XaiJu
LeviFusion

LeviFusion

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LeviFusion posts

[Skyrim SE/AE] Leviathan Animations II - Greatsword Non Combat Locomotion

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 manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

If you wish to use the simple idle, make sure to install it after the main file.

Dynamic Animation Replacer (or Open Animation Replacer) is required.

True Directional Movement and Animation Queue Fix are recommended.

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Multiple updates on Nexus

Vanargand Animations - Sword Dual Wield SkySA Moveset

  • Updated collision events for Ersh's "Precision - Accurate Melee Collisions".
  • Added MCO version.

Vanargand Animations - SkySA Mace Moveset 

  • Updated collision events for Precision.
  • Added MCO version.

Leviathan Animations - Two-Handed Normal Attacks 

  • Added collision events for Precision.

Leviathan Animations - Two-Handed Power Attacks 

  • Added collision events for Precision.
  • Retimed the forward and backward power attacks to account for Precision, the perk "Quick Relexes" will now correctly trigger its slow motion effect well before the hit occurs.


The remaining Vanargand attack mods will be updated to fully support Precision as well within the next couple of days.

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[WIP] Leviathan Animations II - Greatsword Low Stance

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 Directional Movement than regular unsheathed movement, your feedback is very welcome!


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

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[WIP] Leviathan Animations II - Non Combat Locomotion For Greatswords

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 Greatswords while out of combat, 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.

Dynamic Animation Replacer is required.

True Directional Movement is required for now.

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[Update 2.2][Skyrim SE/AE] Leviathan Animations II - Sprint

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 replacer version.

If using CATA, make sure you delete the old "CATA Addon - Leviathan Animations Sprint".

Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder


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[Update 2.2]

  • Compressed animations to significantly reduce file sizes (from 358KB down to 73.7KB) with negligible quality loss, this is to help prevent issues that might start to occur, according to Naotenho nome's findings, when DAR's "_customconditions" folder starts to reach large sizes (at least ~380MB).

[Hotfix]

  • fixed a 50ms delay before triggering the left footstep annotation.

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[Skyrim SE/AE] Leviathan Animations II - Male Idle Walk & Run

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 Conditional Armor Type Animations version and a simple Vanilla replacer version.

If using CATA, make sure you delete the old "CATA Addon - Leviathan Animations Male Idle Walk Run".

Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder

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[Skyrim SE/AE] Leviathan Animations II - Female Idle Walk & Run

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, thankfully much less frequent now, troll and negative comments.


This will also fix a long standing issue where switching from/to sneak caused a sharp camera transition.

Following the WIP feedback, the spine bones have been adjusted to reduce the hunch while walking, let me know what you think!


Attached, you'll find a Conditional Armor Type Animations version and a simple Vanilla replacer version.

If using CATA, make sure you delete the old "CATA Addon - Leviathan Animations Female Idle Walk Run".

Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder

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[WIP] Female Walk Animation For Leviathan II

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 Conditional Armor Type Animations version and a simple Vanilla replacer version.
If using CATA, make sure it overwrites the old "CATA Addon - Leviathan Animations Female Idle Walk Run".


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder

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[Skyrim SE/AE] Leviathan Animations - Greatsword Killmoves

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_2hmkillmovedecapslash.hkx

- paired_2hmkillmovedecapbleedout.hkx

- paired_2hmkillmove3slash.hkx

- paired_2hmkillmovestaba.hkx

- paired_2hmkillmoveslash.hkx

- paired_2hmkillmoveunderswingleg.hkx


Though sadly, we can't make use of Dynamic Animation Replacer to add to the vanilla animations instead of replacing them as it does not seem to apply its conditions to killmoves.


I will be coming back to these killmoves to readjust their transitions once we settle on a solid low stance mod, for now, they transition into Leviathan's high stance.

I'm also planning to work on replacing the Warhammer/Battle Axe killmoves in the future, I'm thinking right after finishing the vanilla and MCO combat animations, let me know what you think.

Next up, I'll be remaking the old Leviathan idles, walks, runs and sprints.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder, make sure to delete the WIP files as those have been polished further in version 1.0.

