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An SKSE framework that lets you add new animation without going through behavior tools such as Nemesis or Pandora.

Adding a new animation usually means patching the behavior graph with a tool such as Nemesis or Pandora.
Animation Injector is an SKSE framework that skips that step.

You describe in an XML file which HKX animation plays, when, and under what conditions. The game reads the XML at startup and plays your animations. Adding or changing animations never requires running a behavior tool again.

Animation Injector does not replace or change mods made with Nemesis, Pandora or OAR. It only runs mods written for Animation Injector, and your existing behavior mods keep working alongside it as they are.

Apart from the paired animation fixes below, this mod does nothing by itself. Install it together with animation mods made for Animation Injector.


In short

Users: Animation mods made for Animation Injector work as soon as you install them, with no Nemesis or Pandora run.

Modders: Bring new animations into the game by writing XML, without patching the behavior graph.



Animation Injector leaves the vanilla behavior graph as it is and plays new animations on top of it, for example when an animation event fires or a hotkey is pressed. It can also take over a vanilla event and play your animation instead of the vanilla reaction (for example on a blocked hit).
For example, to play a stop animation after sprinting, use the sprintStop event, which fires when a sprint ends, as the trigger.

The video below shows how to build that XML in Animation Injector Editor.

Animation Injector Editor is a tool for mod authors. 
You can also write the XML by hand the syntax is documented in the XML guide, which is also included in the download.
Players don't need the editor, only Animation Injector and the animation mods that use it.

For examples of how to write the XML, the mods below may be helpful to refer to.
Clean up the physics outfit - Collision Reset
Dynamic Block Hit
Dynamic Dodge Shot
Dynamic Sprint Stop


Paired animation fixes
These two fixes apply to vanilla kill moves and other mods' paired animations too, not only to Animation Injector pairs.

Start alignment: the victim stays where it is and only turns toward the attacker; the attacker moves onto its mark.

End position: when an animation's root bone moves away from the actor, for example one that ends walking off, the actor normally snaps back to where it started as the animation ends. Animation Injector leaves the actor where the animation ended instead.

To limit them to Animation Injector pairs or turn them off, change iNativePairAlignment and iPairEndPosition in the INI (1 = Animation Injector pairs only, 0 = off).



Requirements
SKSE64
Address Library for SKSE Plugins (the one for your game version)
Skyrim SE/AE (tested on 1.6.1170). VR is not supported.


Download

https://www.nexusmods.com/skyrimspecialedition/mods/197945



Credits
SKSE Team — Skyrim Script Extender
meh321 — Address Library for SKSE Plugins
Ryan McKenzie — CommonLibSSE
CharmedBaryon — CommonLibSSE-NG
alandtse and contributors — CommonLibSSE-NG
SARDONYX — serde-hkx
Lukas Cone (PredatorCZ) — HavokLib (spline animation decompression in the editor, ported)
Libraries: pugixml, spdlog, fmt, rapidcsv, DirectXTK, DirectXMath, xbyak, hde64 (runtime) · Tauri, React, React Flow, three.js (editor)


AI Disclosure
The design and architecture of this mod (its features, the editor's node structure and the XML format) were led by me. AI (Claude) was used to implement the code.


Source Code & License
Both are free software under the GNU GPL v3.

Third-party licenses are included in each download (licenses/ for the runtime, THIRD_PARTY_NOTICES.txt for the editor).

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SKYRIM MOD / Animation Injector / Animation Framework

An SKSE framework that lets you add new animation actions without going through behavior tools such as Nemesis or Pandora. However, modifying the existing vanilla behavior graph is not supported. Only adding completely new animations is supported. For example, you can play an animation when a specific animation event occurs, or make an animation play when a specific hotkey is pressed. If you want to add an animation that plays when you stop after sprinting, you can use the SprintStop animation event, which fires when the sprint ends, as the trigger for the stop animation. This video demonstrates how to write the XML for this task directly using the Animation Injector Editor. Smooth blog https://smooth-7.tistory.com/ Patreon https://www.patreon.com/SmoothAanimation Afdian https://afdian.com/a/SmoothAnimation

Comments

Hoang Dai Nguyen

💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖

cam laven

Smooth is going to end up creating an entire new game engine to wrap around Skyrim before ES6 comes out and I am all for it!