Skyrim Zaz Animation Pack

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Fabulously Favuzza

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Jul 10, 2024, 10:36:33 PM7/10/24
to drunjedwellcec

I don't use DAR. I just happened to stumble across a post mentioning that it had been updated. And I remembered that there had been interest in it, so being the nice, amazing, sexy and modest guy I am, I decided to make a topic for it

Adding idles seem ok to me, but we should be careful to add combat animations i think, since they are very personal (atm Nexus is packed with Elden Ring types of animation mods) and many combat mods do not look good in Skyrim since the game is not made for "modern high speed combat".

skyrim zaz animation pack


Download Zip https://jfilte.com/2yMB83



Thank you all for the recommendations. I actually played with almost all of these animations mentioned here at some point last year and it quite showed the limitations of the engine, with at least some animations having an opposite-of-immersive effect in game. Still this encourages me to try again to add a small group of non-intrusive idles with a less-is-more approach. I would start with only EVG Animation Variance, Immersive folded hands, NPC Animation Remix (no looped idles version), Take a Seat and maybe a randomized Jarl Sitting Animation Replacer by Mur4s4me.

About these other required mods. Do they conflict with each other? Are they interchangeable? Does this replace that? Can you just have all of them installed? No one explains that on their mod pages yet everyone seems to know. I guess I missed something.
And for OAR, do you have to go into settings while in game and change things to make the animations work? Or can you just drop it in (because it's required for a mod), and not bother with it anymore?

Excuse me for asking questions that probably sound stupid to some of you but I was an art major. Not computer science.

Although I did once design a Character Generator on a spreadsheet with drop-down boxes and other cool functions (Open Office) that automatically filled out your character sheet to print, I only have a basic understanding of coding. I do not understand the descriptions on the mod page.

I know little or nothing about Nemesis beyond it existing. It is not natively compatible with FNIS, but there's apparently some way you can get them to work together, according to various posts I've read. How? Idk. But it has been said and I believe I even read a post where it was spelled out, I'm just not "adventurous" anymore, so I discounted it since I'm already using FNIS and have enough glitches that I don't want to impose more work on myself.

So, this is what I found out.. OAR replaces DAR and has nothing to do with AMR. Who knows the difference between AMR and OAR? Not me.

Since I now know what OAR is (basically) I have to say this: Why would I want something that requires me to convert each and every DAR mod I have? Then I have to go into settings, in game, and hope I change the right things. Because I have no idea what most of that stuff is. I will screw it up beyond measure and probably have to reinstall everything.

Thanks, Dashyburn.
The problem for me, I've discovered, is the massive information dump in the mod's description. There's a ton of stuff the average modder doesn't really need to know. That is not explained so It makes it sound a lot more complicated than it is.
Someone else drew me a picture (in crayons, thank you) to say that all you need to do is (just what you said); uninstall DAR and install OAR and don't worry about the in-game settings. It will work fine.

As for the in-game settings, you can tinker with them later after you've become accustomed to how the mod works. The only real reason to change anything is if you end up with two mods that have folders with the same name. You go in and change the name so both animations will work. Any other settings are at user's discretion.

Dragonborn always looked like a robot when standing or sitting, and have you noticed how woman walk exactly like men? It might also be nice if a secondary weapon shows on a character. New stand or sit idles are easy fixes, but dual sheathing or special body physics (boob jiggle or combat) require some extra steps.

Here I cover how to install new bodies, with or without breast and butt physics, new animations for idles or walks, and having two sheathed weapons show up on your character. In another post I cover my choices for body replacers, skin textures, and more on making characters pretty.

Keep in mind that some non-FNIS custom animations replace existing animations, and for each action you generally get one animation. Your character can sit in a different position, cross-legged or whatever, and will always sit that way with a few exceptions. I share a couple suggestions below under step H.

Note that some (T)BBP options may be pure animations without HDT physics. For these you need a supported walking, running, or combat animation that include bode jiggle. HDT body jiggles reacting to character motion using the in-game physics engine.

