About this mod
Using the latest advances in science and technology, I decided to create my own jump animations for the dragonborn. I created them on my own, because I wanted to diversify the small collection of jump mods that can be found on the Nexus.
- Requirements
- Permissions and credits
- Changelogs
- Donations
A hand-crafted unisex jump animation that plays randomly is applied to the player.Designed to be the Dragonborn was always bouncy.
There are no gameplay changes other than improved jump animations.
All current animations are presented in the "Animation Catalog".
His is my first such large and personal work, but I still decided to share it with the community!
The animation catalog is only relevant for the latest mod update. Older files have different priorities and folder names, as well as a different number of animation files. If you want to get a little more information about older versions, visit the section: previous version!
The mod is under active development. Therefore, animation variations can vary greatly from version to version.
"I'm looking for the perfect formula"
Requires:
Open Animation Replacer.
OPTIONALLY, IN FACT, THE MOD WORKS WITHOUT THIS, BUT WITHOUT THESE FILES THERE IS NO SENSE TO DOWNLOAD "DOVA JUMP":
True Directional Movement - Modernized Third Person Gameplay&Better Jumping.
JUMP, DOVA, JUMP!
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...Overcoming the full weight of his steel armor, Dova was able to tense his muscles to maintain the ease of his jumps that was so pleasant to him. But the armor is so heavy - Dova is heavy...![]()
...Dova was back in his usual light armor, which felt good to him, but he was still dripping with sweat...![]()
...And then he opened himself to the world, nothing could slow him down, only the flow of a headwind from the north...![]()
...Dova knew that the wind was not able to completely cool him, and then he jumped into the fertile water...![]()
...He couldn't stop...![]()
...just couldn't...![]()
Installation via mod manager:
1. Install Open Animation Replacer.
2. Install True Directional Movement - Modernized Third Person Gameplay&Better Jumping (and all their requirements, of course).
3. Download and install this file after the above mod.
4. Read the installation procedure again and if everything is installed, launch the game.
Comments on the update are in this section!
To make things clear, my animations have their own folder number, and I name the animations according to their number, no matter what group they are in.
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- All heavy armor fall animations should be no problem. Regardless of your speed modifiers, the animations will always play as intended. CurrentMovementSpeed parameter in all animations (except the 3rd one - folder number 10131, it has an additional condition ≤375, don't pay attention. In most cases it doesn't affect anything) is set to ≥0. Bottom line: there should be no problem with "heavy" jumps, namely falls , and is suitable for "everything".![]()
- By default, the speed of the actor's movement in vanilla during sprint is slightly higher than the value of 370. In the landing settings of "heavy armor" such conditions are selected so that animations are played for running below this value, and for sprint above. In my tests with mods to slow down the actor in heavy armor, everything works as it should. In vanilla, everything should also work as intended. If your actor is tall (for example, your character Altmer), then due to the fact that he moves faster, you will simply play animations during a calm run that other actors would play during a sprint. I do not see any problems in this, due to the fact that you are taller and therefore the speed is higher and therefore your landing is appropriate. If this does not suit you, you need to set the value in the OAR settings not 370, but 375 (see gif). All folders are signed and it will be easy for you to navigate them. But in general, there should be no problems either.![]()
If anything calls the OAR window: Shift+o.![]()
- Exactly the same as for the hard variant, but only for the easy one. Some additions: if you notice the folders with numbers 9118 and 9121 (landing during sprint) have the "Random" condition, i.e. all two animation execution variants, and for example in the "hard" type, only two out of three, i.e. not all variants, then this is how it should be. In order to replace the vanilla animation, one of the variants should not have the "Random" condition, then it will replace the original animation, and any number of other animations should have this condition so that they are played at an ambiguous time. So for the "light" landing, the main replacement variant is the somersault from the "naked" section. But it will be played less often than the others. And in the "heavy" section, there is its own main replacement variant, it is just without the "Random" condition.![]()
- I am generally very pleased with this section and am not worried. Since there are no speed bindings here, and animations can be played if the "IsSprinting" condition is set. Which cannot be said about the falling and landing animations. Everything will work under any conditions, even if you are a giant.![]()
- Same as sprinting, only running. YOU CAN BE A GIANT AGAIN and jump, just like I intended.![]()
- Same story with falls. I achieved stable playback of these animations in previous versions. And in general, everything is fine. Although I have the "FallDistance" condition, it actually does nothing. But here the picture is saved by the fact that under any unforeseen circumstances, a fall with waving arms will be played. And in all other cases (including - not sprint) relaxing animations of falling will be played. Summary: I'm still thinking about how to make everything work clearly, but now there will be no problems (it seems). In the end, after all the comments to the sections, I will give a general conclusion regarding falling and landing.![]()
