DoubleYou Posted June 4, 2023 Share Posted June 4, 2023 Discussion topic: Open Animation Replacer by Ersh Wiki Link Required by the following mods in testing: A SKSE framework plugin that replaces animations depending on configurable conditions. In-game editor. Backwards compatible with more features. Extensible by other SKSE plugins. Supports SE/AE/VR. Open source. Link to comment Share on other sites More sharing options...
CorneliusC Posted August 7, 2023 Share Posted August 7, 2023 Works positively smooth with STEP 2.2.0 so far. This has Animation Queue Fix as an additional requirement or you can alternatively use the experimental setting which skips the preloading of animations entirely, set up via the in-game editor. I am using this, and with the amount of animations STEP adds and the few i am adding, seems to work fine so far without any T-poses. Link to comment Share on other sites More sharing options...
TadasTalalas Posted August 8, 2023 Share Posted August 8, 2023 What this mod gives to the end user? Practically what difference there will be for casual player? Link to comment Share on other sites More sharing options...
Mousetick Posted August 8, 2023 Share Posted August 8, 2023 2 hours ago, tadastalalas said: What this mod gives to the end user? Practically what difference there will be for casual player? By itself, nothing. It provides extended functionality that doesn't exist in the original game, and is then used by other mods to provide contextual animations. Such as, for example, Jarl Sitting Animation Replacer. This is similar to PapyrusUtils or Spell Perk Item Distributor, both of which, as you may recall, you installed as part of the STEP Guide. They're included because their functionality is required by other mods used in the guide. But by themselves in isolation, they're "useless" to the player. 2 Link to comment Share on other sites More sharing options...
Kattmandu Posted August 8, 2023 Share Posted August 8, 2023 2 hours ago, Mousetick said: ...used by other mods to provide contextual animations. Such as, for example, Jarl Sitting Animation Replacer. I'm curious. What are some other animation mods you recommend trying out? Link to comment Share on other sites More sharing options...
Mousetick Posted August 8, 2023 Share Posted August 8, 2023 55 minutes ago, Kattmandu said: What are some other animation mods you recommend trying out? You can find some suggestions in the Dynamic Animation Replacer (DAR) topic. Mods that were originally designed for use with DAR also work with OAR, which replaces DAR. If you see an animation mod requiring DAR, it will implicitly work with OAR. 1 1 Link to comment Share on other sites More sharing options...
TadasTalalas Posted August 8, 2023 Share Posted August 8, 2023 8 hours ago, Mousetick said: By itself, nothing. It provides extended functionality that doesn't exist in the original game, and is then used by other mods to provide contextual animations. Such as, for example, Jarl Sitting Animation Replacer. This is similar to PapyrusUtils or Spell Perk Item Distributor, both of which, as you may recall, you installed as part of the STEP Guide. They're included because their functionality is required by other mods used in the guide. But by themselves in isolation, they're "useless" to the player. Ohhh niiiiiice! Link to comment Share on other sites More sharing options...
Mousetick Posted September 3, 2023 Share Posted September 3, 2023 You may have noticed this mod displays a popup banner in the center of the main menu screen while the game starts, and a popup progress bar in the top-right corner of the screen while it loads animations, both using very bright coloring and style reminiscent of 1980s personal computers. I dislike both. What if every SKSE mod displayed its own banner on the screen, it would be a mess. They can be turned off by editing settings in [...]\SKSE\Plugins\OpenAnimationReplacer.ini: To turn off the popup banner, set bShowWelcomeBanner to false: bShowWelcomeBanner = false To turn off the popup progress bar, set bEnableAnimationQueueProgressBar to false: bEnableAnimationQueueProgressBar = false I'd recommend to leave them on (the default) initially, so you can see the mod is starting up properly. Once you've seen them a dozen times and you've had enough, you may want to turn them off. 2 Link to comment Share on other sites More sharing options...
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