skyrim мод dynamic animation replacer

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Dynamic Animation Replacer

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About this mod

This mod dynamically replaces the actors’ animations depending on various conditions. Supports most actors, including creatures. Actors and animations added by mods are also supported. No ESP file.

Nexus requirements

Off-site requirements

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is opted-in to receive Donation Points

Version 1.1.0

Version 1.0.0

Straight donations accepted

— Description
This mod dynamically replaces the actors’ animations depending on various conditions. Supports most actors, including creatures. Actors and animations added by mods are also supported. No ESP file.

There are two ways to assign animations. In both cases you place the files in the appropriate folders. No special tools are required. If you are using FNIS GENDER specific animations, the files in the female or male folder will be referenced. In that case, you need to place the file in the folder at that path.

+ Assignment depending on ActorBase
Assigns different animations to each NPC. Place the animation files in the following folder.

meshes\actors\(project folder)\animations\DynamicAnimationReplacer\(esp name)\(actor base id)\(animation folders and files)
(project folder) is the folder that contains the behavior graph set for the race. Example: character
(actor base id) must be 8 characters. First two characters are 00.

+ Assignment depending on custom conditions
Set the conditions yourself. Assigns animations accordingly. Place the animation files and _conditions.txt in the following folder.

\(animation folders and files and _conditions.txt)

_conditions.txt is a file with a text format named _conditions. Specify functions to set conditions in this file. Multiple conditions can be linked with AND and OR. You can use NOT to negate a condition.

Example:
Actors who have an iron dagger equipped to the right hand and are in the exterior
IsEquippedRight(«Skyrim.esm» | 0x0001397E) AND
NOT IsInInterior()

Logical operation is performed in the same way as CK.
(A || B) && C
=A || B && C
A OR
B AND
C

