mazafaka1100 Posted November 27, 2024 Posted November 27, 2024 I mean, for the NPC or the Protagonist to just put on a collar or something and crawl around until they take it off. I know that in Being a Doggy there is a necklace with the same effect, but it completely turns the character into a dog, adds dialogues, scripts and so on. I need a mod that only introduces this animation and nothing else. Maybe there is something similar in Devious Devices, or can I change some files? I don't play with the Devious Devices mod myself, ZaZPack is enough for me. In general, is there such a mod or maybe there are some ways to implement it without unnecessary scripts?
mazafaka1100 Posted November 27, 2024 Author Posted November 27, 2024 I also found the "Skyrim Chain Beasts" mod, there is a more pleasant animation, but this mod is even more loaded. I thought maybe it's possible to take some ready-made mod and just replace the HKX animations? I would love to make the necessary mod myself, but I don't understand anything about it at all. I once tried to make a mod through the creation kit and just broke the game...
MadMansGun Posted November 27, 2024 Posted November 27, 2024 3 hours ago, mazafaka1100 said: I also found the "Skyrim Chain Beasts" mod, there is a more pleasant animation, but this mod is even more loaded. I thought maybe it's possible to take some ready-made mod and just replace the HKX animations? I would love to make the necessary mod myself, but I don't understand anything about it at all. I once tried to make a mod through the creation kit and just broke the game... well the "simple" way would be to use DAR (or guess OAR), copy the animations (they may need to be renamed) and setup the _conditions.txt to be: IsWorn("whatever mod or master has the armor or nekless.esp" | 0xFormid of the armor here without the first 2 numbers) Eg here is one of the _conditions.txt used for MNC's aroused werewolf idle animations: IsWornHasKeyword("CreatureFramework.esm" | 0x68F6) AND NOT IsFemale() OR IsWorn("MoreNastyCritters.esp" | 0x805) if there is more that one armor you want to use for the animations then adding a keyword to the armors and using iswornhaskeyword would be the better choice. (in MNC's/CF's case a keyword already existed so i just reused it) 1
mazafaka1100 Posted November 28, 2024 Author Posted November 28, 2024 (edited) 18 hours ago, MadMansGun said: well the "simple" way would be to use DAR (or guess OAR), copy the animations (they may need to be renamed) and setup the _conditions.txt to be: IsWorn("whatever mod or master has the armor or nekless.esp" | 0xFormid of the armor here without the first 2 numbers) Eg here is one of the _conditions.txt used for MNC's aroused werewolf idle animations: IsWornHasKeyword("CreatureFramework.esm" | 0x68F6) AND NOT IsFemale() OR IsWorn("MoreNastyCritters.esp" | 0x805) if there is more that one armor you want to use for the animations then adding a keyword to the armors and using iswornhaskeyword would be the better choice. (in MNC's/CF's case a keyword already existed so i just reused it) Thanks for the advice, I tried using the regular DAR and it looks like what I need. I googled and found the DART program, but I still don't understand if it is suitable for the LE version? I install it, but absolutely nothing appears in the open program. Empty windows and that's it, I tried everything I could and nothing worked. Maybe I would like to do all this manually, but I did not find any documentation for this. Can you suggest something, send me some link so that I can study everything in more detail? Yes, I use the LE version because there are more mods made for it, in particular those that I am not ready to give up yet. But apparently all the convenient tools for DAR and OAR are made only for the SE version. In general, I would like to allocate some collar from ZaZ Pack for my needs and have the animations replaced when wearing it for NPCs. Or take ready-made handcuffs with animation and just replace it. However, I have absolutely no idea where to get the names of the standard Skyrim animation files... In general, I would be very grateful for your help and advice on this matter. It seems that you understand this. P.S. In general, I experimented a bit and realized that to make the crawling animations work as they should only when the NPC is sitting (sneaking). Otherwise, they just stand up when they are not moving or crawling. To make them sit, it seems like you need to create a separate mod and scripts for this. So, apparently, it just won't work. DAR replaces animations, but apparently even its capabilities are limited. At least I couldn't find any lists of NPC animations to make sure. But all animation replacers have exactly the same set of .hex files that I replaced, but they still stand up. P.P.S. In general, I figured it out. Of course, everything does not work perfectly, but the problem turned out to be in the animations as such. For some reason, I don’t know why, the animations are interrupted and replaced by standard ones for a short time, and then they return to those in DAR. But now the collar from ZaZ works and the necessary NPCs crawl, as I intended. Therefore, I am grateful to you for your answer, you helped me a lot by telling me about this mod and attaching an example of the file code. I will experiment further, perhaps the problems with animations arise because of some mod. But in any case, if you have anything to add, I would be happy to hear it. Thanks again Edited November 28, 2024 by mazafaka1100
MadMansGun Posted November 28, 2024 Posted November 28, 2024 (edited) i can't seem to re-find the guide right now but DAR is not hard to understand: for humans/npcs the file path is "Data\Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\" inside this folder you will create your own folders and give them numbers, these numbers represent the priority of the animations within them ( if i'm remembering right the number range you can use is -10000 to 10000 ), if more than one folder has its conditions being met then only the higher priority animation will be used. (this can also be by quite annoying if the higher priority folder only replaces some animations, Eg: you could have a standing animation in another dar mod that is overriding your crawling animation because its conditions are met first) the names if the animation hkx files need be the same as the ones you want to replace, eg: if you want to replace "mt_walkforward.hkx" then you need to name your animation "mt_walkforward.hkx". but do note that gender specific animations will need to be placed inside a extra folder like "female"...so: "Data\Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\12345\female\mt_walkforward.hkx" and the same sort of thing goes if you want to replace animations found in fnis based mods: "Data\Meshes\actors\character\animations\DynamicAnimationReplacer\_CustomConditions\12345\modname\themodsanimation.HKX" 8 hours ago, mazafaka1100 said: I have absolutely no idea where to get the names of the standard Skyrim animation files you can use a BSA Browser to look in the "Skyrim - Animations.bsa" most of the time the names are self explanatory. Edited November 28, 2024 by MadMansGun 1
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