Installation A1) Extract the archive A2) Overwrite your Skyrim/Data folder with the extracted Data folder. A3) Copy the contents of "Default Tokens & Icons" into your Skyrim folder. (no overwrite unless you want default tokens back) A4) Ensure the plugin AnimationSelectoR1.esp is activated A5) Optional: Activate AnimationSelectoR1 Objects.esp to add 75 general purpose AnimObject slots (standalone). A5) Run Skyrim/Data/tools/GenerateFNIS_for_Users/GenerateFNISforUsers.exe Adding Animation Packs B1) Install the pack like you would any other plugin (paste files into Skyrim or Skyrim/Data) B2) In your Skyrim/Data folder Drag & Drop the packs *_LIST.TXT file unto _DRAG.PACK_LIST.ON.ME.BAT - They should be next to each other. B3) The program will promt you to pick a token A-Z to assign to the pack. Then press any key once it finishes. THE PREVIOUS STEPS MUST NOT BE SKIPPED BETWEEN PACK INSTALLATION; THE REST HOWEVER ONLY MUST RUN ONCE IN THE END. B4) Run GenerateFNISforModders.exe now: The folder should open automatically once the installer ends (after pressing the any-key). Select the file Data/Meshes/actors/character/animations/AnimationSelectoR1/FNIS_AnimationSelectoR1_List.txt It was patched and hence the behavior files have to be rebuilt. B5) Execute GenerateFNISforUsers.exe as with any other FNIS plugin. B6) If the pack came with a plugin: Ensure it is activated. Quickly adding loose animations C1) Rename your .hkx files according to the block (A-Z) and index (1-75) they should use: *BLOCK*asr*INDEX*.hkx | Basr16.hkx, Hasr37.hkx, et cetera (Block referes to the whole token and its sub-data of 75 animations. Index referes only to the individual animations 1-75) C2) Move the animation files to Skyrim/Data/Meshes/actors/character/animations/AnimationSelectoR1/. C3) Alternatively, advanced users can skip C1 and instead adjust the FNIS strings in FNIS_AnimationSelectoR1_List.txt to refer to the animations 'old name' instead of renaming the animation. In this case you must run GenerateFNISforModders.exe. Optional: Customize block token meshes or icon textures D1) Textures/Icons at Skyrim/Data/Textures/aasr1/ asrA.dds - asrZ.dds D2) Meshes at Skyrim/Data/Meshes/aasr1/ arstokenA.nif - arstokenZ.nif Optional: Add meshes for use with AnimationSelectoR1 Objects.esp The 75 AnimObjects AnimObjectASR1 - AnimObjectASR75 take their meshes from Data/Meshes/AnimObjects/aasr1/ AnimObjectASR1.nif - AnimObjectASR75.nif This plugin should not be used with Animation Packs. Ingame Setup A ) Without SkyUI: Retrieve the Animation Selector from the counter in the Sleeping Giant Inn in Riverwood. Upon first use it will grant you the ASR spells. B ) With SkyUI: you have the option to instead open the MCM after it has updated, select AnimationSelectoR1 & press the text button to receive everything. C ) Optional (requires SkyUI): Disable unused blocks or adjust the amount of animations available per block (10-75). (The slider only appears after opening the ASR menu at least once) You can also change the DXScanCode used for Hotkey1 and Hotkey2 with a pair of sliders (they are functionally identical). This is more cumbersome than other methods, but also much more versatile and reliable. Some viable DXScanCodes: 219/220 Windows Keys (the default) 29/157 Control Keys 42/54 Shift Keys 56/184 Alt Keys 259/260/261/262/263 Mouse Button 3, 4, 5, 6, 7, respectively More info here. Controls Put the potion into favorites and a quickslot. Equip the three ASR Spells: you can have all four actions ready to use simultaneously if you so seek. Right Hand (LMB): Play on self Left Hand (RMB): Play on target Lesser Power: Menu Quickslot: Menu Holding a hotkey (default: Windows Key) while using the menu potion or power cycles through your favorites. This works very quickly with the potion; not so much with the Power due to the short cooldown Lesser Powers have. Once in the menu you can: - select an animation by taking a given token and number. It will immediately play on yourself. - hold a hotkey while confirming animation selection: this will set your next favorite or overwrite your oldest. - close the menu while holding a hotkey to output your current favorites; mostly meant to take a screenshot of for reference. Additionally, selecting an animation with ASR Spells equipped and ready will not play the animation, but instead apply it to the spells only. Information for modders: Animation token pictures and models. Even if you do not create an animation pack: Share your custom tokens or token pictures. Currently it is mostly made up of placeholders. There would be no harm in having a decent set of default tokens. Step-by-step creation of an animation pack: 1 ) Download the Demo Animation Pack (also includes advanced documentation) 2a) Rename the animations with 0 for *BLOCK": 0asr*INDEX*.hkx. For example 0asr10 - 0asr75 2b) Optionally create a custom _*PACKNAME*_LIST.TXT to go with your animations. The strings inside the _LIST.TXT must be one consecutive block and follow a format of 0asr*INDEX*. Animation files and file strings will also be adjusted if they match this pattern; so it is recommended. The file must contain nothing beyond the ordered list of strings. Check the Demo Packs readme.txt for more details. 3 ) Optionally create a plugin including only the necessary AnimObjects and their meshes and textures. Example is included 3 ) Create or choose a token mesh to use for your pack or a 512x512 texture. Label them: asrtoken0.nif or asr0.dds, ars0_n.dds, etc. 4 ) Create your dummy folder structure for: Data/Meshes/asr/asrtoken0.nif + Data/Textures/asr0.dds + Data/Meshes/actors/character/animations/AnimationSelectoR1/?0asr*INDEX*.hkx Or simply use the one provided in the Demo Pack. 5 ) Don't forget to include your optional AnimObject Data, Plugin and _*_LIST.TXT, the latter two stored directly in /Data 6 ) Don't include behavior data in a pack. Users have to run GenerateFNISforModders.exe Migrating other FNIS animations or converting animation packs: 1) Move the animations to Skyrim/Data/Meshes/actors/character/animations/AnimationSelectoR1 2) Copy the relevant portions of the old *_List.txt file and replace the same amount of animations at the chosen location in FNIS_AnimationSelectoR1_List.txt or put them into a _*PACKNAME*_LIST.TXT file for a pack. 3) Revert the AnimEvent labels to their ASR1 state. Example: Assuming you want to migrate these 2 animations into block Z at index 3 & 4: b FNISSPo18 FNISSPo018. > b Zasr3 Zasr3.hkx o -a FNISSPb1 FNISSPb001.hkx AnimObjectFNISb001 > b Zasr4 Zasr4.hkx Simply overwrite the entries but revert this part: ^^^^^ Which would results in these entries: b Zasr3 FNISSPo018.hkx o -a Zasr4 FNISSPb001.hkx AnimObjectFNISb001 (If you create a pack replace them with (zero) 0asr*INDEX* instead) 4) Optionally: Adjust any AnimObjects to use AnimationSelectoR1 Object.esp or create a separate plugin for an Animation Pack. 5) Optionally: Adjust icons or tokens as mentioned before. 6) Create the animation pack zip and/or run GenerateFNISforModders.exe & GenerateFNISforUsers.exe. Known issues: - The potion loses its favorites menu button assignment once after the first two uses. It only happens once, though, and you can simply assign the button again. - Some capital letters in the SkyUi MCM aren't capital letters at all. Yes. Nothing I can do about it. I assure you they're capitals in the script. Readme 1.05 09th of July in the year of the lord 2014, by Microlich