Function List
v1.0.0
IsEquippedRight(Form item)
Does the actor have the specified item equipped to his right hand?
IsEquippedRightType(GlobalVariable type)
Is the item equipped to the actor’s right hand the specified type?
IsEquippedRightHasKeyword(Keyword keyword)
Does the item equipped to the actor’s right hand have the specified keyword?
IsEquippedLeft(Form item)
Does the actor have the specified item equipped to his left hand?
IsEquippedLeftType(GlobalVariable type)
Is the item equipped to the actor’s left hand the specified type?
IsEquippedLeftHasKeyword(Keyword keyword)
Does the item equipped to the actor’s left hand have the specified keyword?
IsEquippedShout(Form shout)
Does the actor currently have the specified shout?
IsWorn(Form item)
Is the actor wearing the specified item?
IsWornHasKeyword(Keyword keyword)
Is the actor wearing anything with the specified keyword?
IsFemale()
Is the actor female?
IsChild()
Is the actor a child?
IsPlayerTeammate()
Is the actor currently a teammate of the player?
IsInInterior()
Is the actor in an interior cell?
IsInFaction(Faction faction)
Is the actor in the specified faction?
HasKeyword(Keyword keyword)
Does the actor have the specified keyword?
HasMagicEffect(MagicEffect magiceffect)
Is the actor currently being affected by the given Magic Effect?
HasMagicEffectWithKeyword(Keyword keyword)
Is the actor currently being affected by a Magic Effect with the given Keyword?
HasPerk(Perk perk)
Does the actor have the given Perk?
HasSpell(Form spell)
Does the actor have the given Spell or Shout?
IsActorValueEqualTo(GlobalVariable id, GlobalVariable value)
Is the ActorValue of the specified ID equal to the value?
IsActorValueLessThan(GlobalVariable id, GlobalVariable value)
Is the ActorValue of the specified ID less than the value?
IsActorValueBaseEqualTo(GlobalVariable id, GlobalVariable value)
Is the base ActorValue of the specified ID equal to the value?
IsActorValueBaseLessThan(GlobalVariable id, GlobalVariable value)
Is the base ActorValue of the specified ID less than the value?
IsActorValueMaxEqualTo(GlobalVariable id, GlobalVariable value)
Is the max ActorValue of the specified ID equal to the value?
IsActorValueMaxLessThan(GlobalVariable id, GlobalVariable value)
Is the max ActorValue of the specified ID less than the value?
IsActorValuePercentageEqualTo(GlobalVariable id, GlobalVariable value)
Is the percentage ActorValue of the specified ID equal to the value?
IsActorValuePercentageLessThan(GlobalVariable id, GlobalVariable value)
Is the percentage ActorValue of the specified ID less than the value?
IsLevelLessThan(GlobalVariable level)
Is the actor’s current level less than the specified level?
IsActorBase(ActorBase actorbase)
Is the actorbase for the actor the specified actorbase?
IsRace(Race race)
Is the actor’s race the specified race?
CurrentWeather(Weather weather)
Is the current weather the specified weather?
CurrentGameTimeLessThan(GlobalVariable time)
Is the current game time less than the specified time?
ValueEqualTo(GlobalVariable value1, GlobalVariable value2)
Is the value1 equal to the value2?
ValueLessThan(GlobalVariable value1, GlobalVariable value2)
Is the value1 less than the value2?
Random(GlobalVariable percentage)
The probability of the specified percentage (from 0 to 1).
==========================================================================
Added in v1.1.0
IsUnique()
Is the actor flagged as unique?
IsClass(Class class)
Is the actor’s class the specified class?
IsCombatStyle(CombatStyle combatStyle)
Is the actor’s CombatStyle the specified CombatStyle?
IsVoiceType(VoiceType voiceType)
Is the actor’s VoiceType the specified VoiceType?
IsAttacking()
Is the actor currently attacking?
IsRunning()
Is the actor currently running?
IsSneaking()
Is the actor currently sneaking?
IsSprinting()
Is the actor currently sprinting?
IsInAir()
Is the actor in the air?
IsInCombat()
Is the actor in combat?
IsWeaponDrawn()
Does the actor have his equipped weapon and/or magic spell drawn?
IsInLocation(Location location)
Is the actor in the specified location or a child of that location?
HasRefType(LocationRefType refType)
Does the actor have the specified LocationRefType attached?
IsParentCell(Cell cell)
Is the actor in the specified cell?
IsWorldSpace(WorldSpace worldSpace)
Is the actor in the specified WorldSpace?
IsFactionRankEqualTo(GlobalVariable rank, Faction faction)
Is the actor’s rank in the specified faction equal to the specified rank?
IsFactionRankLessThan(GlobalVariable rank, Faction faction)
Is the actor’s rank in the specified faction less than the specified rank?
IsMovementDirection(GlobalVariable direction)
Is the actor moving in the specified direction?

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Note that the Random() function can get mixed up in some animations unintentionally.

Please refer to the following for the ActorValue ID.
https://www.creationkit.com/index.php?title=ActorValueInfo_Script

Item types are as follows.
-1=Others
0=Fists
1=Swords
2=Daggers
3=War Axes
4=Maces
5=Greatswords
6=Battleaxes
7=Bows
8=Staff
9=Crossbows
10=Warhammers
11=Shields
12=Alteration Spells
13=Illusion Spells
14=Destruction Spells
15=Conjuration Spells
16=Restoration Spells
17=Scrolls
18=Torches

Movement direction:
0=Standing Still
1=Forward
2=Right
3=Back
4=Left

If you are having trouble applying animations, open «..My Games\Skyrim Special Edition\SKSE\DynamicAnimationReplacer.log». There may be error messages.

Note:
The maximum number of animation files for each project is 16384. This number is the sum of the original files in Skyrim, the files added by other mods, and the files added by this mod. If there are too many, a message box will display an error and animations will not be loaded. If you want to know the current number of animations, open the log.

— Compatibility
Incompatible mods have not been found.

— Credits
SKSE team for SKSE.
meh321 for Address Library for SKSE Plugins.

