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GiraPomba

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GiraPomba

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About this mod

A mod that lets you choose weapons draw/sheathe animations, using Open Animation Replacer (OAR).

Requirements
Permissions and credits
Changelogs
This mod is intended to use with another mod that lets you display the weapons of your character in different positions, other than the vanilla ones.
It's also possible to have dual draw/sheath animations depending on the weapons your character are currently equipping.

This mod does not provide animations for all combinations of weapons unfortunately, but it covers the most part.
Every animation is performed via conditions using OAR.


ANIMATIONS (NOT ALL):

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Sword - Dual Wield (Both on hip):
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Sword - Dual Wield (Both on back):
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Sword - Dual Wield (Left sword on back/Right sword on hip):
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War axe - Dual Wield(Both on hip):
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War axe - Dual Wield (Both on hip/Reversed):
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War axe - Dual Wield (Both on back):
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War axe and sword - Dual Wield (Left axe on back/Right sword on hip):
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Mace - Dual Wield (Both on hip):
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Mace and war axe - Dual Wield (Both on hip/axe reversed):
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Dagger - Dual Wield (Both on hip):
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Dagger - Dual Wield (Both on back hip):
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Dagger - Dual Wield (Both on ankle):
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Dagger and sword - Dual Wield (Left sword on back/Right dagger on back hip):
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Dagger and war axe - Dual Wield (Left axe on back/Right dagger on back hip):
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Sword and shield (Shield on back/Right sword on hip):
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Sword and shield (Shield on back/Right sword on back):
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War axe and shield (Shield on back/Right axe on hip):
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Mace and shield (Shield on back/Right mace on hip):
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Dagger and shield (Shield on back/Right dagger on back hip):
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Two handed (Two handed on hip):
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REQUIREMENTS

- Open Animation Replacer (OAR)
- SkyUI: For the MCM to work.
- MCM Helper: For the MCM to work.
- XPMSE: Only the skeleton meshes.
Optional:
-Nemesis: If using the dual wield fix patch.
-Behavior Data Injector: If using the behavior patch.

RECOMMENDED MODS

- Simple Dual Sheath: To display dual weapons and shield on back.
- Immersive Equipment Displays (IED): To display and change the position of weapons.
- ALLGUD: Alternative to IED.

SIMILAR MODS

- XPMSE: I (obviously) took inspiration from the weapons styles part of the MCM menu.
- Immersive Equipment Displays (IED): With style-fitting animations and FNIS.
- Draw 2: Does basically the same, but it's more focused on dual wield animations.

If you already use one of the mods above, you probably won't need to use this one. It's supposed to be an alternative and script-free version (the only script present is the MCM menu anyway). It also offer some new animations.
P.S.: Style randomizer it's not possible with this mod without some scripting involved. It wouldn't look good anyway, because it wouldn't be possible to sync the animations with the weapon displays.


SUPPORT
- Added support to: Combat Gameplay Overhaul SE: Allows to use animations when dual wielding two-handed weapons.
- Added support to: Skyrim Spear Mechanic SE: Allows to use different animations for spears/javelins.
- Added support to: EVG Conditional Idles: Shield animation(equip/unequip) won't play when raining outside.
- Added support to: Kratos Guardian Shield Animated: Shield animation(equip/unequip) won't play when using one of those shields.


OPTIONAL FILES
- Dual Wield Fix: Allows the left hand to play the animation when moving.

NickaNak fixed this issue in the mod Extra Drawing Animations using Nemesis, I asked about it and was told it was something to do with bone weights. So I edited the behavior files to only include those fixes. NickaNak kindly allowed me to share the edited files here, huge thanks to this awesome person.

- Install patch.
- Run Nemesis;
- Tick "Extra Drawing Animations";
- Update engine
- Launch Nemesis.

Requires Nemesis.

Example:

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- Behavior Patch This patch will add new animation variables which can be used to select weapon styles to NPCs individually.

- Install patch;
- While in-game, look at a valid actor (NPC name must be displayed);
- Open MCM and navigate to "Selected Actor" page;
- Choose the desired options.

Options selected on this page will be prioritized.

Requires: Behavior Data Injector.

- Alternative Animations: By default, the mod uses most animations from Immersive Animations. This patch will replace some of these animations by using their equivalents from Extra Drawing Animations.

- Dual wielding swords (at hip);
- Dual wielding maces (at hip);
- Dual wielding axes (at hip);
- Sword at hip and shield on back.

They're a bit different than the default animations.
Example:

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USEFUL INFO (I GUESS)
Using IED:
- How to separate Greatswords from Battleaxes/Warhammers: Check this article.
- How to separate Spears/Javelins from One-handed Swords: Check this article.
- How to place quiver at back hip: Check this article.
- How to place maces at back, swords at back hip, shield on hand: Check this mod.


TROUBLESHOOTING
All animations can be located at:
- Meshes\actors\character\animations\OpenAnimationReplacer\Weapon Styles
- Meshes\actors\character\_1stperson\animations\OpenAnimationReplacer\Weapon Styles

Folder names should be self explanatory.

Q: How to add animations from another mod?
A: You can copy the equip.hkx and unequip.hkx files from the other mods and paste them in the corresponding folders from this mod.