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[WIP] Leviathan Animations - Greatsword Killmoves

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

- paired_2hmkillmoveslash.hkx

- paired_2hmkillmovestaba.hkx

- paired_2hmkillmoveunderswingleg.hkx


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

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[WIP] Killmove Animation Prototype

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 years (Rigify controls as opposed to Tktk's), the animating process is now quite a bit different and has been taking some time to learn and get used to, nevertheless, I'm glad to share with you my first, although might need some more polish, paired animation, let me know what you think!


Attached below, you'll find the killmove showcased in the video "paired_2hmkillmovestaba.hkx" which replaces (at least for now) the Stab Lift Up animation for Greatswords.

Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

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Near future plans: Leviathan 2.0

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 (ADXP | MCO, Precision, Payload Interpreter...), some of the things I'll be working on in the near future are as follows:

  • Two-Handed Killmoves and sneak finishers, hopefully the tools we have right now will make this possible.
  • Complete remake of the female and male idles, walks, runs and sprints.
  • Two-Handed Low stance.
  • Greatsword oriented normal and power attacks based on the vanilla behavior.
  • Greatsword MCO Moveset.
  • Two-Handed sneak (I believe this is the only remaining sneak set left).
  • Other possible projects (Animated Armoury - weapon specific animations depending on patrons' votes, more armor type dependent animations...).

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[Update 1.1][Skyrim SE/AE] Goetia Animations - Conditional Shouts

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 interesting modded shouts and include their form IDs within the categories seen in the table above.

Let me know what you think!

I'll soon be making another post to let you guys know what I have planned in the near future for Leviathan 2.0.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

Dynamic Animation Replacer is required.

True Directional Movement is highly recommended.


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[Update 1.1]

  • Added support for all 29 shouts from Enai Siaion's Thunderchild - Epic Shouts and Immersion, the shouts are now categorized as can be seen in this table.
  • Multiple tweaks to the summoning shout animations.
  • Separated the Momentum Whirlwind Sprint from the main file. N.B: you can still use the normal Whirlwind Sprint while the momentum version is installed, simply sneak before using the shout, this can sometimes be useful when a more precise dash is needed.

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[WIP2] Goetia Animations - Shouts

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 manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

Dynamic Animation Replacer is required.

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[WIP] Goetia Animations - Shouts

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.


Let me know if you have better ideas of how shouts should be grouped.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

Dynamic Animation Replacer is required.

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[Update 1.51] Enchanted Staves Optional Out Of Combat Movement

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.


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[Update 1.51]

  • Added left hand animations since most hybrid characters are likely to wield a weapon in the right hand and leave the staff for the left hand, even Gandalf wield them this way and I somehow missed it lol.

[Update 1.2]

  • Tweaked some animations to minimize instances of floating magic orbs when wielding a staff in the right hand and a spell in the left hand.

[Update 1.1]

- Multiple tweaks to the walk animation.

- Added equip animations and fixed unintentional held staff position.

- Changed DAR priority to 68529.

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[Update 1.2] Goetia Animations - Female And Male Idle Walk And Run

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.

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[Skyrim SE/AE] Goetia Animations - Sneak Magic

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 reported issues with the Goetia series before moving on to powers and shouts, which will probably be the final part of Goetia, at least for a while.

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.

Dynamic Animation Replacer is required.

True Directional Movement is highly recommended.

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[WIP] Goetia Animations - Sneak Magic

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 more stable than vanilla across different playstyles.

In the next version I'll be revisiting all casting animations to account for sneak as much as possible and reduce clipping without compromising aim direction.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

Goetia Animations - Enchanted Staves and Goetia Animations - Magic Spell Casting are required for now, the final version will be standalone.

Dynamic Animation Replacer is required.

True Directional Movement is highly recommended.

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[Update] Magic Spell Casting v1.2 + Enchanted Staves v1.3

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.

Next up I'll be working on sneak magic animations since the vanilla ones make 3rd person sneak magic quite unplayable.

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[Update 1.3][Skyrim SE/AE] Goetia Animations - Enchanted Staves

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 holding staves with any hand configuration.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

Dynamic Animation Replacer is recommended for corrected blending and is only a hard-requirement if not using Goetia Animations - Magic Spell Casting.

True Directional Movement is highly recommended.


