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Posted
3 hours ago, Cleofield said:

Sorry it took, been at work.  

 

1.) Make a copy of the live action folder after you've extracted it from the main file

2.) Run Cathedral Assets Optimizer on that folder

3.) Put that folder into your mod organizer.

 

I think it even applied aroused walk and sneak animations I wasn't aware of that I'm now seeing.  Thanks for the suggestions, but dance for septims still plays its own animations and I don't want to get into SLS since I've already got licenses and cursed loot scripts messing with all the people.

 

hey so it's my first time using CAO, thanks a lot for the recommendation.

 

So I ran it on Live Action mod folder (extracted as you said, not the archive) -> do you know where is the output? Which folder should I reimport back into MO2?

Below is the copy of LA after I ran CAO over the whole thing: apparently some changes have been made to Auto_LA and meshes folder.

 

image.png.41bd20bf2a984692d671b74881cab5a6.png

  • 3 weeks later...
Posted
On 6/28/2025 at 12:02 PM, Fraying9981 said:

 

hey so it's my first time using CAO, thanks a lot for the recommendation.

 

So I ran it on Live Action mod folder (extracted as you said, not the archive) -> do you know where is the output? Which folder should I reimport back into MO2?

Below is the copy of LA after I ran CAO over the whole thing: apparently some changes have been made to Auto_LA and meshes folder.

 

image.png.41bd20bf2a984692d671b74881cab5a6.png

The output should be the folder you ran CAO with itself, then plug it back in.  I use Vortex however, but should be same deal.

Posted
On 6/16/2025 at 12:25 AM, Someguy2134 said:

do you know what Pack i can download to replace the RZIAP files cause the public pack doesn't really tell me much about which ones are which or if you know which files to rename to replace?

i already replaced the GS files.

 

It wasn't easy to find but eventually I did find it on a Russian site (a bit nerve racking since my Malware Bytes was blocking stuff from that site).

 

RohZima Immersive Animated Poses III (for PoserHotkeys) 3.1

 

You don't need to rename anything.  If you find this elsewhere it would be good to give a reference.  I just checked now, and the file is still on this site.

Posted

In case anyone else noticed, the castanic animations are amazing, even unequipping magic has a nice flair.  For some reason while just moving forward though, the animation would rapidly switch between 'runforward' and 'runforwardfast'.  Fixed by unchecking the "Ignore 'Don't convert annotations to triggers' flag".

  • 4 weeks later...
Posted
On 7/13/2025 at 11:37 PM, Cleofield said:

The output should be the folder you ran CAO with itself, then plug it back in.  I use Vortex however, but should be same deal.

 

Thank you. I did the CAO process and it unlocked more nice animations. awesome.

I still get some occasional t poses.

Are there any other fixes?

  • 1 month later...
  • 2 weeks later...
Posted

Been busy getting used to my new job, playing the actual game with UBE and spending more time in nature. Also, I was not exactly motivated to work on the old DAR version MCM bug fixes for over a year now because the OAR version is more practical.

 

On 12/10/2024 at 2:55 AM, aitorr0º said:

2RZIAP*.hkx animations always cause T-pouse (tested only in sit animations, with OAR scriptless)

 

As linked below, run Cathedral Asset Optimizer if on SE/AE.

 

On 12/17/2024 at 11:49 PM, MalicoVuckovic said:

I'm also using OAR Scriptless and have started to keep track of ones that T-Pose for me.  So far I've gotten T-Pose with these:

 

Live Action\Sit_F01\animations\_variants_aobarstoolidle\2RZIAP43.hkx
Live Action\Sit_F01\animations\_variants_aobarstoolidle\2RZIAP42.hkx
Live Action\Sit_F01\animations\_variants_aobarstoolidle\2RZIAP45.hkx
Live Action\Sit_F01\animations\_variants_idlepraycrouched_loop\1RZIAP69.hkx
Live Action\Sit_F01\animations\_variants_aobarstoolidle\2RZIAP43.hkx
Live Action\Sit_F01\animations\_variants_aobarstoolidle\2RZIAP42.hkx
Live Action\Sit_F01\animations\_variants_idlewarmhands\2RZIAP14.hkx
Live Action\Sit_F01\animations\_variants_idlestudy\1RZIAP10.hkx
Live Action\Sit_F01\animations\_variants_idlesit_crosslegged\1RZIAP68.hkx
Live Action\Sit_F01\animations\_variants_craftingtanningidlea\1RZIAP32.hkx
Live Action\Sit_F01\animations\_variants_craftingtanningidleb\1RZIAP28.hkx