All animations are played based on what's equipped on the main hand.
Vanilla animations list:
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1hm_equip/unequip.hkx = one-handed sword;
2hc_equip/unequip.hkx = two-handed sword;
2hw_equip/unequip.hkx = two-handed axe/mace;
axe_equip/unequip.hkx = one-handed axe;
dag_equip/unequip.hkx = one-handed dagger;
mac_equip/unequip.hkx = one-handed mace;
(sneak)bow_drawlight/drawheavy = quiver animation (this one is actually when the arrow is being pulled from the quiver, not the bow equip/unequip animation);
h2h_equip/unequip.hkx = unarmed;
mrh_equip/unequip.hkx = magic right hand;
staffright_equip.hkx = animation for staff on the right hand and something other than a staff on the left;
stf_equip.hkx = animation for staves in both hands.
P.S.: There is no unequipping animation for staves.

XPMSSE animations list:
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Some mods will include the XPMSE folder, you can copy, rename and paste these files in the corresponding folders from this mod :

xpe0_1hm_equip/unequip.hkx = one-handed sword dual wield (on hips);
xpe1_1hm_equip/unequip.hkx = one-handed sword (on back);
xpe2_1hm_equip/unequip.hkx = one-handed sword dual wield (on back);
xpe3_1hm_equip/unequip.hkx = one-handed sword(on hip) and shield;
xpe4_1hm_equip/unequip.hkx = one-handed sword(on back) and dagger(on back hip);

xpe0_2hc_equip/unequip.hkx = two-handed sword (on hip);
xpe0_2hw_equip/unequip.hkx = two-handed axe/mace (on hip);

xpe0_axe_equip/unequip.hkx = one-handed axe dual wield (on hips);
xpe1_axe_equip/unequip.hkx = one-handed axe (on back);
xpe2_axe_equip/unequip.hkx = one-handed axe dual wield (on back);
xpe3_axe_equip/unequip.hkx = one-handed axe(on hip) and shield (drawing like a sword);
xpe4_axe_equip/unequip.hkx = one-handed axe(on back) and dagger(on back hip);

xpe0_dag_equip/unequip.hkx = one-handed dagger dual wield (on hips);
xpe1_dag_equip/unequip.hkx = one-handed dagger (on back hip);
xpe2_dag_equip/unequip.hkx = one-handed dagger dual wield (on back hip);
xpe3_dag_equip/unequip.hkx = one-handed dagger (on ankle);
xpe4_dag_equip/unequip.hkx = one-handed dagger dual wield (on ankles);
xpe5_dag_equip/unequip.hkx = one-handed dagger (on back hip) and sword (on hip);

xpe0_mac_equip/unequip.hkx = one-handed mace dual wield (on hips);
xpe1_mac_equip/unequip.hkx = one-handed mace(on hip) and shield (drawing like a sword);

xpe0_(sneak)bow_drawlight/drawheavy = quiver animation (on back hip)

Q: How to only install XPMSSE skeleton meshes?
A: Depends on what you want to use. If you search XPM on Nexus, you'll find several mods and patches. XPM Lite, XPM fixed scripts. XPM for Dummies, etc..
This mod will only need the skeleton meshes, which can be located at: Meshes\actors\character\character assets.
However, you might need to have other stuff from XPMSSE, such as creature skeletons, the physics extension or something from the plugin file.

If you fully, or partially, installed the mod and the animations are not working, you can try this:
- Open XPMSSE MCM and disable all stuff related to animations.
If you don't have access to the MCM, you can try this:
- Delete the folders meshes\actors\character\animations and meshes\actors\character\behaviors (from XPMSSE) and run FNIS/Nemesis again.

Q: MCM is not working?
A: Install MCM Helper.

Q: Animations are not playing?
A: If none of the animations are playing, there is probably something wrong with your installation or you are using a mod that changes the default animations.
You should check if you have other animation mods installed; such as Weapons on Back. Immersive Animations, Extra Drawing Animations, etc...
Won't hurt to check if you have another DAR/OAR mod installed with higher priority or sharing the same folders.

Q: Issue with belt fastened quiver and Archery Gameplay Overhaul?
A: AGO changes more animations than the ones provided by this mod.

You'll need to do some manual patching:
1. Delete all contents from folder Quiver - On Back Hip, except for config.json and horse_rider
2. Download optional Belt fastened quiver file from AGO.
3. Extract all the files from the folder meshes\actors\character\animations\ to Quiver - on Hip folder (from the optional file)
4. Do the same for the 1st Person Folder.

CREDITS
Special thanks to Bergzore, for letting me use the animations from the mod Immersive Animations. Without them, this mod wouldn't be possible.
Special thanks to NickaNak, for the mod Extra Drawing Animations, from which I took some animations.
Special thanks to Chesko, for the mod Belt-Fastened quivers, from which I took some animations.
Special thanks to PolarRobotFrog, for the mod Comprehensive First Person Animation Overhaul, from which I took some 1st person animations.
Special thanks to Groovtama and the XP team, for creating XMPSSE, from which I took inspiration to create this mod.

Give endorsements/kudos to these guys if you haven't already (download their mods and endorse) :D.