My Mods


LE | SE MiniMap
LE | SE Equipment Upgrades
LE | SE Armor Break
LE | SE Floating Damage V2
LE | SE Copy Character Appearance
LE | SE Attributes

LE | SE Floating Damage
LE | SE Equipment Durability System
LE | SE Display Enemy Level
LE | SE Locational Damage(SKSE Plugin)
LE | SE Difficulty Balance
LE | SE Animation Loading Fix
LE | SE Disable Follower Collision
LE | SE Additional Techniques
LE | SE Copy and Paste in Console
LE | SE Dynamic Animation Replacer
LE | SE Player Rotation in ShowRaceMenu

Источник

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Dynamic Animation Replacer Multiple Power Attacks Animations

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Last updated

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Created by

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About this mod

Firstly I am not author so go show some love to original animators I just simply made it for myself and share it since I find it pretty cool.
Animators: Orakin2020/Eskyrim and Edenexile.
Instructions where to send love and how to install below:

Nexus requirements

Mod name Notes
Dynamic Animation Replacer Must have
Reduce Attack Skating Movement Recommended but not required
SmoothCam Recommended but not required
TK HitStop SE Recommended but not required

Off-site requirements

Mod name Notes
Diverse Equipment Idle Recommended but not required, link in description below.
Diverse Random Block Idles Recommended but not required, link in description below.

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

Dynamic Animation Replacer by Felisky384
https://www.nexusmods.com/skyrimspecialedition/mods/33746

Donation Points system

This mod is not opted-in to receive Donation Points

^^^^^^^^Requirements ^^^^^^^^

Installation:
0.Check Requirements.

1.Download Dynamic Animation Replacer and add it with your mod manager.
2.Download this mod and add it with your mod manager.
3.Put this mod AFTER Dynamic Animation Replacer in higher priority.
4.This was tested using controller not a mouse.

Tip: You can add animations into these folders or copy sequence folder numbers are made in and create your own variations.

What it doesn’t include:
1:https://www.youtube.com/watch?v=SvVvWfRkWpM

2: Unarmed animations

4: Newest animation is https://www.youtube.com/watch?v=3T1yaqXQcgo

5: It only includes battleaxes, greatswords, swords. No axe animations and so on.

Источник

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Dynamic Animation Replacer

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

This mod dynamically replaces the actors’ animations depending on various conditions. Supports most actors, including creatures. Actors and animations added by mods are also supported. No ESP file.

Nexus requirements

Off-site requirements

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is opted-in to receive Donation Points

Version 1.1.0

Version 1.0.0

Straight donations accepted

— Description
This mod dynamically replaces the actors’ animations depending on various conditions. Supports most actors, including creatures. Actors and animations added by mods are also supported. No ESP file.

There are two ways to assign animations. In both cases you place the files in the appropriate folders. No special tools are required. If you are using FNIS GENDER specific animations, the files in the female or male folder will be referenced. In that case, you need to place the file in the folder at that path.

+ Assignment depending on ActorBase
Assigns different animations to each NPC. Place the animation files in the following folder.

meshes\actors\(project folder)\animations\DynamicAnimationReplacer\(esp name)\(actor base id)\(animation folders and files)
(project folder) is the folder that contains the behavior graph set for the race. Example: character
(actor base id) must be 8 characters. First two characters are 00.

+ Assignment depending on custom conditions
Set the conditions yourself. Assigns animations accordingly. Place the animation files and _conditions.txt in the following folder.

\(animation folders and files and _conditions.txt)

_conditions.txt is a file with a text format named _conditions. Specify functions to set conditions in this file. Multiple conditions can be linked with AND and OR. You can use NOT to negate a condition.

Example:
Actors who have an iron dagger equipped to the right hand and are in the exterior
IsEquippedRight(«Skyrim.esm» | 0x0001397E) AND
NOT IsInInterior()

Logical operation is performed in the same way as CK.
(A || B) && C
=A || B && C
A OR
B AND
C

