trasberny Posted September 17, 2020 Posted September 17, 2020 View File Pet Ring (Crawl on all fours) What is this? An animation replacer that causes the character to crawl on all fours when equipping the ring. How to use in game? Equip the Pet Ring on yourself or any npc to force them to crawl around until the ring is removed. I recommend using AddItemMenu to get the ring or the console if you prefer not to use that mod. Requirements Dynamic Animation Replacer Installation Install archive with mod manager Compatibility The crawling animation may get overwritten by something else that changes the idling/walking animation in your game. For example, armbinder from Devious Devices... Maybe FNIS Sexy move... etc... Credits DarkAngel1265 for the original animation This is currently only fully compatible with females. Submitter trasberny Submitted 09/17/2020 Category Regular Mods Requires Dynamic Animation Replacer Regular Edition Compatible No 3
iamyourdaddy Posted May 11, 2021 Posted May 11, 2021 the code doesnt work for me what is the ring called?
Crabrangooned Posted September 30, 2022 Posted September 30, 2022 for some reason additemmenu crashes my game. and that console code is bogus... would love to know how one can try out this mod lol.
anjuchan Posted February 22, 2023 Posted February 22, 2023 Very nice mod, I recently returned to LE because of some thoughts, any thoughts on creating an LE version? 1
HealKitten Posted February 22, 2023 Posted February 22, 2023 (edited) On 4/14/2021 at 4:21 AM, reedeonry said: player.additem 26004392 1 On 5/12/2021 at 4:57 AM, iamyourdaddy said: the code doesnt work for me what is the ring called? For anyone else having this same issue - the first two digits usually refer to which position something is in your modlist. So it would be " player.additem xx004392 1 ", replacing the XX with the hexadecimal code for the mod position itself. If it was the 9th mod in your list, then 09004392. If it's the 10th mod, 0A004392 would be the item code. (0A because hex.) Reedeonry has this mod as the fourty-fifth mod in their list, which is why theirs starts with '26'. (In MO2, you can look for the Mod Index number on the right side of the window, and that should be one way to help point you in the right direction as to what those first two digits should be.) Edited February 22, 2023 by Kittenpox clarifying that the hex code varies based upon the position of the mod, rather than the nature of the mod.
wower2345 Posted November 30, 2023 Posted November 30, 2023 I remember the old mod that replaced the crouching animation with this one. I want to use this mod, but it seems like the animation gets overwritten like you said in the post. I have a lot of animation mods, are there any 'usual suspects' that I should check first?
liamlinson7 Posted April 4, 2024 Posted April 4, 2024 neat mod, is there a leash to go along with this
Silverandink Posted January 31, 2025 Posted January 31, 2025 On 2/21/2023 at 10:10 PM, Kittenpox said: For anyone else having this same issue - the first two digits usually refer to which position something is in your modlist. So it would be " player.additem xx004392 1 ", replacing the XX with the hexadecimal code for the mod position itself. If it was the 9th mod in your list, then 09004392. If it's the 10th mod, 0A004392 would be the item code. (0A because hex.) Reedeonry has this mod as the fourty-fifth mod in their list, which is why theirs starts with '26'. (In MO2, you can look for the Mod Index number on the right side of the window, and that should be one way to help point you in the right direction as to what those first two digits should be.) Hey so I'm trying to get this mod to work in VR, otherwise i would just get the additem mod. So I'm totally following with the mod list and the using A as a tenth position in the console command (0A because hex.) unfortunately, i am using vortex and there is not an index order that i can find, but there is a deployment order so i have tried both using my deployment order which just so happens to be 10 so i used 0A004392 (this didn't work). Than i counted all my my mods and came to the number 28 and tried 28004392 (also no dice). Also this part is very confusing to me, hopefully you can clarify ''Reedeonry has this mod as the forty-fifth mod in their list, which is why theirs starts with '26'''. i don't understand this, wouldn't it be 45004392, if his mod is in the 45th place?
Jack005 Posted October 15, 2025 Posted October 15, 2025 Hi I tried to make this esp mod to espfy (esl) but it seems that the animation doesn't work if is made to compact to make esl, is there a correct way to make it esl?? or can you make it esl??
apEna Posted October 15, 2025 Posted October 15, 2025 11 hours ago, Jack005 said: Hi I tried to make this esp mod to espfy (esl) but it seems that the animation doesn't work if is made to compact to make esl, is there a correct way to make it esl?? or can you make it esl?? This mod uses the old dynamic animation replacer (DAR). It replaces animations when conditions are found. In this mods case the condition is: IsWornHasKeyword("PetRing.esp" | 0x0167F9) (someone is wearing something by the formID of XX0167F9 made by this mod, XX is this mods place in your mod list). Immediatly you'll see that form id is not possible with esl as they use first 5 digits to place themself in you mod list (FE345asd). So check what the rings new form id is after the conversion and change that in the _Conditions.txt file you'll find from this mod. But I'm not sure if DAR ever supported esl id's, try changing it to IsWornHasKeyword("PetRing.esp" | 0x801), pulled the 801 from my ass, you need to check what the last 3 digits of the formID really is. Also the mod folder is 1, and that means every other mod that modifies these animations will win, so might want to change that that to something like 11000 (the folder name).