I tried this out, but ended up not using these animations. Some animations are covered by XPMSE. The installer lists multiple animation replacements that you may pick with checkboxes. If you want one, best installed before XPMSE.

Be aware that adding a high number of animations increases the chances of CTD (crash) when loading a saved game. Note the number the generator reports and aim for no more than a couple thousand. I recommend not including pose mods on regular play-through; load when you want to take screenshots and unload before continuing play. Workarounds include loading older save file first, or disabling unused animations from animation index text files and re-generating FNIS. Best to plan play-through around heavy-animation mods, choosing supporting mods for that theme, to keep the memory usage down.

After adding a new mod, run the patcher again. Naturally, the patch file must load after weapon and armor plugins. It may be easiest to keep the patch file last so as not to have to move it whenever running the patcher.

Some mods support alternate styles, but you may want other styles for other weapons. Do you like two swords on back? Easy. With custom sword drawing animation? Depends. XPMSE covers some, or if you did step D, you may have it. Keep in mind that these animations are 1-to-1 replacers, so changing them mid-game or having different animations for different characters may not happen without extra work. Using the MCM, you can let each character sheath their weapons in different styles.

Check your character and NPCs for animation, custom idle, custom walk, and skin textures. If you find a problem, review installation order and mod load order. Pure texture replacers can be re-installed, and pay attention to file overwrites to achieve your desired result.

Included in the mod is replacement animations for all weapons and devices shown in the first person. There is also new particle effects for muzzle flashes and ejecting shells for all weapons. I have also included new sounds organized in folders for ease of use. As a note Parts I and II are now obsolete. The final version has everything included. All previous issues have been fixed and you can now enjoy the mod crash and bug free.

Visuals There may be less visual mods than you may be used to with a modded game, but there is good reason for that. The game has a pretty unoptimized renderer, built on now 20 year old DirectX 9.

Mesh replacers are often grossly unoptimized, which is disastrous, since the mesh pipeline is the main performance bottleneck.

ENBs may make for pretty screenshots, but they are near-impossible to play with due to the many bugs, performance problems, and vision-obscuring effects they use.

Texture mods often suffer from being inadequately oversized, which leads to wasteful memory usage and increased loading times and stutter. They also create a great disparity between the new textures and the vanilla textures, both in quality and in style, making for some jarring texture transitions or seams. Creating a Separator in MO2

  1. Right-click the empty space in the left pane of MO2 and select Create Separator.
  2. Name the separator Visuals.
Faster Pip-Boy Animation Installation instructions:
  • Main File - Faster Pip-Boy Animation (2x) 1.0
Doubles the speed of the Pip-Boy opening animation.

Anniversary Animation Pack Installation instructions:

  • Main File - Anniversary Anim Pack
Includes three of Hitman's previous animation mods, Subtle Camera Motion, Iron Sights Recoil Animations, and Fire Animation Variants, as well as some new previously unreleased animations.

Not included, but really needed is some basic knowledge of 3ds max and rigging and animating. If you never rigged and animated anything before, all this might be very overwhelming for you, but for anyone who has at least some rigging and animation experience, and even better - some realization of how 3d animation works in general - all this should be really easy to follow.

If you want to start animating for Fallout4 or any other game, but you have no experience with animation and rigging, I'd suggest you starting with someting else first. But if you absolutely sure that you want to make animations for FO4 (or need to), then I'd sugget you first going through some tutorials.

I may suggest Digital Tutors, tutorials like intro to 3ds max, rigging (preferably not CAT or Biped but tutorials about making custom rigs, they will give you the understanding you need.) and animation.

2. You make your animation however you like. By default skeleton is connected to the CAT rig, but you can switch it to Biped using F4AK Rig Connector (documented below). The reference body mesh in the scene will move with the rig if the skeleton is bound. Disconnect and Reconnect with the F4AK Rig Connector to bind if the body doesn't move. Freezing the reference body meshes allows for easy rig access.

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