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Posted
5 minutes ago, woodrealmelf said:

just to clarify download the version 5.6 and 5.7? or just the new version and the covering animation?

0.5.7 and covering animations fraom kziitd

And make sure you delete the old animation files 

Posted

This mod is looking good. I do have a little issue, unless I just have settings wrong.  Using v0.5.7 the cover animation only activates when I equip it. When I was using v0.5.5FIXED it covered automatically. Nothing mods wise has changed, why isn't it doing it automatically like the previous version?

Posted
3 hours ago, xXxMikeyxXx said:

This mod is looking good. I do have a little issue, unless I just have settings wrong.  Using v0.5.7 the cover animation only activates when I equip it. When I was using v0.5.5FIXED it covered automatically. Nothing mods wise has changed, why isn't it doing it automatically like the previous version?

You need this file. And uninstall old covering animations. 

IMG_20260314_113326_411.thumb.jpg.e962365be7d0618443ac76364692b112.jpg

Posted
On 3/11/2026 at 10:31 PM, Samhsay said:

I would suggest afraid and amuse for regular girl and for slut. I can separate them and apply them depending on the PC status

6 covering animation.rar

Okay, so that makes a total of 6 animations.
Let me know if you have any problems.

Posted
On 3/13/2026 at 6:22 AM, Samhsay said:

What exactly is going on with the full animation? I need to know this so I can understand what to look for.

when I equip the armor "Covering Hands" nothing happens. but the other two armors work flawlessly 

Posted
11 minutes ago, Knight974 said:

when I equip the armor "Covering Hands" nothing happens. but the other two armors work flawlessly 

Did you reinstall both mods? May be any files lost. 

Or you can try to start new game for test. 

Or you can off both mods, save game without them and load with turned on mods

Posted
7 hours ago, kziitd said:

Okay, so that makes a total of 6 animations.
Let me know if you have any problems.

Thank you. Tomorrow I'm going to make update. Now it's not so difficult as at first time. 

Posted (edited)

What's New in Version 0.5.8

Released Just now


- Facial expressions have been added to the cover animation. Can be enabled or disabled in MCM.

 

Be sure to download the Covering Animations file from kziitd new.

 

 

________________________________________________________

 

PLAN FOR 0.5.9

I've encountered some issues with adding the perk life Of The Party. I'm currently working on fixing them.

There are also some issues with the swimming animation.

And I want to add a feature to change the animation when the PC is sneaking

 

Edited by Samhsay
Posted
17 hours ago, Spaceguest991 said:

Sorry to intrude but have you've thought about making a animation for Provocative Perks Exhibitionist Streak? Since it might not make sense for the player character to cover them selves if they have it?

What action would you like the PC to perform when that perk triggers? The vanilla game's arm injury mechanic only affects the arm's posture.

Posted (edited)
2 hours ago, kziitd said:

What action would you like the PC to perform when that perk triggers? The vanilla game's arm injury mechanic only affects the arm's posture.

 

I looked at the recent ESP in xEdit and noticed something important: Samhsay is no longer using _TD_HandRestraintsAnimation with the old hand-only slots (34-L Hand, 35-R Hand). Instead, they're now using slot 61 (FX) and custom keywords that trigger full-body animations. In theory, this means it's no longer limited to just the arms? So you could create full-body injury animations, the technical foundation is now there to support them. If this is correct you can make...

 

Full-body walking cycles

Hunched over idle poses

Limping or different run animations

Pain reactions in combat

Any full-body animation you can imagine

You could even use some of your poses from your pose mod

Or maybe aroused idles? Like these for example they can change sneak, run, sprint, etc..... https://www.nexusmods.com/skyrimspecialedition/mods/164568 

 

That mod plays animations based on arousal level from low to high and at high levels PC does masturbation animations

Edited by Cookiemonsta234
Posted
18 minutes ago, Cookiemonsta234 said:

 

I looked at the recent ESP in xEdit and noticed something important: Samhsay is no longer using _TD_HandRestraintsAnimation with the old hand-only slots (34-L Hand, 35-R Hand). Instead, they're now using slot 61 (FX) and custom keywords that trigger full-body animations. In theory, this means it's no longer limited to just the arms? So you could create full-body injury animations, the technical foundation is now there to support them. If this is correct you can make...

 

Full-body walking cycles

Hunched over idle poses

Limping or different run animations

Pain reactions in combat

Any full-body animation you can imagine

You could even use some of your poses from your pose mod

Or maybe aroused idles? Like these for example they can change sneak, run, sprint, etc..... https://www.nexusmods.com/skyrimspecialedition/mods/164568 

 

I just wanted the animation to not take up glove slots :D

Posted (edited)
12 hours ago, Samhsay said:

I just wanted the animation to not take up glove slots :D

 

LOL! You just potentially created a full-body animation system on accident. Glove mods are for slots 34-35 (hands) so you moved it to slot 61(FX) which nothing uses and BAM full body animations became possible. Slots 61 (FX) is a special slot that isn't tied to any specific body part. It isn't physically covering anything it's just a trigger. It doesn't restrict animations to any specific body part like TD did with hand slots. I also looked at old psc for first covering mod and it had

 

akActor.ChangeAnimArchetype(); empty call
akActor.ChangeAnimArchetype(AnimArchetypeCovered) The new one has 

 

akActor.AddKeyword(CoverInjureWord)
akActor.AddKeyword(AnimationKeyword)
akActor.ChangeAnimArchetype()
akActor.ChangeAnimArchetype(AnimArchetypeCovered) and Keyword Property AnimArchetypeCovered Auto Keyword Property AnimArchetypePlayer Auto  

 

Your created custom keywords tells the game "this is a full-body state," not just an arm injury. You redesigned the entire system. 