Live Action\Stand_F40\animations\female\_varients_mt_idle\GS484.hkx
Live Action\Stand_F40\animations\female\_varients_mt_idle\GS510.hkx

Live Action\Stand_F60\animations\female\_varients_mt_idle\GS308.hkx
Live Action\Stand_F60\animations\female\_varients_mt_idle\GS342.hkx

Live Action\Sit_FA50\animations\_variants_aobarstoolidle\2RZIAP46.hkx
Live Action\Sit_FA50\animations\_variants_aobarstoolidle\GS488.hkx
Live Action\Sit_FA50\animations\_variants_aobarstoolidle\GS490.hkx
Live Action\Sit_FA50\animations\_variants_AnimObjectCounterIdleArmsLoopRight\GS312.hkx
Live Action\Sit_FA50\animations\_variants_AnimObjectCounterIdleLoopRight\GS215.hkx
Live Action\Sit_FA50\animations\_variants_AnimObjectCounterIdleLoopRight\GS468.hkx
Live Action\Sit_FA50\animations\_variants_idlebook_read\GS484.hkx
Live Action\Sit_FA50\animations\_variants_SearchingChest\1RZIAP34.hkx
Live Action\Sit_FA50\animations\_varients_SearchingChest\1RZIAP79.hkx
Live Action\Sit_FA50\animations\_variants_craftingtanningidlea\1RZIAP14.hkx
Live Action\Sit_FA50\animations\_variants_craftingtanningidleb\1RZIAP33.hkx
Live Action\Sit_FA50\animations\_variants_idlestudy\1RZIAP19.hkx
Live Action\Sit_FA50\animations\_variants_idlestudy\1RZIAP28.hkx

Live Action\Sit_FB50\animations\female\_variants_chair_idlebasevar1\GS491.hkx
Live Action\Sit_FB50\animations\female\_variants_chair_idlebasevar1\GS489.hkx
Live Action\Sit_FB50\animations\female\_variants_chair_idlebasevar1\2RZIAP59.hkx
Live Action\Sit_FB50\animations\female\_variants_chair_idlebasevar2\2RZIAP59.hkx

Live Action\Sit_FB75\animations\female\_variants_chair_idlebasevar1\2RZIAP59.hkx
Live Action\Sit_FB75\animations\female\_variants_chair_idlebasevar1\2RZIAP60.hkx
Live Action\Sit_FB75\animations\female\_variants_chair_idlebasevar1\2RZIAP61.hkx
Live Action\Sit_FB75\animations\female\_variants_chair_idlebasevar2\2RZIAP59.hkx
Live Action\Sit_FB75\animations\female\_variants_chair_idlebasevar2\2RZIAP60.hkx

Live Action\Sleep_01\animations\_variants_bedroll_leftsleep\1RZIAP01.hkx

 

I use SE 1.5.97 and did run FNIS (but no change), though I thought running FNIS wasn't required for DAR or OAR.

 

It is worth noting that I also have GSposes SE and RohZima Immersive Animated Poses III installed and these same poses work fine in my game using Poser Hotkeys.

 

Is there something else to check, or do others get T-Pose for these as well?

 

You can use the Show Animation Command to check these.

 

Update:

What I've been doing is copying the GSPoses and RohZima animations to the relevant Live Action sub-directories (using MO2 that is easy in a separate MOD) and they are working fine.  Wonder if the issue is having 2 slightly different versions of an animation at the same time is the issue (though I'd think they would have been the same)?  Just leaving this here in case it helps anyone else.

 

 

 

As linked below, run Cathedral Asset Optimizer if on SE/AE.

 

On 1/14/2025 at 6:24 AM, gheppner1 said:

Also when i download the mods from the Bat file links do they get installed or just placed in Auto_LA folder, aslo what folder in this directory would I put the zip's in?

Screenshot 2025-01-14 011920.png

Screenshot 2025-01-14 011944.png

 

If ever in doubt, look at the bat file contents to see where files must go.

 

On 1/16/2025 at 3:14 AM, Cleofield said:

Well this is goddamn amazing.  My only question is what are these lollygag animations?  They're all attached to Nazeem?  ..Do I want to find out?

 

Nazeem is just that special.

