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Max Yari

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MaxYari

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About this mod

An immersive reimagining of (some) of the TES3: Morrowind 1st-person animations. Developed for OpenMW engine.

Requirements
Permissions and credits
Changelogs
v2: Rogue includes:
  • All ReAnimation first-person v1 animations (2h weapons were not altered in v2 compared to v1).
  • Locomotion animations for 1h weapons and bows.
  • Separate set of animations for shortswords/daggers.
  • Separate sets of animations for sneaking with 1h weapons, daggers and bows.
  • Alternating attack animations for 1h weapons.
  • Other smaller niceties



2.4 Update:


To marksmen out there (and everyone else, but marksmen especially) - I recommend giving 
Stupid-Metal Hitmarkers mod a shot, makes hits feel more impactful.

~~~ How to install ~~~

0.49 Development version of OpenMW is required, from July 2024 or later. Get it from here (under "Development Builds")

  • Install using Mod Organizer 2. Or manually place the archive's contents into your ".../Morrowind/Data Files" folder.
  • Ensure that OpenMW launcher: Advanced -> Visuals -> "Use additional animation sources" is checked
  • Enable Launcher -> Settings -> Visuals -> Animations -> Smooth Animation Transtions. Not required but strongly recommended.
  • Enable the mod's .omwscript file in "Content Files" tab of the OpenMW launcher (load order doesn't matter).

NOTE #1: In Morrowind Mod Organiser you might see a dialog box with a "The contents of <data files> does not look valid" error, this is fine and expected, Mod Organiser is just not aware of how additional animations work in OpenMW, you can safely press OK without changing anything.

NOTE #2: OpenMW camera 1st person head-bob (the one that can be enabled in scripts in-game) may slightly conflict with the walk cycle animation, it's not too bad, but the mod was developed assuming that setting turned off.

Have fun!



~~~ Mod compatibility ~~~

Compatible with practically any other animation mod. ReAnimation uses OpenMW system of animation overrides and will only override a specific set of animations. Recommended to use with MCAR for delightfull swimming and casting animations, but will work just fine without it.


~~~ Issues ~~~

Dagger Shoulder Issueshirtless Better Bodies and some other modded assets (usually related to full-torso assets such as shirts and coats. Probably were made using the same flawed base mesh) - cause a left-shoulder's sharp polygon to protrude on the left side of the screen while  sneaking with a dagger using Low First Person Sneak Mode. Without Low First Person Sneak its still there but not as noticeable.

You have a few options:
- Let asset authors know that skinning in their asset is somewhat broken and ask them to fix it. (After some further investigation it seems that the issue stems from some of the vertices being weighted to the spine bones. During sneak neck bone seem to be shifted up below the spine resulting in spine vertices poking up. Solution - vertices should be only skinned to arms and shoulders (neck is also ok))
- Use a different piece of equipment on the left arm/shoulder
- If previous 2 are not the option - either don't use the Low First Person Sneak, or remove dagger animations from this mod - to do so remove files with a "Dagger" in their names from the Animations/xbase_anim.1st folder within this mod.

You'll have to make some choices, sorry, who knew that broken left arm assets been hiding in plain sight all along.
Thanks to payam, Gnime and Ronik for reporting and investigating.



~~~ Vanilla/MWSE compatibility ~~~

v2: Rogue compatibility with Vanilla is very limited and you have to do some manual animation merging (read below). For the full compatibility - scripting part of v2 needs to be ported to MWSE. If you would like to port the scripting part to MWSE - please do, I'm not familiar with MWSE and am not planning to change that. However please keep this mod as a dependency, instead of reuploading the whole thing.

You can merge some of the v2 features with vanilla animations and this way use _some_ of the v2 animations in vanilla (that is being all v1 animations and new idle/movement animations for 1h weapons). Instead of vanilla you can also merge it with MCAR or anything else. Here's a bad explanation of how to do that (and probably it will be bugged ingame anyway since vanilla is a mess):

So animations are kf files, vanilla animations are huge kf file inside Meshes folder that's called xbase.kf or xbase.1st.kf or something along the lines
OpenMW has much better system of overriding separate anims without overriding the whole anim file - those files can have whatever names and are in Animations folder inside mods.

So for vanilla what you need.
1. use this tool by Greatness7
2. select xbase.1st.kf from mcar as the base  (or the same from vanilla, but you need to unpack that kf from bsa archive first which I will not describe, I might provide a vanilla merged version later though)
3. select following from reanimation v2 as animation override files: _xReanimationv1.kf, x1hMovement - this is far from full v2 feature set, but only those will work on vanilla without an MWSE port of the scripting part of v2
4. after you merge you will get one big .kf file that you can place inside Data Files/Meshes folder (rename it to xbase_anim.1st.kf), how exactly depends on what you use, you can create a new mod folder in mod organiser and enable it, or just replace this file in MCAR and keep MCAR enabled, or put it directly into your Morrowind/Data FIles/Meshes and disable MCAR and Reanimation

If you try it - let me know if it worked or not.

~~~ Git ~~~

Latest version of this mod can always be found in this GitHub repository , nexus download page will (most probably) be kept up to date.


~~~ ReAnimation v1 installation for Vanilla (i.e non-OpenMW) Morrowind ~~~

- Use Mod Organiser 2 to install the vanilla version (it's a v1), or copy archive contents into your Data Files folder.
- Enjoy.


By default, this mod will override any other 1st-person animation mod previously installed (it's just the nature of how Morrowind animations are stored).
There are ways to merge all desired animations in a single file, I will later post instructions on how to do that.
 
Alternatively, use OpenMW, it runs perfectly there :)