-
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.
-
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.
- 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
You may need to click OK on a few windows, but the project should automatically run CMake!
It will automatically download CommonLibSSE NG and everything you need to get started making your new plugin!
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"
}
]
}