-
Adds two animation variables using the BehaviorDataInjector.
-
The 'SkipEquipAnimation' bool variable controls the skipping process.
-
The 'LoadBoundObjectDelay' integer variable controls the delay (milliseconds) of loading bound object. 0 means twice the current delta time of the game.
-
You can set these animation variables with any method.
For example the Papyrus scripting:
-
Game.GetPlayer().SetAnimationVariableBool("SkipEquipAnimation", true)
or using Payload Interpreter mod's features:
-
PIE.@SGVB|SkipEquipAnimation|1
If you want equip animations to be skipped by default: Simply open the 'SKSE\Plugins\BehaviorDataInjector\SkipEquipAnimation_BDI.json' and set the 'SkipEquipAnimation' variable's value to true.
-
-
Compatible with 1.5.97 - 1.6.x - 1.7.x game versions.
Because this uses CommonLibSSE NG, it supports Skyrim SE, AE, GOG, and VR.
Hook IDs and offsets must still be found manually for each version.
- Set the
CommonLibSSEPath_NGenvironment variable to the path of your CommonlibSSE-NG folder.
- Visual Studio 2022 (the free Community edition)
vcpkg-
- Clone the repository using git OR download it as a .zip
-
- Go into the
vcpkgfolder and double-click onbootstrap-vcpkg.bat
- Go into the
-
- Edit your system or user Environment Variables and add a new one:
- Name:
VCPKG_ROOT
Value:C:\path\to\wherever\your\vcpkg\folder\is
- The latest version of vcpkg needs a default repository defined in the json. If you're using an older version of vcpkg, simply delete the default repository definition in
vcpkg-configuration.json
-
Once you have Visual Studio 2022 installed, you can open this folder in basically any C++ editor, e.g. VS Code or CLion or Visual Studio
-
for VS Code, if you are not automatically prompted to install the C++ and CMake Tools extensions, please install those and then close VS Code and then open this project as a folder in VS Code
By default, when this project compiles it will output a .dll for your SKSE plugin into the build/ folder.
If you want to configure this project to output your plugin files
into your Skyrim Special Edition's "Data" folder:
- Set the
SKYRIM_FOLDERenvironment variable to the path of your Skyrim installation
e.g.C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition
If you want to configure this project to output your plugin files
into your "mods" folder:
(for Mod Organizer 2 or Vortex)
- Set the
SKYRIM_MODS_FOLDERenvironment variable to the path of your mods folder:
e.g.C:\Users\<user>\AppData\Local\ModOrganizer\Skyrim Special Edition\mods
e.g.C:\Users\<user>\AppData\Roaming\Vortex\skyrimse\mods
In order to attach a debugger, you must own a legal copy of Skyrim with the exe stripped using Steamless. Note that users with MO2 should have -forcesteamloader as an SKSE argument for plugins to load normally with a stub-removed exe.
For VSCode users, they must have a launch.json file like the one below:
{
"version": "0.2.0",
"configurations": [
{
"name": "C++ Debugger",
"type": "cppvsdbg",
"request": "attach"
},
{
"type": "cmake",
"request": "launch",
"name": "Debug portfile(s)",
"cmakeDebugType": "external",
"pipeName": "\\\\.\\pipe\\vcpkg_ext_portfile_dbg",
"preLaunchTask": "Debug vcpkg commands"
}
]
}- CharmedBayron, Ryan McKenzie, Alan Tse and powerof3 for CommonlibSSE-NG.
- Mrowr Purr for his guide videos.
- Igor for his improvements of the functionality.