Animated Interactions And Idles is an successor to Sky Idles with interaction idles, idle list menu and conditional and non-conditional random idles. Some Idles are movement enabled and won't interfere with the flow of you character.
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Changelogs
Version 2.0.6
Safe to update from 2.0.5
Changed dialogue advancing back to just playing idles at 10 second intervals as some users have reported of hanging idles because of this.
Changed some interactions related scripting to be more responsive
The dialogue interaction buttons (default were left mouse button M1 and e) in MCM do nothing at the moment as I removed the idles being played when pressing those buttons.
Version 2.0.5
New or cleaned save is required. If updating on existing save, see Instruction in description.
Script optimizations and changes
Slightly shortened body armor animation and increased time for map menu exiting.
Added a possible fix for headtracking that some users have reported (mainly LE)
horse detecting made more accurate
Fixed some list menu bugs, like praise the sun animation no playing. Made list menu be on by default as the quest seemed to start automatically even when it was off by default (Manually turning it off stops the quest and list won't appear when you press the assigned key as intended). Changed default key to "n" as users have experienced crouching animation playing when in favorites menu for example when the default key was "esc" DXScanCode 0.
Version 2.0.4
Safe to update from 2.0.3 but rerun Nemesis/FNIS after install.
Fixed 3 minor errors in behavior list.
Fixed unregistering of an animation event for random idles
Added game load events that solves if for some reason some of the features stop working.
Version 2.0.3
Safe to update from 2.0.2
Fixed standing up when exiting from dialogue menu when using furniture (chairs, beds etc...)
Fixed issue when closing dialogue with weapon drawn causing weapon getting stuck in hand
Fixed having to wait for idle to play all the way through when neutral dialogue mood was in use
Version 2.0.2
Safe to update from 2.0.1
Removed debugging notification when coughing was enabled.
Fixed issue when using Convenient Horses with dialogue interactions that resulted bugged horse mounting or when exiting conversation on horseback resulting in playing idle on top of the horse (should work for Simple Horse mod too)
Version 2.0.1
Safe to update from 2.0.0
Fixed list menu not unregistering AnimationEvent when idle ended.
Fixed list menu idles Sword twirl, Dagger levitating, Dagger balancing to draw current weapon. (if you don't cancel the animation press activation or crouch key to re-equip weapon. Better solution is being worked on.)
Fixed MCM not accepting new keys for dialogues
Fixed dialogue idles unintentionally triggering during barter menu
Version 2.0.0
New or cleaned save is required if updating.
Rerun FNIS or Nemesis
Completely changed dialogue interaction system with 67 new animations. See more in description.
Fixed list menu not detecting new key when it was assigned after list menu was toggled on.
Added barter menu interaction idles. See more in description.
Added inventory menu interaction idles. See more in description.
Fixed lever pulling idle from happening during dialogues (credits: jedib1)
Fixed one intended duplicate animation event, so there's no error appearing
Some MCM fixes and changes
Edited both gauntlet animations.
Version 1.0.3
Safe to update from 1.0.2, but if you still encounter fixed bugs try on a new or cleaned save and report back if you encounter them still.
Rerun Nemesis or FNIS.
Fixed player not writing on ledger while in main menu.
Removed backapack interaction idle. A replacement is being made.
Barter menu doesn't have dialogue idles anymore as new idles are being made specifically for bartering.
Added Conditions for interaction idle not appear during riding, combat, while drawn, while in vampire/beast form, 1st person, sitting and swimming. (Should also fix the issue with convenient horses)
Added sheathing when entering idle list menu to prevent weapons from getting stuck in hand.
Please report bugs in bugs section, not in comments. It's hard to keep track of them in comments.
Version 1.0.2
Safe to update from 1.0.1.
Regenerated behaviors. Clearing old behavior output completely and rerunning Nemesis/FNIS is required if updating.
Changed MCM option changes taking effect instantly rather than in update cycles for random idles.
Fixed interaction idle options not updating after toggling them in MCM
Backpack interaction idle can still cause CTD, this is being investigated. Meanwhile, disable the option in MCM if you experience CTDs.
Fixed crossed arms slider value not being updated to the non-conditional idle % indicator in MCM
Settings loader users need to update loader too, since MCM changes were made.
Version 1.0.1
Safe to update from 1.0.0
band-aid fix for inventory backpack idle causing equipping backpacks over and over again even when player don't have an backpack equipped (after using backpacks once). Users still have to have arms/weapon drawn when opening inventory menu in order to unequip backpack. This is a temporary fix until there's more sophisticated way of avoiding this.
