Now covers walks and runs towards all 8 directions.
Added turn left and right animations.
Also added an optional simple version of the idle as some would rather not rest the Greatsword's point on the ground.
Tweaked the jump animations for both the vanilla behavior and NickNak's Jumping Attack.
Make sure you delete the WIP version.
Use any mod manager or m...
2023-01-11 21:03:13 +0000 UTC
View Post
Vanargand Animations - Sword Dual Wield SkySA Moveset
- Updated collision events for Ersh's "Precision - Accurate Melee Collisions".
- Added MCO version.
2022-12-29 22:19:57 +0000 UTC
View Post
Hope you guys had a lovely Christmas!
I'm currently working on a Greatsword low stance inspired by the Alber/Fool's guard, which I chose for the variety of attacks it can swiftly transition into and how quick it can be shifted into a blocking stance.
This will replace the idle, blocking, sprint and the locomotion, which features fully locked on target movement that is better suited for True ...
2022-12-26 21:54:12 +0000 UTC
View Post
As the upcoming Greatsword low stance will feature an aggressive poise and locked on target locomotion, which won't be ideal while the character is out of combat/exploring with the weapon drawn, I decided to make this much more relaxed set, designed for exploration, to bridge the gap between sheathed movement and the aggressive low stance (and any other stance/movement mod) that is designed for combat.
This covers the jump, idle, walk, run, sprint, equip and unequip animations with Grea...
2022-11-28 18:28:57 +0000 UTC
View Post
Wrapping up the sheathed locomotion part of Leviathan with a complete remake of the heavy armor oriented Leviathan Animations - Sprint, next up I'll be working on Greatsword low stance animations.
Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla ...
2022-11-12 18:01:50 +0000 UTC
View Post
Complete remake of the heavy armor oriented Leviathan Animations - Male Idle Walk & Run, next up I'll be working on the male and female Leviathan sprints before moving on to Greatsword related animations.
Similarly to the female version, this will also fix the issue where switching from/to sneak caused a sharp camera transition.
Attached, you'll find a 2022-10-28 20:09:29 +0000 UTC
View Post
Complete remake of the heavy armor oriented Leviathan Animations - Female Idle Walk & Run using the newer Kars' rig and different animating techniques I've learned these past two years, to hopefully better reflect heavy armor wearing characters, huge thanks for the constructive feedback and support that keep encouraging me to learn new things and keep honing my animating skills while pushing through all the unavoidable, ...
2022-10-20 17:13:27 +0000 UTC
View Post
Reimagination and complete remake of my very first Skyrim animation (about 2 years ago), the Leviathan female walk that was made when I couldn't find one that's well suited for heavily armored female characters, thus starting this whole modding journey.
Any feedback is appreciated!
This was made using Kars' blender rig which features different but better controls (Based on Rigify) than the one I've been using before (Tktk's).
Attached, you'll find a
2022-10-09 13:22:32 +0000 UTC
View Post
After so much experimenting, trial and error and a few sleepless nights, I'm excited to finally bring you these 7 new killmove animations to completely replace Skyrim's humanoid Greatsword killmoves, huge thanks to Kars for making this much more fun and streamlined to work on by making and sharing the first ever working paired Blender rig.
The replaced animations are, by order of appearance in the video, as follows:
- paired_2hmkillmovestabfrombehind.hkx
- paired_2hmkillmovede...
2022-09-28 20:55:08 +0000 UTC
View Post
Current progress after a few more weeks of experimenting with Kars' new paired rig. Now that I'm getting more familiar with the new rig controls, the paired animations are finally reaching a quality I find acceptable, feedback is appreciated!
Next up, I'll be making a new Greatsword backstab animation and 2 decapitation killmoves to finish up this set.
Attached below, you'll find the killmoves showcased in the video:
-paired_2hmkillmove3slash.hkx
- pai...
2022-09-10 22:24:49 +0000 UTC
View Post
After about two weeks of extensive experimenting with paired animations, and thanks Kars, who successfully made the first ever working Blender paired rig for Skyrim, it is now very much possible for me to make brand new Killmoves and sneak finishers to either fully replace their Vanilla counterparts, or simply add to them via DAR conditions.