- It was complicated. Let me start with the fact that "naked" jumps have three falling animations. Two of them (8117, 8116) have a priority by folder number, but the third (8119 - a special diving animation) has a different root priority - 6. This number is not necessary, the main thing is that it is lower than the first two. I was radical. And left the original folder number. Second. Initially, I wanted animation 8119 to be played only if the player jumps towards the water. It is not possible to do this via OAR yet. Then I wanted the animation to be played only if the fall height (the "FallDistance" condition) was higher than a certain value. So that diving would not be played when running on the ground. It is also impossible to do this via OAR (at the moment). As a result, as with all falling animations, only the "Currentmovementspeed" condition works. Although my mod has a couple more conditions (AND), it is essentially garbage and this condition remained after my numerous tests. In general, there may not be any problems, sprint and sometimes you will have a dive. You can be lucky and the stars will align and you will dive into the water, and not into the rock. To make everything more adequate, animations 8117, 8116 do not depend on speed, only random. Therefore, most often you will fly down and dive in a group. There is only one problem with all this. When you sprint and do not jump, but fall from some ledge, a special diving animation 8119 may play, which in normal mode does not look so impressive, because there will be no transition to it. Because it is already with a downward slope. And I personally do not like it. But I can not achieve better yet. The conclusion is this: we need a new OAR condition that evaluates or checks what surface the character falls and lands on, and depending on this, its own animation will be played. It can be organized differently, if you have any ideas, write to me. I wrote in posts to the creator of OAR, about adding a similar condition, but only for water. But now I think that we need to evaluate any surface the character falls on. At this stage, I did the maximum to make it beautiful and convenient to jump. Third. The speed condition is 370, if you just run without sprinting and see that you sometimes have a diving animation (not grouped animations) and a somersault is played, then you need to change the "speed" to 375. This should be done in folders 8119, 8112, 8111 (see gif). The idea was this: when you are not in sprint, you have normal jump animations (like in other types, they are common for all) with a special animation of landing on your hands (switch to walking and jump and you will definitely see it) and only when you are in sprint you have a jump animation - diving and falling diving. In the current conditions, if you change the speed, different from 375, sometimes in sprint there will still be animations 8117, 8116 (group position), as I wrote above this is necessary for the "balance of beauty".![]()
- Everything is written above, I will attach here the gif, which was mentioned above. Read these two fields, because they are inseparable from each other.![]()
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- The "naked" jumps have two dive animations, which always play when you sprint. As always, everything is good here.
General conclusions.
1. In general, everything should work fine and there shouldn't even be "flying birds", I took care of that.
2. Only the "Currentmovementspeed" condition can affect the fall and landing animations, other conditions may do nothing. Therefore, in 10-20% of cases, individual setting of conditions in OAR will be required. I suggested one solution above. It may require implementing my MCM menu and FOMOD installer (I don't know how to do this, and neither one nor the other, if anyone is ready to help me, write).
3. At this stage, I will always set vanilla values - "speed" (370), and you will make minor adjustments if necessary.
P.S. If an MCM menu is added to my mod, the setting will be a little easier, but it will still be there...
2. The jump in Skyrim is not impressive, and I thought about why it is not impressive, and found the answer - there are no dust, snow, dirt effects when landing (the feature will be available at an unspecified time).
3. Players on Nexus said that the sound of takeoff and flight is needed - so the sound will be (the feature will be available at an unspecified time).
4. There are different jumps on Nexus, especially double jump and/or magic jump stand out, but none of them offer more functional, in my opinion, mechanics - the concentration effect, holding the space button should lead to a powerful dash upwards. Maybe such a mod exists, but I do not know about it. In my vision, the feature should work with any type of movement. This feature, in my opinion, is only needed because when I want to jump while I'm somewhere on the edge of a rock, tree or something, the jump just won't work, so my solution is to do a charged jump. Typical situation: I jump from a bad place, from where it is impossible to make a normal jump (you press space, but there is no jump). I call it a problem - a hole between two stones (the mechanics will be available at an unspecified time).
7.
No! I am satisfied with the results of the obtained animations. So it's better to look not at the doll but at the smooth movements that were drawn by me (they are very diverse) :)
8. Jumps in all directions need to be added (this will be an optional addition to the main mod and will be added after version 1.0 when I want to work on the jump again. Or not).
