Uniquement si vous avez choisis la version mcm du mod, sans ça, cette traduction est inutile.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Felisky384 for Dynamic Animation Replacer liambutt/Everglaid for inspiration cookehlicious1 for inspiration Saphira2812 for pictures TkTk and Anton for Animation Tools N3 + 28 Bethesda for the game SkyUI team and schlangster for SkyUI SDK Dylbill for written MCM tutorial gfhjk50 for Skyrim Dragon language font CC
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Successor to Sky Idles: https://www.nexusmods.com/skyrimspecialedition/mods/76825
Version 5.0.2
Safe to update from 5.0.1
Fixed sum counter for non-conditional idles.
Fixed idle array from overflowing which manages holding selected idles.
Version 5.0.1
Needs new or clean save if updating
Added slider for stand still time, which determines how long a player has to stand still until an animation has a chance to play
Version 5.0.0
Needs new or clean save if updating
Rerun Nemesis/FNIS
Overhauled and re-scripted.
MCM makeover and slider fixes
Wheelmenu change to a list menu for easier navigation
Some animations are offset arm animations which results in better blending animation and smoother out transition (downside: animations snap more noticeable when they start)
some cyclic/looping idles are now acyclic/non-looping.
Supports both FNIS and Nemesis
Version 4.4.3
Fixed wrong file uploaded. Edit: Apparently Nexus just keeps uploading old version over and over again when I try to upload the new version... Edit+: Correct file is now uploaded thanks to MaskedRPGFan for letting me know about the Nexus bug and how to fix it.
Version 4.4.2
-217 and -218 folders from NPC addons changed to -110 and -111 to avoid conflict with lively children animations
Version 4.4.1
Removed testing animations that were accidental leftover
Updated LE to 4.4.1
Packed every version into one FOMOD for convenience
Version 4.4.0
New save or complete erase from old save is required (more info on mod page). Rerunning Nemesis is required.
Added wheelmenu for easy idle pick (requires UIExtensions)
Fixed eating and drinking not being continuous
Script fixes
15 new idles that includes 5 new custom slots where user can put any animation that can be added as additional idle.
Added behavior edit that prevents skating during idles
Made all sliders 0 by default
Version 4.3.1
New save or complete erase from old save is required (more info on mod page). Rerunning Nemesis is required.
Fixed papyrus stack errors when in vampire or werewolf beast form
Added Dawnguard DLC as a dependency for vampire beast form detection
Fixed behavior conflict with Jump Behavior Overhaul and possibly other Nemesis mods with same StateIDs (requires rerunning Nemesis)
Added sneak detection, so idles won't play while sneaking
Version 4.3
Update Engine error should be now resolved
Version 4.2
Fixed ledger idle having false amount of probability
Fixed typo in behavior file that prevented ground sweeping idle from showing
Fixed mixed idle naming in the MCM
Nemesis bug should be fixed now where if you had any other nemesis mod installed would lead to weird behavior
Version 4.0
New save or complete erase from old save is required (more info on mod page). Using Nemesis is required.
Dynamic Animation Replacer and Address Library for SKSE Plugins are no longer needed for the 4.0-beta version
Nemesis Unlimited Behavior Engine is required now
Looping idles play until controller input is detected. For example eating idle play until player input is detected
A lot of script changes for better performance
Stand still feature is no longer adjustable, it is set to be 3 seconds all times
Sword clean is separated from all other idles. Before its chance was tied with all other non-conditional idles
Version 3.3
Script will now check if player has remained still for user defined amount of time. This prevents animation being too interrupting. You can change the wait time in MCM
Fixed dagger idle sliders not summing to 100
Added backwards, left and right controls to animation cancel to make it more intuitive (if using controller, crouching is still the only one that works)
Added shield requirement toggle in MCM. By default its off, so that animation won't require shield to be unequipped.
Fixed condition issue where if you met a specific condition idle, it would not let any other idles to have a chance to play even if conditions were met
Coughing detection changed to magic effects instead of spells. This should eliviate the problem of invisible spell coughing in theory
Version 3.2
Fixed non-cancelable idles to be cancelable
Increased idle time of some idles to 30s
Script tweaks
Minor MCM changes
Version 3.1
Fixed papyrus stack error caused by accidental magic effect leftover
Fixed special condition idles overtaking some of the probability chance if conditions were met but didn't play
Added 8 idles and 4 semi working idles (can't cancel unless you jump). These have 0 chance by default
Version 3.0.2
Added a blank sound, so that you won't hear a weird sound after some of the idles
Fixed inverted chance of sword twirl idle, which resulted in having 100% chance if slider was set to 0
Version 3.0.1
Changed conditions so that idles won't play while in dialogue, crafting, bartering and other menus
Changed the way idles are being canceled
Fixed a bug when moving with controller idle would play nonetheless
Added ability to cancel movement with controller using crouch key (left stick by default)
Changed some condition checks
Version 3.0
Idles don't loop anymore
You can change the probability of the idle in the MCM
You can change how often the script will try to play idle (refresh rate) in the MCM
New idles
Reworked some selfmade idles
Currently just player only as I don't want to distribute script to NPCs yet. SPID is being considered when I am confident on script performance and reliability
Before installing the new update, make sure to uninstall old Sky Idles as this replaces it completely. Esp is ESL-flagged. The update is in beta so treat is as such.
