Animated World Framework (AWF) - Updated

by Kewin568·v1.0.0·Updated 2026-09-21

This is a framework that enables modders to easily animate interactions with various world objects. Use F4SE to play animations at the engine level to prevent incompatibility with other modules.

Screenshots 2 screenshots

About this mod Machine translation

This is a framework that enables modders to easily animate interactions with various world objects. Use F4SE to play animations at the engine level to prevent incompatibility with other modules.

Original address:

Prefix:

Address Library for F4SE Plugins:

Fallout 4 Script Extender (F4SE):

Runtime Database:

Mod Configuration Menu:

Updated on September 20th:

Version 1.0.0

Convert the entire code to the runtime database, which is OG/NG/AE (tested OG/AE).

Added MCM switching function for companion command animation.

Now that basically everything has been rewritten, hopefully all the crashing issues are fixed (I've tested the high heels mod and power armor here, no crashes).

Updated on September 2nd:

Version 0.24.6

Try to change the IdleStop fix to not only trigger the player himself, but only affect the player himself. (Deathclaw bug)

Updated on August 30th:

Version 0.24.5

Changed the EquipItem hook as this would cause crashes for mods like Condition Framework.

I tried to fix the crashes in power armor, transsexuals, and the workshop by redoing the hooks that affected these, and at least based on feedback, power armor stopped the crashes for some users.

Updated on May 23:

Version 0.24.4

Added more checks to try to prevent crashes.
Added animation category for commanding companions.

Version 0.24.3 updated on March 18:

Restrict animations to only play in rigs to prevent CTD.

Updated on February 23:

Version 0.21.1

Try cleaning up the F4SE code to see if you can fix the creature AI bug.

The Chinese address of Station B will be updated on March 24th:

N network Chinese address:

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Animation world frame

*(Animation World 2)*

FAQ:

**Why only 1.10.163.0? **

Because this is the version I use. The plan is to convert it to all versions after I complete all functions of F4SE.

**What does it do? **

When you interact with the object, it will animate. The base mod contains some vanilla item animations and most normal interactions.

**Why is the animation so stiff? **

This is a framework, I'm not an animator, that's why I made this mod. Now more talented animators can create their own art without learning to program, and I didn't have to learn to animate better!

**Can I just make a new animation, replace the one you made, and then upload it? **

hundred percent! My animation is designed to be a placeholder.

**If I do animations or patches now, do I have to update them when I update the framework? **

No, as long as I don't drastically change the animation's classification, nothing I program will have an impact on your patch.

**You call it a framework but there are actually other frameworks that do the same thing, what's going on? **

This is a real framework, designed from scratch to make it easy for people to animate, no scripting is required, it won't change the object you want to animate (fixes compatibility issues), and requires minimal CK/xEdit knowledge. See the article section and sample files for details.

**Animation World 1 only supports first person, is it still available now? **

No! It's now possible to add third person animation, but I haven't done it myself yet.

**Is this the Anime 2 you've been talking about for years? **

Yes!

**Why make a new mod but still keep Animated World 1? **

The parts of the old mod are gone, but the scripts used by the older versions are still useful to some people, so I wanted to keep them that way.

Current functions:

Play animation when activating objects with vanilla activation keys (pick up, open, activate, harvest, etc.) - F4SE

Ground Equipment - Papyrus / Talent

Play animation when eating items* - Papyrus / Quest

Play animation when equipping items* - Papyrus / Quest

Play animation when adding items to backpack* (from container or ground) - Papyrus/Quest

*Note* Not everything has animations, only functions that play animations. Other modders will have to add animations themselves.

Future plans:

The plan is to migrate all features to F4SE and then upd …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Animated World Framework - RD 100946 1.0.0 2026-09-20T10-14Z eHN8M0Tei.rar
File size
287.6 KiB
SHA-256
dfd440864e1c5716af15e6aaa19a9503c83199cc2bd6a391587954b70bfd8277
Stored at
2026-10-10 17:15