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deleted74737258

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deleted74737258

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About this mod

Aims to bring phoneme animation to some more vanilla creatures when they speak or emit cries, the way dragons and hagravens originally do.

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Translations
  • Mandarin
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This mod, being at a somewhat early stage, aims to mimic the way phoneme AKA lipsync is originally implemented for dragons and hagravens in the vanilla game, extending this feature to more creatures, especially the ones who talk. You could say I'm an anti-ventriloquist when it comes to such elements being absent, because I always wanted certain creatures like Sinding, Barbas or Harkon to actually move their lips or jaw when they speak. And this is an idea I always wished to bring to life, before I even created Monster Facial Animation and I was slowly exploring my knowledge in modding over the years. Thing is, this is meant to work as a less flawed alternative to MFA, there may be things I wish I could've fixed for that mod if I hadn't spontaneously closed my old account out of social anxiety. But don't get me wrong - MFA can still run alongside CLAP for those who either prefer the more detailed facial morphs, or would rather not uninstall it mid-game.

So what makes this different from MFA? MFA separates the headparts from the body and implements them as facegen headparts with hand-made tri morph files, and I know people experienced loads of conflicts with that one before, like the headparts overlapping with an inanimate one, or straight-up headless, some may have also experienced ear- or jaw stretching.

CLAP works more smoothly by baking phoneme animations into a creature's behavior files, mainly animating the jaw node, and all one would need to do is make sure that the races' phoneme data matches the one of the hagraven race (or dragon races, with the "Lip"-prefix specifically), it's easy to just copy (drag-and-drop) that over to the race of your choice in xEdit. Basically, regardless of what skin replacers you use for the supported creatures, phoneme animation can be applied without having to devote your time to create any tri files from scratch, depending on the mesh.

Another things CLAP does is adding silent .fuz files to existing creature "dialogue", such as on-hit and attacking, which will in turn make the jaw animate.
Bonus: I voiced Barbas' "Woof." lines and the draugr's lines for Fire Breath shout just in case (generated with 11labs)

CLAP also features optional compatibility for FNIS Creature Pack, by replacing the template txt files.

CLAP practically also supercedes Werewolf Eyetracking Behavior because that has also been implemented to the werewolf behavior file.

List of creature behaviors I covered in vanilla:
  • Werewolves and Werebears
  • Canines (Dogs, Wolves, Foxes, Huskies, Death Hounds)
  • Draugr and Skeletons
  • Vampire Lords

And here are the mods I've patched and added to the CLAP patch collection:



CLAP will obviously conflict with other mods that override the races I've covered, which is why I'm doing these patches as listed above. Will also not be compatible with other mods that override the behavior files included, until patched.

I highly encourage people to create their own patches as well as translations to this mod. And also making this compatible with Nemesis or Pandora if necessary, because I personally have zero experience in modding with those tools. And do not hesitate to contact me if you're willing to provide help, it would mean a lot to me.

Note: I don't know if anyone else experienced this, but according to what a friend told me, CLAP may break the sprint speed of werewolves... Anyone else could confirm this? And know a possible solution?


Recommended mods:
Conditional Dog Barking


Installation:
Download the archive and drag-and-drop it into a mod manager of your choice (like Vortex or MO2) and install based on your preferences or setup.

Big thanks for all the talented authors whose mods I was able to create compatibility patches for.
And a huge shout-out to LilyValley807 and ret2end for providing help in fixing my xml edit I made to the vampire lord behavior file in Haviour, while I made the others with Skyrim Behavior Tool. Without their help, I wouldn't have been able to continue this project.