Animations for both the player and NPCs will be different based on the character's skill level or race. Currently covering magic, archery and sneaking. Enjoy!
Animations for both player and NPCs will be different based on the character's skill level or race.
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Skill Based Dynamic Animations Author JaySerpa- Port by Xtudo
What this mod does Animations for both player and NPCs will be different based on the character's skill level or race. What it covers: This mod currently covers sneaking, archery and magic casting. 1st and 3rd person.What you need: Install whatever animations you want for the "skilled" animations.Plug and play: Install your preferred animations as normal, no need to configure anything.
SNEAKING MODULE
From 1 to 50 sneak skill = Vanilla Animations (or Relaxed Sneak Animations if installed)
From 50 to 75 sneak skill = "More Sneaky" animations
*Exceptions: Khajiit get the "ultimate sneaking" animations regardless of skill.
Recommendations: I strongly recommend installing "Relaxed Sneak Animations". Not necessary though.
Sneak module comes pre-packaged with animations from Underdog by Tsaxaman, who kindly allowed their use.
MAGIC MODULE
Character has less than 250 magicka points = Vanilla magic animations.
Less experienced, rougher animations
Character has more than 250 magicka points = whatever magic animations you've installed. Shown in the example below: Goetia Animations - Magic Spells
classier, more experienced magic animations
*Exceptions: High Elves, Bretons and Dark Elves will get access to the "more experienced" animations regardless of skill.
Requirements: This module requires you install any mod adding new magic animations. For example: Goetia Animations - Magic Spells.
You just need to install that mod (or another similar mod) like normal, no need to configure anything or do anything special.
Note: If you have a mod that changes first person animations, it will also work the same way. Yay.
ARCHERY MODULE
From 1 to 50 Archery skill = Vanilla archery animations.
Less experienced, rougher animations
From 50 to 100 archery skill = whatever archery animations you've installed. Shown in the example below: AGO (animations only - no plugin)
The character holds the bow with more confidence
*Exceptions: Bosmer will get access to the "more experienced" animations regardless of skill.
Requirements: This module requires you install any mod adding new archery animations. Example: Vanargand Animations - Archery.
You just need to install that mod (or another similar mod) like normal, no need to configure anything or do anything special.
Note: If you have a mod that changes first person animations, it will also work the same way. Yay.
FAQ
Will NPCs use this? Yes, which is great. Because you'll be able to differentiate races and the skill of the NPC you're fighting for example just by looking at their animations/stance.
Do I need to configure something? Do I need to build animation folders? Do I need to write conditions? No. It's all pre-configured already. All you have to do is install whatever archery/magic animation mods that you want, as you'd install any other mod.
I see you've included a folder with animations for magic and archery. What are those? Those are vanilla animations. I came up with this workaround to let YOU choose whatever animation mods you want to install without having to configure anything. I'm basically using vanilla animations to replace the modded animations. UNO REVERSE!
I made this port for my game and now I'm sharing it, I hope you like it.