 

On 2/9/2025 at 3:12 PM, Moonpaw said:

Is it possible that some of the hkx files are in the wrong place? Ive followed the instructions and downloaded some of the animation packs and put them in the folder with the bunch of bat files and started the extract and move bat. It generated a few folders and ive put them where theyre supposed to go and...in the json config files ive noticed some problems? Just to name one example in the config file for Stand F80 "GS293.hkx" is referenced but that particular hkx file is in the Stand F60 folder (in one of the subfolders).

Another problem i have is that OAR cycles through the standing idle anims in seconds. Every second or so it switches to a different stand animation.

 

animloops.png.f71cee925c23e01f8e7f602143faa8c5.png

 

This happens like every second

 

My mistake in linking the file. The fix was posted below as you already saw.

 

On 2/23/2025 at 6:51 PM, Moonpaw said:

theres no better way? something like "Switch to a random one every 1-2 minutes"?

 

 

On 3/1/2025 at 7:28 AM, R3nko said:

Is this standalone/plug-and-play or I must do all that spreadsheet process?

 

A good chunk is plug and play. Anything extra is not crucial for aroused stuff.

 

On 4/8/2025 at 7:34 PM, TheManTheManTheMan2424 said:

I installed the scriptless version the first time I got this, and it worked except I had almost no control over what played when, where, or why. at 20 arousal my PC immediately begins sexy dancing and poses nonstop until at under 20, and switching every other few seconds (1-3), and I had hoped the MCM would help, but it wasn't there. I thought about going through OAR and disabling/changing parameters such as arousal for each individual animation to play "correctly" like I had for some of the animations that wouldn't play beforehand (standing idles, laying idles, sitting idles) but that seemed extremely tedious and I love this mod so I didn't want to give up.

I installed the scripted version and the MCM now appears, and I'm still confused about how to make animations play at certain parameters. some work like resting/laying down variants, but no idles, dances, fitness... nothing. so my question is how do I control what animations play when, like my arousal examples which are the most common, inside the MCM if possible at all?

any response at all is srsly appreciated

 

The DAR version may be broken in some ways. It used to work for me at least though I recommend moving to OAR for user-friendly options.

 

On 6/16/2025 at 4:25 AM, Someguy2134 said:

do you know what Pack i can download to replace the RZIAP files cause the public pack doesn't really tell me much about which ones are which or if you know which files to rename to replace?

i already replaced the GS files.

 

 

You can replace or delete RZIAP files as you prefer. Missing animations are skipped.

 

On 6/23/2025 at 2:44 AM, Cleofield said:

I was able to make the animations that T-pose work with Cathedral assets Optimizer, I was even able to see fitness, sitting, and sleeping animations with Dovahkiin can lean Sit Kneel Lay down and Meditate etc too: https://www.nexusmods.com/skyrimspecialedition/mods/32748?tab=description

 

But for the life of me I can't figure out how to make the dance animations trigger.  NPCs are busting out some sick moves and I'm left here danceless.. other dance mods include their own animations, so does anyone know how to have the player trigger the vanilla skyrim dance/applaud animations so these ones will play?

 

The player dance animation triggers may be wrongly configured for the player or you need a mod that lets you use those animations.

Posted
On 8/13/2025 at 10:34 PM, Fraying9981 said:

 

Thank you. I did the CAO process and it unlocked more nice animations. awesome.

I still get some occasional t poses.

Are there any other fixes?

 

Remove/disable/replace any T-pose animations you see. I have not tested every animation separately.

 

On 9/21/2025 at 9:30 AM, nightblaze27 said:

sadly i downloaded the mod and evertime i tick al the idles for female and PC it automatically unclicks everything and this is the only animation mod I have

 

DAR mode with MCM? The MCM may be broken. It needs a rework, honestly.

 

On 8/10/2025 at 8:02 PM, Mimolette27 said:

For some reason some animation just play right after the other making the npc just strike poses at the speed of light

 

I set the animation trigger in OAR mode to the longest delay it allowed. Try unchecking replace on loop as suggested previously and fiddling with OAR settings.

Posted
20 hours ago, slizer40000 said:

Remove/disable/replace any T-pose animations you see. I have not tested every animation separately.

 

 

thanks. how do you realistically do this at scale?

  • if you wait for the t pose > activate the log > well there is no change so the animation name is not visible
  • if you activate the log > you need to wait and keep tracking the same character for the buggy animation to show up .

 

Is there a smart way of doing this?

Posted
On 10/4/2025 at 9:09 PM, Fraying9981 said:

 

thanks. how do you realistically do this at scale?

