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SirDoodicus

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SirDoodicus

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About this mod

An OAR framework inspired by JaySerpa's Skill Based Dynamic Animations. Allowing you to have different stealth, archery, magic and staff casting animations depending on skill level and other conditions like the type of armour you're wearing or what race you are.

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The Mod
What originally started as a personal project to convert JaySerpa's Skill Based Dynamic Animations mod to OAR to familiarize myself customizing OAR conditions has turned into it's own expanded idea! Now stealth, archery, magic and staff casting animations can have up to 3 different tiers of animations depending on your skill level to really differentiate the novice from the master.
Stealth Conditions:
Novice stealth animations will play when:
  • The character has less than level 25 sneak
  • The character is wearing a heavy armour cuirass or boots WITHOUT either a muffle spell, muffle enchantment or the Muffled Movement perk (regardless of sneak level)
  • Philosophy: Heavy armour is LOUD when not either augmented by magic or further practised. This means that if you're a heavy armour stealth build you won't get the adept animations until you hit level 30 in sneak and spend a perk point, which is meant to show your further prowess at sneaking in heavy armour.

Adept stealth animations will play when:
  • The character is between level 25 sneak and level 75 sneak

Master stealth animations will play when:
  • The character has level 75 sneak or above
  • The character is wearing the Ebony Mail (regardless of sneak level)
  • Philosophy: The Ebony Mail already gives you the muffle effect, as well as having a unique enchantment that only activates when sneaking, meaning that your sneaking skills are being boosted by this legendary artifact.
  • The character is wearing a full set of Nightingale armour (regardless of sneak level)
  • Philosophy: It would be criminal if the sacred armour blessed by Nocturnal would NOT make your ability to sneak automagically better.
  • The character is a Khajiit (regardless of sneak level)
  • Philosophy: Kitty be sneaky, kitty be quick, kitty swipe coin purse right under your lips :3
Archery Conditions:

Novice archery animations will play when:
  • The character has less than level 25 marksman

Adept archery animations will play when:
  • The character is between level 25 marksman and level 75 marksman

Master archery animations will play when:
  • The character has level 75 marksman or above
  • The character is a Bosmer (regardless of marksman level)
  • Philosophy: Bosmer are naturally skilled hunters with tiger-like reflexes

If anyone has more ideas for conditions for archery please let me know, I was very stumped on what else to do.

Magic Conditions:
Novice magic animations will play when:
  • The character has less than 200 maximum Magicka
  • The character is using a scroll (regardless of maximum Magicka)
  • Philosophy: Scrolls require no extra skill from the user to cast, meaning that the caster is likely already unfamiliar with the spell or magic as a whole.
Adept magic animations will play when:
  • The character has between 200 and 500 maximum Magicka

Master magic animations will play when:
  • The character has 500 maximum Magicka or above
  • The character is an Altmer
  • Philosophy: Altmer are naturally more in tune with Magicka and casting spells

These conditions may change in the future to be dependent on individual skill level for different schools of magic, this would mean that there could be further customization when it comes to conditions for magic casting such as Dunmer already being masters at conjuration or even having different animations for different magic schools.

Staff Conditions:

Novice staff animations will play when:
  • The character has less than level 25 enchanting

Adept staff animations will play when:
  • The character has between level 25 enchanting and level 75 enchanting

Master staff animations will play when:
  • The character has level 75 enchanting or above
  • The character is wielding the Skull of Corruption
  • Philosophy: The Skull augments your ability to use it as you eat more dreams with it
  • The character is wielding the Staff of Magnus
  • Philosophy: The College of Winterhold story is already pretty underwhelming, might as well make the final reward a little cooler with fancy animations.
  • The character is a Breton
  • Philosophy: Bretons are also more in tune with magic, but I wanted to give them a different mastery than Altmer, this may end up changing if I decide to make each school of magic have their own animation folders

Installation
Install as you would any other mod through your mod manager.

This mod does not come with animations its own animations with the exception of novice conditions which use vanilla animations, this is for a few reasons.
1: I want to keep the mod fully customizable.
2: I have zero experience in animating, I've only just learned how OAR conditions work lol
3: Closed permissions from other authors animation mods
4: I want other mod authors to get downloads and attention as well

To install your own animations, open up this mods folder and find the corresponding animations you want to install, then just drag and drop the animations in. For example if you want to use Vanargand Animations - Sneak Idle Walk and Run for your adept sneak animations, then you'll want to go to OARganic Skill Based Animations\meshes\actors\character\animations\OpenAnimationReplacer\OARganic Skill Based Animations\Mid Level Stealth and then drag and drop Vanargand's animations into that folder.

Compatibility

Since this mod uses OAR it should be compatible with other animation mods so long as this mods priority beats others. The priorities are between 5000000 and 5000032, if you find that your animations are not playing then open OAR's menu using Shift + O and tick "user mode" on the top right, then find my mod and find the specific animation folder that isn't playing for you and increase the priority number, then save your changes. Or do the opposite and lower the priority of the overwriting mod.

If you use EVG Conditional Idles and EVG Conditionals Extended, I have made sure to not have my mods priority overwrite their animations so not only can you see your and your enemies skill level, but also their status just from looking at their animations!

(Potential) Future Plans
Depending on user interest and my own willingness to do so, I may end up separating all schools of magic to have their own conditions. I may also add one handed, two handed and dual wield conditions down the line, but for the moment I prefer to cover those animations using Stances NG or (shameless plug)
Morrowind DARectional Attacks (which I'm considering updating to use OAR conditions soon) instead.

Credits
This mod wouldn't have been possible without these absolutely amazing people:
Ershin for Open Animation Replacer
JaySerpa for Skill Based Dynamic Animations for inspiration (and also permission to upload)
All of you deserve the finest cookies