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[Update 1.3]

  • Tweaked and polished most casting animations, this will now blend better with the Goetia magic spell casting animations for hybrid Spell/Staff playstyles.

[Update 1.2]

  • Fixed a bug where equipping a staff in the left hand while holding a drawn weapon in the right hand would make the staff invisible and prevent the character from attacking or sheathing, thanks to John Smith for pointing it out!
  • Thanks to William Wile's feedback, considerably reduced clipping while standing still, walking, running or sprinting and holding a shield alongside a staff, this requires DAR to apply these modified animations only when holding a shield and staff, especially since equipping a shield with magic (spell/staff) in the other hand, messes up the left arm bone data considerably and translates ingame in a peculiar manner.

[Update 1.1]

  • Fixed a bug that occurs when attempting to cast in quick successions which prevented casting for a short duration.
  • Corrected wrong right-hand staff orientation.
  • Shortened the left and right staff release animations from 0.83sec to 0.67sec to be inline with vanilla and not interfere with game balance, and adjusted the animations to account for this change.
  • Tweaked and polished most animations.

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[WIP] Enchanted Staves Idle And Movement

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!

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[Skyrim SE/AE] Goetia Animations - Magic Spell Casting - 110/110

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.


This will now replace all spell animations with any hand configuration.


Next up, I'll be working on enchanted staves, I'm also considering working on magic animations while sneaking since the vanilla ones are quite messed up, but I'm not sure if that's actually a playstyle worth tackling, I'll probably make a poll to see what you guys think after I'm done with the next set.


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

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[WIP] Goetia Animations - Magic Spell Casting - 95/110

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, some of the previous animations have been slightly tweaked.

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[WIP] Goetia Animations - Magic Spell Casting - 70/~110

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 movement animations and vanilla's right hand casting animations by only playing the custom casting animations when no spell is equipped on the right hand, this will change as soon as I finish working on the right hand animations.


Let me know what you think!


Edit: Combined with Vanargand https://youtu.be/d8Mw846eyj8 

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Goetia Update: 58/~110 magic animation done

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-Concentration (ex: Healing).

For the time being, this uses DAR to make sure the aimed movement and casting animations only play when no spell is equipped on the right hand, until I make proper animations for them, this will prevent the right hand spell casting animations from blending incorrectly with the aimed movement animations.

I'll try to finish the left hand animations and follow up with a video preview as soon as possible, this is mainly a quick upload so anyone not sticking around for the next month can still use the animations at their current state as a Spellblade or similar playstyles (spell on the left hand and weapon/bound weapon on the right hand).

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Left-Hand Spell Casting Test

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 spells, while fixing the character's aim direction issue from its roots similarly to my previously released ranged mods, followed by the left hand spell casting animations, so that hybrid character playstyles (ex: spellblade) would be able to use most of the mod earlier.

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[Hotfix][WIP] Goetia Animations - Spell Wielder

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 unequip with either/both hands.

Attached, you'll find the animations showcased in the video as vanilla replacers, True Directional Movement is highly recommended.


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[Hotfix]

  • Fixed issue where swaping spells on one hand while a one-handed weapon is equiped in the other hand would prevent the character from attacking or sheathing, thanks to @Shin for finding the issue.
  • Removed the left and right walk and run for the time being until I make proper straffing animations as they didn't blend correctly, True Directional Movement users won't be affected by this change.

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[Skyrim SE/AE] Goetia Animations - Female And Male Sprint + Preview Of Update 1.1 Idle Walk & Run

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 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 the 5 major magic schools (can be changed from "_conditions.txt").


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

True Directional Movement is highly recommended.

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[Update 1.1][Skyrim SE/AE] Goetia Animations - Male Idle Walk And Run

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 the 5 major magic schools (can be changed from "_conditions.txt").

Hope you'll like it!


Use any mod manager or manually copy the content from the attached file's 'Data' folder into your Skyrim's 'Data' folder.

True Directional Movement is highly recommended.


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[Update 1.1]

  • Tweaked and polished all the animations (Preview video).
  • Added 5 seconds to the final segment of the idle, the idle is now 30 seconds long.
  • Added LE version, 360 movement behavior LE is highly recommended.

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