Function List
v1.0.0
IsEquippedRight(Form item)
Does the actor have the specified item equipped to his right hand?
IsEquippedRightType(GlobalVariable type)
Is the item equipped to the actor’s right hand the specified type?
IsEquippedRightHasKeyword(Keyword keyword)
Does the item equipped to the actor’s right hand have the specified keyword?
IsEquippedLeft(Form item)
Does the actor have the specified item equipped to his left hand?
IsEquippedLeftType(GlobalVariable type)
Is the item equipped to the actor’s left hand the specified type?
IsEquippedLeftHasKeyword(Keyword keyword)
Does the item equipped to the actor’s left hand have the specified keyword?
IsEquippedShout(Form shout)
Does the actor currently have the specified shout?
IsWorn(Form item)
Is the actor wearing the specified item?
IsWornHasKeyword(Keyword keyword)
Is the actor wearing anything with the specified keyword?
IsFemale()
Is the actor female?
IsChild()
Is the actor a child?
IsPlayerTeammate()
Is the actor currently a teammate of the player?
IsInInterior()
Is the actor in an interior cell?
IsInFaction(Faction faction)
Is the actor in the specified faction?
HasKeyword(Keyword keyword)
Does the actor have the specified keyword?
HasMagicEffect(MagicEffect magiceffect)
Is the actor currently being affected by the given Magic Effect?
HasMagicEffectWithKeyword(Keyword keyword)
Is the actor currently being affected by a Magic Effect with the given Keyword?
HasPerk(Perk perk)
Does the actor have the given Perk?
HasSpell(Form spell)
Does the actor have the given Spell or Shout?
IsActorValueEqualTo(GlobalVariable id, GlobalVariable value)
Is the ActorValue of the specified ID equal to the value?
IsActorValueLessThan(GlobalVariable id, GlobalVariable value)
Is the ActorValue of the specified ID less than the value?
IsActorValueBaseEqualTo(GlobalVariable id, GlobalVariable value)
Is the base ActorValue of the specified ID equal to the value?
IsActorValueBaseLessThan(GlobalVariable id, GlobalVariable value)
Is the base ActorValue of the specified ID less than the value?
IsActorValueMaxEqualTo(GlobalVariable id, GlobalVariable value)
Is the max ActorValue of the specified ID equal to the value?
IsActorValueMaxLessThan(GlobalVariable id, GlobalVariable value)
Is the max ActorValue of the specified ID less than the value?
IsActorValuePercentageEqualTo(GlobalVariable id, GlobalVariable value)
Is the percentage ActorValue of the specified ID equal to the value?
IsActorValuePercentageLessThan(GlobalVariable id, GlobalVariable value)
Is the percentage ActorValue of the specified ID less than the value?
IsLevelLessThan(GlobalVariable level)
Is the actor’s current level less than the specified level?
IsActorBase(ActorBase actorbase)
Is the actorbase for the actor the specified actorbase?
IsRace(Race race)
Is the actor’s race the specified race?
CurrentWeather(Weather weather)
Is the current weather the specified weather?
CurrentGameTimeLessThan(GlobalVariable time)
Is the current game time less than the specified time?
ValueEqualTo(GlobalVariable value1, GlobalVariable value2)
Is the value1 equal to the value2?
ValueLessThan(GlobalVariable value1, GlobalVariable value2)
Is the value1 less than the value2?
Random(GlobalVariable percentage)
The probability of the specified percentage (from 0 to 1).
==========================================================================
Added in v1.1.0
IsUnique()
Is the actor flagged as unique?
IsClass(Class class)
Is the actor’s class the specified class?
IsCombatStyle(CombatStyle combatStyle)
Is the actor’s CombatStyle the specified CombatStyle?
IsVoiceType(VoiceType voiceType)
Is the actor’s VoiceType the specified VoiceType?
IsAttacking()
Is the actor currently attacking?
IsRunning()
Is the actor currently running?
IsSneaking()
Is the actor currently sneaking?
IsSprinting()
Is the actor currently sprinting?
IsInAir()
Is the actor in the air?
IsInCombat()
Is the actor in combat?
IsWeaponDrawn()
Does the actor have his equipped weapon and/or magic spell drawn?
IsInLocation(Location location)
Is the actor in the specified location or a child of that location?
HasRefType(LocationRefType refType)
Does the actor have the specified LocationRefType attached?
IsParentCell(Cell cell)
Is the actor in the specified cell?
IsWorldSpace(WorldSpace worldSpace)
Is the actor in the specified WorldSpace?
IsFactionRankEqualTo(GlobalVariable rank, Faction faction)
Is the actor’s rank in the specified faction equal to the specified rank?
IsFactionRankLessThan(GlobalVariable rank, Faction faction)
Is the actor’s rank in the specified faction less than the specified rank?
IsMovementDirection(GlobalVariable direction)
Is the actor moving in the specified direction?

