Genesis AR-player animation reconstruction
DAR animation file path. Folder structure for DAR animations. Please watch the video for more details, it is recommended that you at least skip it to understand how it works. This is just the folder structure, no animations included, tell me if you want. Read the readme I entered here to understand the folder structure.
Screenshots 1 screenshots
About this mod Machine translation
DAR animation file path. Folder structure for DAR animations. Please watch the video for more details, it is recommended that you at least skip it to understand how it works. This is just the folder structure, no animations included, tell me if you want. Read the readme I entered here to understand the folder structure.
Read the readme I entered here to understand the folder structure. I might add more for people who have ideas, I don't know maybe it is, maybe it isn't.
Yes, I am using POTATO ENB as my computer. Sorry for the low quality not the best computer. :D
Basically a mod for the player character to use with one of my Mod Races Base IA - Improved Core Animation Rebuilder for oldrim, since there is a mod that is almost identical to what I used for that, use a custom race animation path (not required but highly recommended)
I've also included a dummy txt file to allow you to easily see which animation should go in which folder. It starts with "0_"
Please read all necessary information to avoid confusion. Thanks.
NOTE: This is not the animation mod itself, but the folder structure of the animations you downloaded and used, there are no animations in it, if there are please let me know so I can remove them.
what is it?
For anyone starting to use DAR, you know how versatile, complex and awesome DAR is, especially once you get the hang of how to use custom "_conditions", a lot of things can happen to you depending on the conditions file. Love this mod.
What does it do?
What this mod does for you is trigger weapon-based animations based on the currently used weapon. For reference, if you want to learn it yourself, here are some projects you can use:
Project types are as follows.
-1 =Other
0 = fist
1 = sword
2 = dagger
3 = Tomahawk
4 = Maces
5 = Great Sword
6 = Tomahawk
7 = Bow
8 = employees
9 = Crossbow
10 = Warhammer
11 = shield
12 =Change Spell
13 = Illusion
14 =Destruction Spell
15 =Magic
16 = Restoration Spell
17 = Scroll
18 =torch
If my explanation wasn't clear enough, please see the video section or the video I posted here to get a better idea of what it does.
Okay, now what?
I made a folder...these folders are
7000-idle
7001 - Walk, run, sprint, jump, sneak animation
7002-Battle Animation
7003-Custom dagger animation
7004-First-hand animation
7005-two-hand animation
7006-Ax, Maces, Warhammer Animation
7007-Bow, bow bo (range) animation
7008-Magic (ALL) Animation
7009-Dual wielding sword/axe animation
7010-Dual wielding dagger animation
7011-Dagger Dual Wielding Sword
7012-Shield
For example, you put a 2hm animation file inside the two handed animation folder (7005), the animation will only start if that weapon is equipped (two handed), for example, changing the weapon to a battle ax or mace or 1 handed (if you use it with two hands, it won't work as long as it is not a two handed sword, and the animation will now change based on your weapon, it doesn't matter).
Now the animations will be different and will use whatever animation you had installed into the original setup (affecting npcs or just your character, it will revert to that state but when you start using 2hm now it will animate again using both hands),
I know it's super annoying to have to download an animation only to find out that it affects all the npc's too and now it's ugly and immersive and the animation's tedium is separate, so I recommend one of my mods Races Base IA - Improved Core Animation Rebuilder, since this mod overrides not "racing" animations individually, as it takes time to place animations individually for a specific character, Races Base IA makes it easy for you. (khajiits, humans etc, please see the mod to understand it better).
Now, when you drop animation files into these folders, it will play based on the weapon you are currently holding or equipped, and will give you a more "immersive" (maybe?) way of using your weapons since they have all the different animations you crave. It will only trigger based on the "ActorBase" …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.