As this new rig is using different, yet more powerful and feature packed, controls than the ones I've used throughout the past couple of...
2022-08-22 18:45:48 +0000 UTC
View Post
Now that the magic series "Goetia" is pretty much done, and as was decided in the Crossroads poll earlier this year, I'm excited to announce that my next project is going to revolve around the second most voted series "Leviathan", where I'll be remaking some of the older animations and experimenting with some new tools (for paired animations) and frameworks (2022-08-03 22:37:15 +0000 UTC
View Post
It's finally done! The last set in the Goetia series is here, through the use of DAR, the character (PC/NPC) will now perform different shout animations depending on the shout's effect, the shouts are categorized as seen in the following table (v1.1)*:
https://i.imgur.com/RJjhng5.png
Shouts added by mods will default to the damage type animations, however, I'd like to test out some of the more...
2022-07-29 18:40:03 +0000 UTC
View Post
I've always wished we could keep the momentum after a Whirlwind Sprint instead of suddenly transitioning from full speed into a full halt, aside from the new inhale and dash animations exclusive to Whirlwind Sprint, I've provided a momentum version as an optional file, which will make the player character, and only the player character, keep the momentum generated by the shout and gradually decelerate over time.
Let me know what you think!
Use any mod manager or manuall...
2022-07-18 22:18:23 +0000 UTC
View Post
Currently working on the final mod in the Goetia series before going back to Leviathan!
After figuring out how shout animations work, and instead of having one shout for all non-dash shouts (Whirlwind Sprint has a separate animation set), I've decided to make at least 7 different shouts to cover each of these categories:
- Damage (the one from the attached video).
- Debuff.
- Buff ally.
- Buff self.
- Summoning.
- Weather altering.
- Dash.
2022-07-09 14:41:49 +0000 UTC
View Post
Optional idle, movement and turn animations for destruction staves while exploring/out of combat, inspired by Gandalf the Grey.
To be used/merged with "Goetia Animations - Enchanted Staves".
Thanks to @Athena, Mother of the Institute for the suggestion!
Next up, I'll be finishing up the Goetia series with a final set of animations for Powers and Shouts before moving on to Leviathan 2.0.
----------------------------------
[Update 1.51]
- Added...
2022-07-02 15:15:12 +0000 UTC
View Post
Multiple tweaks and adjustments to the female and male walk and run animations, this version is comprised of one cycle for each animation as some users experienced a few issues with the multi cycle ones (v1.1-), such as issues blending with walks or runs from other mods, duplicate heel sounds or periodic jitters/snaps after 10+ seconds of running.
The original posts will remain untouched (at version 1.1) so you can choose which ones you prefer.
2022-06-29 19:04:12 +0000 UTC
View Post
It's finally done, probably the most convoluted animation project I've worked on yet, this was especially more challenging as I got diagnosed with covid earlier this month and I'm still recovering from post covid fatigue.
This is a comprehensive replacer for all magic related animations (spells, staves, spellsword/hybrid) while sneaking, including idles and movements and making sure the character keeps facing the same direction while aiming and moving.
Next up I'll be fixing some...
2022-06-22 23:56:28 +0000 UTC
View Post
Aside from the new sneak movement animations, the character will now keep facing the same direction while aiming with spells/staves and moving, this mod will have a higher priority than all Vanargand sneak attacks (dual/strikes/thrusts): holding a spell/staff in the other hand will now automatically have fixed aim direction.
With the release of this mod, I'm happy to say that we have now remade all the essential human ranged animations in the game and aiming in 3rd person is now much mo...
2022-06-06 19:30:52 +0000 UTC
View Post
I've spent a few more days tweaking and polishing most casting animations with spells and with staves, with special attention to hybrid spell/staff playstyles while still aiming for a good balance between casting while standing still and casting while moving, the main goal remains making third person magic gameplay as close in accuracy as possible to first person.
Both sets are now in a state I'm happy with and (hopefully) won't need any further updates in the foreseeable future.