  • if you wait for the t pose > activate the log > well there is no change so the animation name is not visible
  • if you activate the log > you need to wait and keep tracking the same character for the buggy animation to show up .

 

Is there a smart way of doing this?

There was an override button in the OAR UI to play each exact animation file in each folder.

  • 2 months later...
Posted
On 12/22/2025 at 2:00 AM, Fraying9981 said:

FYI finally found the fix for the A-poses: basically most animations are LE and haven't been converted to SE appropriately

=> just use this mod to convert all of them to SE, then delete the old ones (otherwise they will still be part of the playlist)

 

https://www.nexusmods.com/skyrimspecialedition/mods/154237?tab=description

Run Cathedral Assets Optimizer on your mod folder if on SE/AE. Please read the description and F.A.Q.

 

This question has emerged multiple times due to people not reading the mod description.

Posted
7 hours ago, slizer40000 said:

Run Cathedral Assets Optimizer on your mod folder if on SE/AE. Please read the description and F.A.Q.

 

This question has emerged multiple times due to people not reading the mod description.

 

I did, it did not fix it. You can check my earlier messages.

 

This fix I suggest works. Thanks for understanding

Posted
2 hours ago, Fraying9981 said:

 

I did, it did not fix it. You can check my earlier messages.

 

This fix I suggest works. Thanks for understanding

 

Then I stand corrected. I was not aware of the issues with CAO conversion.

 

Did you by chance note down which LE->SE hkx files are causing the problems? Does that mod convert the whole folder?

Posted (edited)
12 minutes ago, slizer40000 said:

 

Then I stand corrected. I was not aware of the issues with CAO conversion.

 

Did you by chance note down which LE->SE hkx files are causing the problems? Does that mod convert the whole folder?

 

It was the first time using CAO so I can't say for sure I did everything right, but it looks straightforward to me enough that I'm quite confident it was enough.

 

CAO let many files through. Like, a lot. I can't tell you exactly but if I may, it's a mess.

 

Here is how I found out:

1. downloaded hkpeek to run each animation 1 by 1

2. when opening the faulty animation an endian error appeared, so technically from there I could tell this one piece was faulty and tag each faulty file manually. because it's a basic exe I couldn't run an automated pipeline of checking each animation with it to identify the wrong ones, so I stopped this lead here.

3. then in the explorer I realized that for each folder, I had ~5 animations, and only 1 of them had size < 100kb. Turns out this one was the only one working in hkpeek. 

4. established correlation: > 100 kb files must be LE animations. As mentioned above, most have size > 100 kb so I would say 80% of the animations don't work.

5. Downloaded the converter (which processes all the animations anyway)

6. Cleaned up the old files

 

Everything works great now! The mod is amazing.

 

Moving forward, I would just say that some animations for sitting are inverted = the character sits opposite of where the chair is.

If you know how to fix this please do :D🎅🏻

Edited by Fraying9981
Posted
13 minutes ago, Fraying9981 said:

 

It was the first time using CAO so I can't say for sure I did everything right, but it looks straightforward to me enough that I'm quite confident it was enough.

 

CAO let many files through. Like, a lot. I can't tell you exactly but if I may, it's a mess.

 

Here is how I found out:

1. downloaded hkpeek to run each animation 1 by 1

2. when opening the faulty animation an endian error appeared, so technically from there I could tell this one piece was faulty and tag each faulty file manually. because it's a basic exe I couldn't run an automated pipeline of checking each animation with it to identify the wrong ones, so I stopped this lead here.

3. then in the explorer I realized that for each folder, I had ~5 animations, and only 1 of them had size < 100kb. Turns out this one was the only one working in hkpeek. 

4. established correlation: > 100 kb files must be LE animations. As mentioned above, most have size > 100 kb so I would say 80% of the animations don't work.

5. Downloaded the converter (which processes all the animations anyway)

6. Cleaned up the old files

 

Everything works great now! The mod is amazing.

 

Moving forward, I would just say that some animations for sitting are inverted = the character sits opposite of where the chair is.

If you know how to fix this please do :D🎅🏻

 

I will keep that in mind when revamping the mod when I make the time to overhaul it all.

 

As for inverted animations, I do not know of an easy solution. The direction must be changed in the hkx by 180 degrees around the world space Z axis. Gunslicer was kind enough to edit a few animations a while ago but the other sitting animations would need either the original modder to edit the Blender project and export again or hkx hacking. Perhaps there are programs to do that now. I have not checked. For now, it is best to disable those animations.

  • 2 weeks later...
  • 3 weeks later...

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