Skyrim Zaz Animation Pack

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Eliora Shopbell

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Jun 13, 2024, 3:26:07 AM6/13/24
to flatidexceo

So here we are today with something you use every time you launch Skyrim : animations.Animations are incredibly easy to make once you know how, because modders already worked hard to make things intuitive (special thanks to TKTK and Anton).

skyrim zaz animation pack


Download https://t.co/ojFGMETk43



Last week I asked for a guide on how to get into animation mods in Skyrim for primarily first person. Several people helped out with suggestions and I'd like to be the change I want to see in the world and write a short guide on what I managed to do.

While this guide is primarily directed towards 1st person I'm sure those using VR or 3rd person setups can take some inspiration from this guide as well. I have defined simple as, able to do in less than an hour. Which I'm confident anyone with a little bit of modding experience can manage without any issue. I have also defined animations pretty loosely so feel free to pick and choose which mods suit you. The main goal was to inject more variety and life into the game through the actions of actors and objects in the world around you.

TUDM: CGO comes with a very responsive and excellent dodge mechanic but the animation is kinda nauseating in first person. Pick and choose based on your preference. But if you do choose TUDM make sure the ESP and the mod load after CGO and the patch after that.

Cookeh's: I didn't feel like I wanted all the animations this mod provided. You can also pick and choose simply by deleting the correct numbered folder in the mod. There is a video on the mod page that will show you the animations and a txt file that will tell you which reference corresponds to which animation. I kept 2046, 2050, 2060, 2061, 2065, 2066. You can find this in the mod folder by just clicking a bunch of times till you get to the _CustomConditions folder

If you play the game in first person I highly recommend you make a small edit to the animation _conditions.txt file in each folder of Cookeh's. As it is currently setup the animations will only apply to the player. If you want it to apply to the NPCs simply change the line "IsActorBase("Skyrim.esm" 0x00000007)" to "NOT IsActorBase("Skyrim.esm" 0x00000007)". It's just one word and takes a few minutes to do it in each folder. Or you can just remove the line entirely to make it apply to both NPCs and the player (thanks to XanderVirtus in the posts of the mod). While you're here reduce the probabilities of each action since they now apply to NPCs which there can be a lot of in cities. I used numbers in between 0.02 (2%) and 0.08 (8%)

Adds a lot of combat animations and makes NPCs look a little closer to modern melee games Dark Souls, at least animation wise. No more ice skating while attacking. Also each weapon becomes much more unique in the way NPC uses them.

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.

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.

Hey all, I am currently building a modlist, my biggest yet, and I am looking for an animation mod that covers combat animations, preferably all in one mod file, but does not have to be. What are your suggestions? Thank you in advance.

This is a simple workflow for working with animations in Skyrim. Basic 3d modeling tool competency is assumed. This tutorial will extract animations from Skyrim, modify them in 3ds max or a similar editor, and export then back into Skyrim. This tutorial does not cover use of 3d modeling tools, or actually making the desired animations.

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