9. If you have withstood this pressure of my ambitions after reading the previous points, then know that this is nothing compared to what I really want to do. I am talking about the ability to climb any surfaces and ledges without interrupting the gameplay. I know that there is a wonderful mod "SkyClimb", but this is not enough for me. And then a miracle happened. Todd released Starfield and showed that this can be done, who played, he knows that when colliding with a ledge, the player will simply jump up and climb. For me, this is a masterpiece. My goal is to do the same in Skyrim, whether I will succeed or not, no one knows.
10.
Of course, during the implementation, other jump animations can be added, as I achieve these goals. I will be able to draw all the animations 100%, the most difficult thing will be to implement them into the game. Having done all the specified points, I will calmly announce the completion of the Dova Jump project - version 1.0
THE MOD IS NOT COMPATIBLE WITH ANY OTHER JUMP ANIMATIONS!
1. Another Jump Animation.
2. Smooth Random Jump Animation - Rework.
This shows my update history. This is not required viewing. This is just a part of my elder scrolls.
These animations will not be supported in the new update 0.5.0+.
...And Dova continues her jumps, so light and calm that there was not even a hint of fuss and anxiety in his movements...
...Dova doesn't stop and jumps again to test herself and her muscles...
...His step is light, nothing hinders him...
...Dova felt confident in himself and had no fear when falling...
...And he wasn't afraid...
...And he was always ready...
+v.0.3.2.1.
...
...Days passed, and Dova kept trying to jump and fall in his heavy armor...
...And Dova is in no hurry and he will not fight for his life by making a jump during a regular walk...
...When a dowa runs and jumps without heavy armor, without rushing anywhere, he lands calmly, taking a small step for stability...
...And Dova equipped himself with heavy armor to cover his assets and not freeze in the mountains. And he realized that it was hard for him to move, Dova became slow...
...Now he falls differently, and his armor is increasingly dragging Dova into the abyss...
...And Dova slid until he learned to stand firmly on the ground without losing the ground from under his feet. Heavy Armor was the one who helped him...
...And Dova figured out how to land without breaking his legs on skates...
...And after removing his heavy armor, he discovered that his legs had not forgotten how to move when landing...
...And Dova ran along the steep rocks of the river waterfall, rushing towards the drops of water and the gusty wind, finally leaving his skates at home...
P.S. Dear players, be sure to read these lines. I need to give you some clarification. This update is the most legendary in my opinion. I really like all the new animations. At least some of them were not easy to draw. The new animations are not exhaustive. I implemented 3 fast sprint jump animations for heavy armor and a landing animation for the entire jump type. This update does not include jumping in place while wearing heavy armor. Additionally, I was planning to implement a system that would allow me to reduce my jump height while wearing heavy armor. But I did not achieve the desired results. For those who want to play with this function, I can only suggest the following mod: Pick Your Own Speed and Jump Height. It will allow you to set the jump height yourself to the desired value. In my tests, the most optimal jump height would be between 58 and 70. Choose to your taste. If you set the value lower, then when you land, a falling animation will start and you will float through the air. Of course, if you remove the armor, it is better to return the jump to its previous position (100). Please forgive me for the temporary inconvenience. When I get everything ready, this function will be placed in the additional download section, not the main one. Because someone may not like such “mechanics”.
And most importantly! I was able to neutralize the "skates". Look at what it looks like with heavy armor and when moving without it (sprinting). These are different ways of overcoming. Tell me what you like best. And then I will finally come to the conclusion regarding the “sliding” when approaching the finish line.
...Dova was quite heavy and strong, so when he landed, even a stone would be crushed under his weight...
...And Dova pushed off from the old ruins to rapidly move forward...
...For the first time he jumped without fear and for the first time he fell without fear...
...The first "condition" in his story was to jump back without a weapon...
Questions and answers:• What sprint/run animation are you using with it?
In my game I use animations of running without weapons: Leviathan Animations II - Male Idle Walk And Run (Walking and idle I use vanilla variants, for this I removed the corresponding .HKX files from the internal folders of the mod)
I have animation set as sprint: Leviathan Animations II - Sprint.
Any movement with a weapon in my hands I use vanilla to avoid jerking animations (or to simply reduce their number).
• Is it compatible with Smooth Random Jump animations and their other jumping mods?
There is no compatibility at the moment.
Slogans of updatesSpoiler:Show
0.3.5.2.![]()
0.3.2.![]()
0.3.1.2.0.3.1.1.![]()
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All current news, my test projects and intermediate results of mod updates, as well as plans for the future will be published on my >creative page<.![]()
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You can write me a private message on the nexus with a suggestion of what kind of animations you would like me to draw. I'm always open to communication!
He couldn't stop