 

When the script runs akActor.ChangeAnimArchetype(AnimArchetypeCovered), here's what happens:

The game receives the command to change animation state

It checks the item's body slots and sees slot 61 (FX) meaning "no restriction"

It checks the custom keywords and sees AnimArchetypeCovered meaning "this is a unique full-body state"

The animation graph looks for animations tagged for that archetype

Because nothing restricts it to hands, the game applies the new animations to the entire body skeleton

 

 

Edited by Cookiemonsta234
Posted
2 hours ago, Cookiemonsta234 said:

 

LOL! You just potentially created a full-body animation system on accident.

 

 

 

Hah, all because you wanted that single animation to work as well XD

Posted
6 hours ago, kziitd said:

What action would you like the PC to perform when that perk triggers? The vanilla game's arm injury mechanic only affects the arm's posture.

Good question, I didn't think that far ahead or what can really only be done with the arms. Maybe the arms are positioned to look more confident? I guess I was mostly just thinking it wouldn't make that much sense for someone with the exhibitionist streak perk to over themselves.

 

Posted
1 hour ago, Spaceguest991 said:

Good question, I didn't think that far ahead or what can really only be done with the arms. Maybe the arms are positioned to look more confident? I guess I was mostly just thinking it wouldn't make that much sense for someone with the exhibitionist streak perk to over themselves.

 

With Exhibitionist Streak and the ability to get into any owned bed by slipping in nude? She would not cover herself, she would flaunt it. Now if you added arousal effects like dripping, she may cover that up. 

Posted

What I used now is essentially a copy of Torture Devices, just with different keywords. But I just attached the cover animation to the magic effect. This will allow the PC to swim normally and change the animation depending on its body position. And it won't take up any slots.

Posted

Sorry if its a bother but is there a direct link to the newest version of Covering Animations? I keep getting directed to the old version. Also, do I absolutely have to need Robco Patch? 

Posted
1 minute ago, xXxMikeyxXx said:

Sorry if its a bother but is there a direct link to the newest version of Covering Animations? I keep getting directed to the old version. Also, do I absolutely have to need Robco Patch? 

Spoiler

1.png.fa3bec9eb79a3db33418b89389c05f80.png

 

 

You have to use RobCo. You can edit all your %outfitname%.esp but patch of RubberDuck makes it much more faster. 

Posted (edited)
7 hours ago, Samhsay said:

What I used now is essentially a copy of Torture Devices, just with different keywords. But I just attached the cover animation to the magic effect. This will allow the PC to swim normally and change the animation depending on its body position. And it won't take up any slots.

 

That's actually brilliant! Using a magic effect instead of an armor item is genius it solves so many problems at once: No slot usage its 100% compatible with everything, swimming works normally with no broken animations.  Body position awareness over standing, crouching, sprinting, sleeping, etc.... can all have different animations. 

 

This is actually a better approach than the slot-based method. It gives animators full freedom to create cover animations or any animation for every body position, and you can trigger exactly the right one based on what the character is doing. Great thinking! This opens up even more possibilities for animations that involve undressing or unequipping clothing for top and bottoms or vice versa. 

Edited by Cookiemonsta234
Posted
On 3/13/2026 at 6:22 AM, Samhsay said:

What exactly is going on with the full animation? I need to know this so I can understand what to look for.

the latest update fixed the issue. thank you for your work 

Posted

not sure if its common or not, but every time I enter an AAF scene the character will break out of that animation to stand up with the modesty covering pose.   Is there a way to block it from interrupting AAF scenes?

Posted
11 minutes ago, Mimirue17 said:

not sure if its common or not, but every time I enter an AAF scene the character will break out of that animation to stand up with the modesty covering pose.   Is there a way to block it from interrupting AAF scenes?

The next update should fix this issue.

Posted
On 3/15/2026 at 8:17 PM, Cookiemonsta234 said:

 

I looked at the recent ESP in xEdit and noticed something important: Samhsay is no longer using _TD_HandRestraintsAnimation with the old hand-only slots (34-L Hand, 35-R Hand). Instead, they're now using slot 61 (FX) and custom keywords that trigger full-body animations. In theory, this means it's no longer limited to just the arms? So you could create full-body injury animations, the technical foundation is now there to support them. If this is correct you can make...

 

Full-body walking cycles

Hunched over idle poses

Limping or different run animations

Pain reactions in combat

Any full-body animation you can imagine

You could even use some of your poses from your pose mod

Or maybe aroused idles? Like these for example they can change sneak, run, sprint, etc..... https://www.nexusmods.com/skyrimspecialedition/mods/164568 

 

That mod plays animations based on arousal level from low to high and at high levels PC does masturbation animations

I'm not entirely sure if I've understood you correctly,
but the specific design of the vanilla "injured arm" animation mechanism is to generate *only* the skeletal transformations for the arm, and then blend—or overlay—those specific arm bone poses onto whatever other animation the character happens to be performing at the time. Consequently, I didn't create separate animations for running, crouching, jumping, etc., where the character is depicted clutching their body; instead, when the injured arm mechanism is active, the character performs those standard movements while their arm bones remain locked in that specific, specialized pose.
This should function regardless of whether or not the "hands" slot is currently occupied by a piece of clothing or gear.
Ego once tried to determine if it was possible to create new "locking" mechanisms similar to the injured arm system—for instance, equipping a head restraint device to trigger a new "injured head" mechanism that would lock the head and neck bones just as the arm mechanism locks the arm—but he wasn't able to find a way to make it work.

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