Divinity: Original Sin 2

Divinity: Original Sin 2

626 ratings
Animations Plus
   
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
2.098 MB
Sep 13, 2018 @ 3:44pm
Jun 14, 2021 @ 11:51pm
26 Change Notes ( view )

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Animations Plus

In 1 collection by LaughingLeader
LaughingLeader's Mods - Definitive Edition
23 items
Description
Animations Plus adds new animations for empty animation keys in various weapon sets, new custom animations, new bones, and creates a framework for maximum compatibility for mods that wish to add new animations to playable races.

Other mods may be required to actually see these animations, as many of the animation keys are unused by the default DOS2DE skills.
Weapon Animation Sets Currently Modified

Other Overrides
  • All "Hero Base" character visual resources are overriden with new effect bones. These are:
    • Dummy_FrontFX
    • Dummy_FrontFX_R
    • Dummy_FrontFX_L
    • Dummy_BackFX
    • Dummy_BackFX_R
    • Dummy_BackFX_L

Mods That Use Animations Plus

Compatibility
Animations Plus works by overriding the default 8 race/gender animations sets. This makes it incompatible with others that do the same, so be sure to place Animations Plus below incompatible mods in your mod load order, if you wish to use the new animations.

Support
If you're feeling generous, an easy way to show support is by tipping me a coffee:

[ko-fi.com]

I love modding this game, and I love interacting with the community. Every bit helps to keep me doing what I'm doing. Thanks!

For Mod Authors

New Custom Animations:
Animations Plus adds new custom animations keys for existing animations, for the playable races. The list can be viewed here: Animations Plus - Custom Animations[docs.google.com]

Custom Teleport
Custom teleport skills (Teleport_In_01 and Teleport_Out_01) now have cast textkeys, allowing them to be used with skills.
Additionally, there are two new versions that have the effect removed:
  • skill_cast_self_teleport_out_01_cast
  • skill_cast_self_teleport_in_01_cast

noprepare
The noprepare animation now has a cast textkey! This means you can use it to instant-cast any skill, even shout skills.

Links

Credits:
< >
54 Comments
KirGeo Oct 23, 2021 @ 9:33pm 
Was wondering if you could look at a mod on nexus and make some adjustments/improvements.

The mode tones down the comedic effect of sneaking by removing the stone/bush/barrel cver on top of the character. It works great except for the lizard animations. If it could be improved and posted here. Feel the mod would get far greater coverage.

Link to it.
https://www.nexusmods.com/divinityoriginalsin2/mods/8

KirGeo Oct 23, 2021 @ 9:30pm 
Hello, thank you for making all these mods and the mod loader. Has really changed the way to play this game.
_Shoot_&_Pray_ Sep 2, 2021 @ 3:16am 
Be sure to install Norbyte's Script Extender. And install it properly in ***\Steam\steamapps\common\Divinity Original Sin 2\DefEd\bin
The script fixes alot of issues that can pop out while using mods and one of the issues I personally had was getting additional characters at the start of the game.
Vexien Jun 14, 2021 @ 7:56pm 
In case anyone was curious, i fixed it by turning this mod off before the start of the game, then turned it back on after it was created.
LaughingLeader  [author] Feb 14, 2021 @ 7:00pm 
@Vexien That's not something this mod does. Sounds like you may be missing a dependency for a mod and had a story compilation error. If the game has a compilation error, then you get a bunch of extra characters in your party.
Vexien Feb 14, 2021 @ 3:56pm 
So the 6 new characters it forces into your party at the start of them game, what are you supposed to do about that?
LaughingLeader  [author] Dec 3, 2020 @ 2:33pm 
@A nondescript pumpkin Doubt it. Load order for this shouldn't be a big deal since not many (if any) mods are overriding the same resources. If any do, they would just win the override if lower.
A nondescript pumpkin Dec 2, 2020 @ 8:01am 
could putting this mod too high in the mod load order cause the game to crash?
Shadow1474 Oct 6, 2020 @ 8:54pm 
@LaughingLeader I see, yeah that makes sense. I didn't even think about having to do it for all the other races. Ah well, maybe some day!

Still though, thank you for everything you do. We all appreciate you!
LaughingLeader  [author] Oct 6, 2020 @ 4:05pm 
@ Shadow1474 Unfortunately we're still unable to make or edit animations for existing characters. Make/edit as in changing the actual animation file, as opposed to just the resource in the game.

This is because the skeleton conversion process we have to do to be able to play around with it changes it in such a way that when you convert it back to DOS2's format, the animation's skeleton no longer has the same values as the original did, so it doesn't match up with the pre-existing character.

We can add new animations for new characters, but yeah nothing for existing ones yet unfortunately. Even if the conversion was worked out with complex math to preserve the bone data, we would still need animation rigs and a lot of time/effort to make new animations (and possibly have to do it 8 times, for every race/gender), so it'd still be a big time investment.