Animated Interactions And Idles is an successor to Sky Idles with new interaction idles, idle list menu and conditional and non-conditional random idles. Mod still contains most of Sky Idles animations and some of them have been reworked. Some Idles are movement enabled and won't interfere with the flow of you character. AI&I supports both Nemesis and FNIS and is esl-flagged to save plugin space. Interaction idles include idles for map menu, journal menu, magic menu, inventory menu, book menu and dialogue. It's recommended to use Skyrim Souls RE to un-pause certain menus to see idles that would otherwise be paused. Interaction idles do not play while:
Spoiler:
Show
weapon is drawn
in 1st person
sitting
swimming
riding
in combat
werewolf or vampire form
Conditional and non-conditional random idles trigger when player has not moved for user defined amount of time and idles do not play while:
Spoiler:
Show
weapon is drawn
busy with other idles
jumping
in beast or vampire form
in 1st person
sitting
swimming
riding
(un)equipping
in combat
moving
in animation driven state
in menus
sneaking
!Do not exceed 100% in idle probability % range seen in MCM for non-conditional idles, so that they won't overlap each others chances! Colors indicate suiting range in MCM.
Idles are 3rd person and player only and they can be cancelled with activation and crouch key. Mod includes MCM for easy customization of random idle probabilities and more.
Idles keep playing when you start moving after idle has triggered. Conditional idles indicate player status, for example when player has contracted a vanilla disease, a coughing idle can trigger.
Dialogue interaction
Serious - Playful - Open - Guarded
There are 67 dialogue idles combined that are categorized in different mood states: Neutral, Guarded, Open, Playful and Serious. Neutral is basic vanilla idle with 23 custom dialogue answering animations, other states have 8+3 (enter,idle,exit) animations for dialogue. Players can choose to be in one state or define state by relationship to targeted dialogue actor (the person you are speaking with). Idles play at 10 second intervals.
Relationship based mood states are as follows:
Lover = Playful
Friend = Open
Acquaintance = Open
Ally = Neutral
Confidant = Neutral
Rival = Guarded
Foe = Guarded
Enemy = Serious
Archnemesis = Serious
These are subject to change in future
Barter interaction
While in barter menu, when you make a purchase with septims, an animaton plays that show player handing over the coins. Coin pouch is being planned to change regards to player wealth.
Inventory interaction
While equipping new armor in inventory menu, a corresponding interaction idle plays in the backround.
Run behavior patcher of your choice (There is no Nemesis box to tick, just run the patcher and check log window for AIAI)
Sort load order if needed
Configure Idles in MCM after you have installed it. It may take some time for MCM to appear, be patient.
Uninstalling/Updating If changelog tells that updating is "safe", you only have to replace the old version with newest and that's it. No need to go through the other updating process mentioned below. If updating from several versions behind latest, check all changelogs between.
Open MCM and untick player animations and leave the MCM.
Then save & quit, uninstall the mod and run FNIS/Nemesis.
Use FallrimTools to clean leftovers off the mod after you have save & quit again without the mod installed.
If updating, now is the time to install the new version and follow installation instructions above.
Compatibility / Versioning / Issues
Compatibility: ✅ esl-flagged. ✅ AE and SE compatible. ✅ Compatible with all other idle mods. Colors in MCM indicate suitable percentile. ⚠️ If using controller you are only able to cancel idle with sneak button due to limitations of Skyrim engine. ⛔ Not compatible with Sky Idles. Mod still contains most of Sky Idles animations and some of them have been reworked. ⛔ Not compatible with I'm Glad You're Here. ⛔ Not compatible with mods that add same kind of (dialogue, inventory, dressing etc..) animations. If you prefer other mods implementation, disable the feature in AIAI MCM, so they won't conflict.
⚠️Horse mods might cause issues when dialogue idles are enabled as in vanilla you can't "talk" to them (opening dialogue menu when interacting with horse). I haven't encountered any issues after 2.0.2 update myself, but a bug report tells that using barter interaction when using Immersive horses causes the animation to play.
Versioning Major.Minor.Patch
Major = major changes to scripting, animations or overall mod.
Minor = compatibility updates, mesh changes or texture change etc.
Patch= small errors, hot fixes etc.
Issues
There might be times where idles don't play due to script waiting for cancel input, so just press activation or sneak key to release script queue waiting. If you are on console, you can only cancel idles and release queue waiting with sneak key due to limitation of Skyrim engine.