Jack005 Posted October 16, 2025 Posted October 16, 2025 10 hours ago, apEna said: This mod uses the old dynamic animation replacer (DAR). It replaces animations when conditions are found. In this mods case the condition is: IsWornHasKeyword("PetRing.esp" | 0x0167F9) (someone is wearing something by the formID of XX0167F9 made by this mod, XX is this mods place in your mod list). Immediatly you'll see that form id is not possible with esl as they use first 5 digits to place themself in you mod list (FE345asd). So check what the rings new form id is after the conversion and change that in the _Conditions.txt file you'll find from this mod. But I'm not sure if DAR ever supported esl id's, try changing it to IsWornHasKeyword("PetRing.esp" | 0x801), pulled the 801 from my ass, you need to check what the last 3 digits of the formID really is. Also the mod folder is 1, and that means every other mod that modifies these animations will win, so might want to change that that to something like 11000 (the folder name). Yeah your theory is right, its mostly because of the change on the id item, Im using OAR so i dont thing is something to do with DAR format, if your theory is right I just need to change the condition to the new id after the esp-fy, thanks man, I appreciate the advice a lot, I will update whether it worked or not, beacuse use an esp slot for an animations is.... somewhat silly even more if your're like me and is reaching the dangerous number
Jack005 Posted October 16, 2025 Posted October 16, 2025 (edited) 1 hour ago, Jack005 said: Yeah your theory is right, its mostly because of the change on the id item, Im using OAR so i dont thing is something to do with DAR format, if your theory is right I just need to change the condition to the new id after the esp-fy, thanks man, I appreciate the advice a lot, I will update whether it worked or not, beacuse use an esp slot for an animations is.... somewhat silly even more if your're like me and is reaching the dangerous number Well.... its not working and not sure why, or what exactly should I use as the ring id be the in game id (Fe01A800 meaning 0x01A800) or what the sseedit says is (Fe000800 meaning 0x800) , could be what you were saying about the DAR suport to esl, but maybe its me messing something up (wich it would be the best escenario) apEna thanks for the help, again Edited October 16, 2025 by Jack005
apEna Posted October 16, 2025 Posted October 16, 2025 19 hours ago, Jack005 said: Well.... its not working and not sure why, or what exactly should I use as the ring id be the in game id (Fe01A800 meaning 0x01A800) or what the sseedit says is (Fe000800 meaning 0x800) , could be what you were saying about the DAR suport to esl, but maybe its me messing something up (wich it would be the best escenario) apEna thanks for the help, again Well it looks like I can't read. The condition is that "something worn has keyword XX0167F9". You need to look the keywords new Id and not the rings. But If you have OAR, just open the in-game and modify the conditions there to something completly different, can be anything really, don't need to be that specific ring or keyword. DAR mods can be found under the Legacy dropdown. Just remember to go to "User mode" to modify and "save submod config" when done. Tested this with my game. Modified it to esl with xEdit and then edited the conditions in OAR in-game editor. Works fine. "IsForm, Skyrim.esm, 14" is the player. Just my test there. Also remember to bumb the priority to higher than any other priority that modifies any movement of characters (walk, run, idles ect.) Sorry, forgot you could just do this in game with OAR even on DAR mods before I sent you on this quest. Spoiler 1
Jack005 Posted October 16, 2025 Posted October 16, 2025 (edited) 2 hours ago, apEna said: Well it looks like I can't read. The condition is that "something worn has keyword XX0167F9". You need to look the keywords new Id and not the rings. But If you have OAR, just open the in-game and modify the conditions there to something completly different, can be anything really, don't need to be that specific ring or keyword. DAR mods can be found under the Legacy dropdown. Just remember to go to "User mode" to modify and "save submod config" when done. Tested this with my game. Modified it to esl with xEdit and then edited the conditions in OAR in-game editor. Works fine. "IsForm, Skyrim.esm, 14" is the player. Just my test there. Also remember to bumb the priority to higher than any other priority that modifies any movement of characters (walk, run, idles ect.) Sorry, forgot you could just do this in game with OAR even on DAR mods before I sent you on this quest. Reveal hidden contents Yep I cant read either, now is working like a gem, in my case is IsWornHasKeyword("PetRing.esp" | 0x801) on folder 11000, OAR menu and me dont mix too well soo gonna leave like the for the time being, but thaks man your awesome, also take this idle is really good Submise paw pose idle.rar Spoiler Edited October 17, 2025 by Jack005
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