About this mod
Third person interaction animations for looting, doors, and picking up items from a variety of heights. Items being taken are rendered directly from the world into your hand during the animation, with support for procedural leaning and rotation. No extra meshes, only optional config files for customization. A mod powered by behavior and SKSE.
- Requirements
- Permissions and credits
- Changelogs

- Take/pick up animations.
- Spine pitch/yaw procedural adjustment.
- Corpse looting animations.
- Door animations.
- Container animations.
- All animations are triggered without lag via SKSE.
- The speed of leaning, rotation, and animations is customizable individually via ini.
- Leaning min and max degrees is customizable via ini.
- Take animations alternate hands in a semi-random manner.
- Alignment can be adjusted for every single mesh, or a category of mesh objects (see Additional Information)
- Item animations do not prevent any further taking, but the option is available as a hardcore immersion option.
- All animations except for container/corpse looting are blended to movement, which means they don't lock you in place.






SKSE64
Nemesis/Pandora
(do not ask for FNIS it's not possible)
Address Library for SKSE Plugins
1. Install mod via mod manager.
1.5 Delete old Nemesis/Pandora output if present.
2. Run Nemesis/Pandora.
3. Tick corresponding patch.
4. Run engine.
Done. Only rerun the engine when changing behavior mods/updating this mod.

Compatible with everything.
If using with Jayserpa's Immersive Interactions (recommended), disable the conflicting options with the mod's MCM.
Compatible with Animated Ingredients (this mod excludes harvestables and trees)
If using Improved Camera SE and you want animations to play in first person, enable "ForceThirdPerson" in this mod's ini settings file. I am not responsible for any wonky stuff that plays because the animations were originally for 3rd person.
Immersive Interactions Settings


Per-mesh alignment customization can be done via a file named in the following scheme:
Example_AINTR.txt
It must be in the topmost folder of your packaged mod (i.e when the mod is installed the file would appear in Skyrim/Data)
Customizing alignment per mesh:
;path relative to meshes folder = translation|euler rotation(optional)|scale(optional)
Example:
clutter\food\test.nif = 24.0124,25.1,26.12|90.0,90.0,90.0|1.0
Per item type alignment can be done via Alignment.ini:
[DefaultTransform]
WEAP= 0.0, -3.0,9.0 | 90.0,0.0,-90.0
MISC= -2.5, -3.0,9.0 | 90.0,90.0,0.0
ALCH= 0.0, -3.0,9.0 | 90.0,90.0,0.0
Settings.ini:
[Animation]
; whether animation system uses dedicated legacy pickup animations instead of mathematical
LegacyTakeAnimations = false
; whether currently playing interactive animations block other activations from happening.
; with this option active, the player can only take items as fast as it takes for their actual character to play the animation
AnimationBlocksActivate = false
; speed multiplier for interact animations. normal 1:1 speed is 1.0, 2.0 is 2 times faster, etc.
AnimationSpeedMultiplier = 3.0
; the player will reach up to take items higher than this relative height LEGACY ONLY
TakeHighThreshold = 40.0
; the player will bend down to take items lower than this relative height LEGACY ONLY
TakeLowThreshold = -40.0
; items in between will use normal grab animations
[Camera]
ForceThirdPerson = false
[Rotation]
; speed for yaw (rotation), in degrees per frame
YawSpeedMultiplier = 8.0
; speed for spine pitch, in degrees per frame
SpinePitchSpeedMultiplier = 8.0
SpinePitchMinDegrees = -30.0
SpinePitchMaxDegrees = 60.0

Commonlib NG Contributors for Commonlib NG.
Zartar for Skyrim Behavior Tool.
PowerOfThree for their original animobject hook which sparked the idea.
CallMeMoon for their custom take animations.
Havok for Havok Behaviour 2010.
Bethesda for TESV: Skyrim.
My loyal patrons, this mod would not be made without their support.
