I chose a simple solution by relying on keywords. This means that there may be a compatibility issue if in some cases a mod has NPCs using these keywords who should not be excluded from performing the idle animations. Another solution would have been to check for the races of each type of daedra added by Daedric Entity Restoration Project, but that would have been more work. I would have had to test which species were performing the animations and look up their data in the plugin. I did not want to do any of that. This solution would also make the mod only work with Daedric Entity Restoration Project, so if anybody wanted to use this for other mods then more conditions would need to be added.
If there are idle animations which you want daedra to continue performing then it is easy to restore those animations. If you are using a mod organizer which keeps all mod files intact then simply delete the folders corresponding to each idle you wish to restore from this mod. If you are not using a mod organizer or you are using a mod organizer which overwrites files when installing new mods then you will want to open the folder corresponding to the relevant idles and edit the "_conditions.txt" files to remove the lines I added. There is a file titled "EVG Conditional Idles Folders.txt" which outlines which folder corresponds to each idle. I have not included that file in the download for this mod since you will already have it after installing EVG Conditional Idles. To provide an example for how to restore idles, I use Mod Organizer 2 and I wanted daedra to still be able to perform the "Injured" idle animation. The data for this animation is in the folder "6001935". Mod Organizer 2 keeps all mod files intact, so I deleted the folder from my mod install. This allows humanoid daedra such as the Auroran and Winged Twilight to perform the "Injured" idle animation.