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Skip Equip Animation

  • 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)

    Click for more info

    or using Payload Interpreter mod's features:

    • PIE.@SGVB|SkipEquipAnimation|1

    Click for more info

    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.

  • NexusMods Page

CommonLibSSE NG

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_NG environment variable to the path of your CommonlibSSE-NG folder.

Requirements

  • Visual Studio 2022 (the free Community edition)
  • vcpkg
      1. Clone the repository using git OR download it as a .zip
      1. Go into the vcpkg folder and double-click on bootstrap-vcpkg.bat
      1. 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

Opening the project

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

Project setup

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_FOLDER environment 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_FOLDER environment 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

Debugging

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"
        }
    ]
}

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You can skip the equip animations of Skyrim with this mod/modder utility. The equipping process just takes 2 frames.

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