Note that the Random() function can get mixed up in some animations unintentionally.

Please refer to the following for the ActorValue ID.
https://www.creationkit.com/index.php?title=ActorValueInfo_Script

Item types are as follows.
-1=Others
0=Fists
1=Swords
2=Daggers
3=War Axes
4=Maces
5=Greatswords
6=Battleaxes
7=Bows
8=Staff
9=Crossbows
10=Warhammers
11=Shields
12=Alteration Spells
13=Illusion Spells
14=Destruction Spells
15=Conjuration Spells
16=Restoration Spells
17=Scrolls
18=Torches

Movement direction:
0=Standing Still
1=Forward
2=Right
3=Back
4=Left

If you are having trouble applying animations, open «..My Games\Skyrim Special Edition\SKSE\DynamicAnimationReplacer.log». There may be error messages.

Note:
The maximum number of animation files for each project is 16384. This number is the sum of the original files in Skyrim, the files added by other mods, and the files added by this mod. If there are too many, a message box will display an error and animations will not be loaded. If you want to know the current number of animations, open the log.

— Compatibility
Incompatible mods have not been found.

— Credits
SKSE team for SKSE.
meh321 for Address Library for SKSE Plugins.

My Mods


LE | SE MiniMap
LE | SE Equipment Upgrades
LE | SE Armor Break
LE | SE Floating Damage V2
LE | SE Copy Character Appearance
LE | SE Attributes

LE | SE Floating Damage
LE | SE Equipment Durability System
LE | SE Display Enemy Level
LE | SE Locational Damage(SKSE Plugin)
LE | SE Difficulty Balance
LE | SE Animation Loading Fix
LE | SE Disable Follower Collision
LE | SE Additional Techniques
LE | SE Copy and Paste in Console
LE | SE Dynamic Animation Replacer
LE | SE Player Rotation in ShowRaceMenu

Источник

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Dynamic Animation Replacer

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

This mod applies different animations to each ActorBase. By using custom conditions added in v1.1.0, users can customize the conditions for applying animations. No ESP file.

Off-site requirements

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is opted-in to receive Donation Points

Version 1.2.0

Version 1.1.1

Version 1.1.0

Version 1.0.0

Straight donations accepted

— Description
This mod applies different animations to each ActorBase. No ESP file.
By using custom conditions added in v1.1.0, users can customize the conditions for applying animations. See the forum for details.

Also supports ActorBase added by mods. Creatures are also supported. The maximum number of animation files for each project is 16384. This number is the sum of the original files in Skyrim, the files added by other mods, and the files added by this mod. If there are too many, a message box will display an error and animations will not be loaded. It is not recommend to apply lots of animation to multiple ActorBases in the same project due to the limited number. If you want to know the current number of animations, open «..My Games\Skyrim\SKSE\DynamicAnimationReplacer.log».

How to add animations
Place the files in the appropriate folders. No special tools are required.

animations\DynamicAnimationReplacer\(esp name)\(actor base id)\(animation folders and files)
(actor base id) must be 8 characters. First two characters are «00».

— Requirement
SKSE 1.7.3+

— Compatibility
Incompatible with mods that add BehaviorGraph that does not exist in vanilla. There is a high possibility that it is incompatible with mods that specify their own files in the BehaviorGraph of Race. Improved compatibility in v1.1.1.

— Credits
himika for libSkyrim.
SKSE team for SKSE.

My Mods


LE | SE MiniMap
LE | SE Equipment Upgrades
LE | SE Armor Break
LE | SE Floating Damage V2
LE | SE Copy Character Appearance
LE | SE Attributes

LE | SE Floating Damage
LE | SE Equipment Durability System
LE | SE Display Enemy Level
LE | SE Locational Damage(SKSE Plugin)
LE | SE Difficulty Balance
LE | SE Animation Loading Fix
LE | SE Disable Follower Collision
LE | SE Additional Techniques
LE | SE Copy and Paste in Console
LE | SE Dynamic Animation Replacer
LE | SE Player Rotation in ShowRaceMenu

Источник

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