one push of a button.
Adding new animations is also easy: Batch treating folder full of hkx files with included tool. Sure this requires some actions in the magnitude of copying files, executing files, copypasting text from one place to another, but it is relatively imple and fast.
In addition to this mod one requires FNIS for users,FNIS for modders, SKSE, StorageUtil, being able to compile a script file, and some hkx files.
How to use (Adding new animations)
Add .hkx files to \Animator\Meshes\actors\character\animations\Animator\Put your new hkx here first and look in\ Run AnimatorProject.exe Type in file prefix that makes all the copied files unique Type in Author name and category to separate animations to their own categories Copy the created text on the left to \Animator\Meshes\actors\character\animations\Animator\FNIS_Animator_List.txt Move the renamed hkx files up one level to \Animator\Meshes\actors\character\animations\Animator\ Use GenerateFNIS_for_Modders, do this outside Mod Organizer. Copy \Fores New Idles in Skyrim - FNIS\Meshes\actors\character\behaviors\FNIS_Animator_Behavior.hkx to \Animator\Meshes\actors\character\behaviors Open adcAnimatorMain.psc and navigate to SetAnimations() function Add the generated text from the right, lines such as: PushAnimation("aaa", "bbb", 1.5) where first parameter is the hkx file, second is description, and last is time it takes to play the animation in seconds Compile the script Run FINS for users
Good reading also FNIS for Modders manual.
This is so easy to use that I'm willing to add any .hkx to the default package that people post to this thread.
How to use (Play animations)
Go in game, use comma and dot to cycle through animations. Numpad-1 to cycle through categories. The actor in crosshair will play the idle, otherwise the PC
Dance Animation Modder Resource by umpa (in 0.3) Crawl on fours animation by DarkAngel1265 (in 0.3) Halofarm's by Halofarm (in 0.31)
Please send your own work if you want it added, or link me to orphan or permitted animations. You may also make animators aware of this mod so we can have more content in it. Someone with Japanese skills could also help since there are huge amounts of awesome animations but I have no idea what the files say.
May not update new added animations on a savegame that have had this mod on previously.
Do whatever you like with this mod, excluding the animation files which are subject to their authors as listed above.
Well pose picker does not tell you the filename of the animation which is a big problem otherwise it's great.
By thegooglymanEver wonder why, after being beaten to a slither of health, the residents of skyrim just keep on fighting unburdened, and then after taking that lst hit, collapse into a embarassing pile of failure? Well no more!
Thanks to @Funnybizness and his Injured Animations I am happy to present
Combat Fatigue changes some animations for humanoid characters after their health passes a certain threshold. The character's movement speed will also be reduced as long as their health is below the threshold. The threshold and speed reduction are both MCM configurable.
How To Use
Install mod using your favorite mod manager or extract contents to your data Folder
Activate the ESP in your load order to apply the effects to the PC and NPCs
Open the MCM to configure Mod for the PC and NPCs
Injury Threshold - Determines the health percentage the character has to hit before the animations trigger
Injury Speed Reduction - Determines the movement speed reduction that will effect the injured character
Randomize NPC Values (NPC Only) - Randomizes the threshold and speed reduction of every NPC character.
In order for Combat Fatigue to work, you must have the following mods and all of their dependecies.
SKYUI 4.0+ (for MCM)
FNIS 6.0+ (For Alternate Animations)
Due to the nature of FNIS Alternate Animations, this mod is technically incompatible with any mod shares animation vraibles via FNIS AA, including Break Undies Plus and PCEA2. Do not fret, for I am working on a mod which acts as an intermediary between FNIS AA mods.
I am collaborating with FunnyBizness with this mod, and any additional updates will come out as he continues to improve and create animations.
If you have any suggestions, bugs to reports, complaints about the mod, or whatnot, then let them be known!