2022-05-20 22:50:01 +0000 UTC
View Post
I'm glad to finally bring you the Goetia Enchanted Staves Animations! A few months ago, I didn't think this would actually happen, yet here we are with most animations involving magic redone from scratch! all that's left is sneak and powers.
As is the case with my previous ranged animations, this will ensure that the character keeps facing the crosshair while moving/staffing in any direction and aiming.
This will replace all idles, movement and casting animations while ...
2022-05-08 23:54:42 +0000 UTC
View Post
The non-combat part is pretty much done! I'm currently working on the casting part and the full staff set should be complete in a day or two if everything goes as planned.
Let me know what you think!
2022-05-07 23:33:58 +0000 UTC
View Post
It's finally done! At 110 animation files, I'm glad to bring you the full Goetia spell casting set, this was both a challenge and a blast to work on, while I managed to figure out most of this set's technical aspects early on, mostly thanks to previous experience with other sets, the amount of files and poses to navigate through to get the best transitions possible was quite the brain exercise, and has managed to interfere with my sleep schedule the most out of any set I've worked on yet lol....
2022-04-24 23:26:14 +0000 UTC
View Post
Right handed casting animations are now ready! DAR is no longer required as the casting animations will blend correctly with all movement, the last 15 animations are for simultaneous dual casting and ritual spells, after that's done, I'll be moving on to enchanted staves.
Let me know what you think!
Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.
Make sure you uninstall the previous version,...
2022-04-09 12:57:18 +0000 UTC
View Post
Finished working on the left hand casting animations, in addition to movement while spells are equipped or are being cast, this will now replace all left handed spell casting animations:
- Concentration.
- Aimed/missile.
- Self-Concentration.
- Cast On Self.
- Ward.
- Bound Bow.
- Telekinesis.
Next up, I'll be working on their right handed counterpart, for the time being, this uses DAR to prevent incorrect blending between the custom ...
2022-04-02 18:52:29 +0000 UTC
View Post
All movement animations, whether the spells are simply equipped, aimed or being cast, are pretty much done, aiming with spells (left hand for the time being) will now be consistent across all directions!
I was also planning to finish the left hand spell animations before the end of the month, but that proved to be quite unrealistic, the good news is, some of the most important spell categories are ready: Aimed (ex: Firebolt), Concentration (ex: Flames) along with Self-Concentratio...
2022-03-31 23:42:08 +0000 UTC
View Post
A preview of what I'm currently working on in the Goetia animations series, let me know what you think!
This mod, centered around spell casting, will be the largest I've worked on yet, and will consist of over 100 animations once finished, after doing some testing and file structuring, I'm now fairly certain I understand how each animation and transition works and how they blend with movement animations.
I'll start by finishing up the movement animations with aimed ...
2022-03-27 07:14:04 +0000 UTC
View Post
Moving on to spell animations, the challenging part this time around, is that there are so many things that can be done with magic, that it makes settling for a specific style quite difficult, this is the 3rd iteration of the animations I've been working on, which I ended up sharing bellow as WIP in the hopes of getting your opinions before moving on, let me know what you think!
These will replace the idle and all movement while wielding spells and the spell equip, switch and...
2022-03-21 22:02:41 +0000 UTC
View Post
After many more hours working on and polishing the animations, I'm glad to bring you the final piece in the non-combat suite of the Goetia series, the sprint animations, along with version 1.1 of the male and female idle, walk and run, which can be found updated in their original posts.
Now that the foundation of the Goetia series is done, I can finally start working on animations involving spells!
Let me know what you think!
These can be used as a vanilla replacer or...
2022-03-11 22:29:18 +0000 UTC
View Post
In a similar vein to the female version, this can be used as a vanilla replacer or as a "Dynamic Animation Replacer" folder structure that is compatible with my previously released mods through "Conditional Armor Type Animations", and their respective CATA Addons.
If using the CATA Addon version, the characters (PC and NPCs) will use these animations when non-armored, wearing a piece of clothing, has a magicka pool of at least 300 (items/buffs apply) and is at least level 65 in any of t...
2022-03-04 17:59:17 +0000 UTC
View Post