Version 2.0
Changed version scheme from dates to numbering
MCM fixes that (should) include being able to update without extra steps, just replace the old one and launch game. Handy notification should indicate an update.
Menu cleaning
Version - 23.7.21
- Small hotfix that fixes condition with paranoia idle. ("NOT IsInInterior()" was missing an "AND"), which resulted in DAR error.
- Also added "NOT in combat()" condition to the idle, which was not included before
Version - 22.7.21
4 new idles: Gauntlet 2, sweep, side effect and wounded 2
2 versions in FOMOD: MCM and non-MCM versions. (MCM version has ESL-flagged esp and contains only MCM scripts)
Folder priorities lowered.
MCM version comes with pose mode, which plays the animation constantly without conditions.
Updated mod page "Animation Folders & Conditions when animations will play", "Incompatibilities & Troubleshooting" & "Known issues & plans" sections, please read them.
Version - 20.8.21
Fixed a couple of idles that had loop bug, which resulted in 3 frame spasm.
Small tweaks to existing self made idles.
Tweaked MCM and folder structure (again)
Renamed some idles.
Added mage stance back with some improvements.
Fixed sweat idle not appearing in MCM.
Version - 7.5.21
ESL-flagged esp
Coughing only triggers when contracted a vanilla disease (30% chance)
Don't use on saves where the non-ESL-flagged esp version was used. Just to be sure.
Version - 6.5.21
BIG UPDATE:
MCM menu with toggleable player and NPC idles
19 new repurposed Skyrim animation assets as idles
Tweaked conditions
Mod now includes an esp file for the MCM menu to work. (non-menu version coming soon! for those who prefer not to use SkyUI or don't want extra esp(s))
Added more well deserved credits =)
Version - 5.6.21
Somewhat small update:
condition changes which include a fix to drunk vampires and added some conditions to otherwise random idles like laugh and salute. (see the "Animation Folders & Conditions" drop down to see new conditions)
Fixed paranoia not triggering due to how DAR reads time
Version - 5.4.21
Every animation has been tweaked and improved.
New Idle: Glove Idle
Mod Page got a facelift, corrected text and new GIFs of the improved animations.
30.4.21 - Changed archive file format to zip from rar.
Version - 2.4.21
2 new idles added: Crouch Idle and Mage Stance Idle
Added out of the box compatibility for smooth combat mod and added condition that the animations play in non-combat state only.
Version -
16.02.2021 Initial release with two older animations and one new "Sword Master Idle"
16.02.2021 Changed all files to be version 1.0 so mod managers don't freak out
26.02.2021 FOMOD installer with and without GIFs + 2.2 version of Mage Dagger Idle
Sky Idles adds over 40 3rd person player only idle animations for the player, which play after player has idled still for user defined time. The mod comes with an MCM for easy idle probability adjusting and with an idle list menu.
Uninstalling/Updating If changelog tells that updating is "safe", you only have to replace the old version with newest and that's it. No need to go through the other updating process mentioned below. If updating from several versions behind latest, check all changelogs between.
Open MCM and untick player animations and leave the MCM.
Then save & quit, uninstall the mod and run FNIS/Nemesis.
Use FallrimTools to clean leftovers off the mod after you have save & quit again without the mod installed.
If updating, now is the time to install the new version and follow installation instructions above.
Compatibility / Versioning / Issues
Compatibility: ✅esp is esl-flagged. ✅AE and SE ✅Compatible with X mod. Incompatible mods will get mentioned below, none so far. ⚠️If using controller you are only able to cancel idle with sneak button due to limitations of Skyrim engine.
Versioning Major.Minor.Patch
Major = major changes to scripting, animations or overall mod.
Minor = compatibility updates, mesh changes or texture change etc.
Patch= small errors, hot fixes etc.
Issues
None so far.
Q&A
Q: Will you add/support 1st person animation? A: Unfortunately no, too many obstacles to support 1st person.
Q: Animation won't play? A: Try on a new save, make sure you have all requirements and correct versions of them and read mod page for compatibility.
Q: NPCs? A: Current version does not support NPCs. You can use the NPC addon from older files as a NPC support.