[Update 1.4][Skyrim SE/LE] Vanargand Animations - Sneak Archery
🕑 Added 2021-08-27 21:22:30 +0000 UTCThank you all for the feedback and support! The Vanargand Sneak Archery animations are finally in state I'm happy with, and will hopefully make your sneak archery experience better!
The character (and bow) will now keep facing the same direction while aiming and moving as opposed to how they behave in vanilla.
The mod, while designed for vanilla's behavior, should now be compatible with Archery Gameplay Overhaul.
These animations will replace, while sneaking and holding a bow, the Vanilla Idle, walk, run, turn left/right, draw arrow, drawn arrow idle, drawn arrow movement, arrow release.
Make sure you uninstall the WIP version.
Use any mod manager or manually copy the content from your chosen attached file's 'Data' folder into your Skyrim's 'Data' folder.
Dynamic Animation Replacer is required, and serves to make the attacks exclusive to bows.
True Directional Movement is highly recommended.
-----------------------------------------------
[Update 1.4]
- Now fully compatible with XPMSE Style Fitting Animations and Frostfall quivers, the belt fastened patch is no longer needed.
[Update 1.3]
- Added sneaking draw animation patch for belt fastened quivers.
- Small adjustments to some of the animations footsteps.
[Update 1.2]
- Changed sneak running forward animation to be more inline with the other directions.
- fixed a small hiccup when switching into the forward direction while aiming.
- Reduced sliding while sneak walking forward.
- Other small changes.
[Update 1.1]
- Polished some of the animations and other small changes to reduce clipping.
Comments
Verolevi
I'm not sure that's actually an issue, by default, Skyrim keeps the camera centered and above the character while aiming. I use SmoothCam's latest version with Modern Camera Preset to offset the camera and make sure it stays on the side while aiming.
BirthdayParty
Running into a weird problem with the mod where the camera is stuck over the character's head when aiming instead of to the side like in your videos. Any idea what's causing the problem?
Thanks! It fix the idles and turning problem, but the wrong face direction glitch still happened when you trying to move NE or SE direction. Wrong facing issue when you trying to move NE or SE direction: https://imgur.com/PBw5EH4 Without AGO: https://imgur.com/Lu4BAL9
Verolevi
It doesn't support belt fastened quivers by default, I might make an animation for it though.
Verolevi
Here is the weird thing, the idles from your screenshots look like a combination of AGO's upper body animations while standing, and Vanargand's lower body animations while sneaking lol. I managed to replicate the issue from the 1st screenshot to some extent, but while moving instead of standing still and without the clipping, as for the 2nd screenshot, there's probably some other behavior mod that is not in my load order at play here. Could you try giving AGO and its esp the lowest priority just to see if it helps?
Im using Nemesis. AGO works fine if not using any bow animation replacer mod.
Verolevi
Thanks for getting back to me so quickly. Does AGO work fine while sneaking without these animations? Are you using FNIS or Nemesis?
https://imgur.com/zX7y1Qy https://imgur.com/DDryWBA Weird bug if used with AGO 1)hand over the knee 2)Wrong face direction when turning/left -or right stepback Everything works fine if disabled AGO I can sure AGO some behavior files affects this glitch happens.
Did it support belt fastened quivers(XP32)?
Verolevi
My pleasure, glad you like it! :)
One of the best animation mods I have used. Thank you for sharing it!
Verolevi
Hey much love! Glad it works for you.
Beautiful and moderately feminine animation for a stealth archer. Thank you from my heart. P.S. IMHO, the unarmed sneaking animation in this mod is the best there is. I put it as the main sneak animation for my character.
Verolevi
Haha glad you like it, the feedback from the wip version was really helpful to iron things out.
And as an extra note got to testing this update it is SUPER fluid well done I was gonna leave a comment saying when you move left and right it looks kinda goofy but you were already one step ahead :)
I see so the plan that you got going on is work on all the essentials first and then do each weapon archetype separately?
Verolevi
I prefer the approach of working on each weapon type's full moveset first (idle, walk, run and attacks) to have perfect transitions between the animations then moving to the next weapon type and so on. While making only idles for all weapon types shouldn't take more than a few minutes, the resulting transitions would be, funnily enough, anything but smooth imo.
Are you gonna make a full idle replacer for weapons out similar to Smooth Non Combat idles? that would be awesome since we need something to go well with the default idles you already made :)