Guest Posted July 20, 2015 Posted July 20, 2015 View File 25 march 2017 - Uploaded a fast change so that now it requires JIP NVSE instead than Lutana. Clean save suggested. If you have troubles, please let me know. ---------------Introduction--------------- This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch... However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes). -------------Description------------- In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game. To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target.HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button.Loop mode ON / OFF can be chosen with Grab (default Z) ------Video------ ------------------------Gathering animations------------------------ By default, the mod will load only the animation files inside its subfolder "aSA":Data\meshes\characters\_male\idleanims\aSAI included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton. However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu ------------Requisites------------NVSE 5beta2+JIP NVSE (old 1.3 was requiring Lutana) UIOMCM(Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph. --------------Default Keys-------------- >>> IN GAMEMain Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle MenuReset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard resetTrigger favorite animations: Numpad 1-9 >>> IN IDLE MENUForward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster)Grab: Loop mode ON/OFFConfirm: Main Hotkey (Default I) or Left Mouse ButtonBind favorite animations: Numpad 1-9Hard Reset: Reset Hotkey (O) >>> IN HUD CONFIGURATIONFollow the infos on the screen -----Q/A----- Q. An example of how to use it?- Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them.- Extract the content as you usually would do, but don't activate the ESP since you don't need it.- Go in game, go in Small Animator MCM.- In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders"- In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include)- Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy!- Eventually, download more poses / animations and follow the same procedure. Q. Can the menus be more responsive?- Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value Q. My computer's old!- Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources. Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed.- You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu. Q. Why should I hold the button for so much time?- Why don't you reduce that time? MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person!- MCM - OPTIONS - Uncheck FORCE 3RD PERSON Q. I don't like the position of the list / the fonts used..- MCM - OPTIONS - CONFIGURE HUD Q. I have DARNUI, I can't see the menu right!- MCM - OPTIONS - CONFIGURE HUD Q. It uses the same hotkey of <insert mod name>!- MCM - HOTKEYS - Configure them as you prefer Q. Why Enable / Disable?- If you don't use the mod, and you disable it, it will eat less resources --------------Credits-------------- hlp - NVSELuthien Anarion - LutanaJazzIsParis - UIOPelinor - MCM --------------For modders-------------- A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality. Submitter A.J. Submitted 07/20/2015 Category Animation Requires NVSE 5beta2, JIP NVSE, UIO, MCM
7KeysCurtain Posted July 22, 2015 Posted July 22, 2015 Always been a fan of your UI animators and generally had no issues with them.For Small Animator how ever I couldn't get the in-game UI for it to show regardless of all requisites being covered and latest.After messing around for 20 minutes wondering why, it all came down to a simple quick addition of 2 lines to \Data\uio\private\supported.txt aSA\aSA_hud.xml::hudmainmenu true So it works now, just had to adjust the HUD for the squashed text down from the very top of the screen.Especially liking the new "Use all IdleAnims subfolders" feature, well done.
Imperfection Posted July 22, 2015 Posted July 22, 2015 Thanks AJ for another cool mod, you come up with some of the most unique mods. Also big thanks to 7KeysCurtain as I had exactly the same problema with the HUD and came to the same conclusion but was not sure of the proper syntax for the file, your tip works perfectly.
Guest Posted July 22, 2015 Posted July 22, 2015 Because OF COURSE I forgot a file when I was packaging. You know what? the day I'll package everything correctly at the first attempt, then it means there's something wrong in me Thanx for that, I'm going to re-up with the uio config file
jerrydrake Posted September 8, 2015 Posted September 8, 2015 Hello, wonderful mod but I have a problem. After activating it, my 3rd person aim becomes misaligned. No matter what I do (even disabling it it remains misaligned). I'm quite sure it is the small animator because I made a test enabling one by one the mods and the aim becomes misaligned only and only after enabling the smallanimator in MCM... Is there something I can try to avoid this? Thanks, JD
ChancellorKremlin Posted October 18, 2015 Posted October 18, 2015 Hello, wonderful mod but I have a problem. After activating it, my 3rd person aim becomes misaligned. No matter what I do (even disabling it it remains misaligned). I'm quite sure it is the small animator because I made a test enabling one by one the mods and the aim becomes misaligned only and only after enabling the smallanimator in MCM... Is there something I can try to avoid this? Thanks, JD A.J says: "That's bad. I think I can know the cause and a possible correction via console but I can't inspect the ESP right now and I don't remember the name of that Global variable "
jerrydrake Posted October 19, 2015 Posted October 19, 2015 Hello, wonderful mod but I have a problem. After activating it, my 3rd person aim becomes misaligned. No matter what I do (even disabling it it remains misaligned). I'm quite sure it is the small animator because I made a test enabling one by one the mods and the aim becomes misaligned only and only after enabling the smallanimator in MCM... Is there something I can try to avoid this? Thanks, JD A.J says: "That's bad. I think I can know the cause and a possible correction via console but I can't inspect the ESP right now and I don't remember the name of that Global variable " The animTool (the other version, more complete) does not have this problem... If this can help.Bye, Jd
Guest Posted November 1, 2015 Posted November 1, 2015 The animTool (the other version, more complete) does not have this problem... If this can help.Bye, Jd I checked the variable. Since you can reproduce the issue, you could write this line on console: HELP fAutoAimMaxDistance it should return you a value, something like 1800. After you'll have the issue, try to check it again, I believe it wrongly setted it to 0.
Arcturus7777 Posted December 30, 2015 Posted December 30, 2015 I had your old animation mod installed and had used batch files to copy in new animations with items, like tied to a bed. Is there a way to get the items to show with this mod? I think the idles are playing, but no items like cuffs show. Great job on this mod! I lost all the mods and game with steam problem, so i am starting over.
Guest Posted January 2, 2016 Posted January 2, 2016 I had your old animation mod installed and had used batch files to copy in new animations with items, like tied to a bed. Is there a way to get the items to show with this mod? I think the idles are playing, but no items like cuffs show. Great job on this mod! I lost all the mods and game with steam problem, so i am starting over. Hello Arcturus, and happy new year Unfortunately AOs (animated objects) are not contemplated by this mod. It was a choice made by me, because ... well, it's more a matter of concept. This mod wants to be completely dynamic, it uses functions from Lutana which allow that, like browsing the files directly in your hard drive and put the animations in game etc. AOs, on the other side, don't allow this. Some time ago I asked Luthien Anarion if he thought to make a function for them, but I have no news. Putting AOs like I did in the previous mod would mean making the mod less dynamic. I ... I don't know, I would prefer to suggest you to use the old one, if you use AOs.
Guest Posted March 25, 2017 Posted March 25, 2017 25 march 2017 Uploaded a fast modify so that requirements change from Lutana to JIP NVSE
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