I love the sneak animation that comes with it :D
I also like how the body doesnt move with the head.
However when I use it with emote and type /sit or /lay, my legs are under my head and my arms are up like they're on a roller coaster... But when I sit on a chair, that stuff never happens. So how do I do /sit or /lay or anything like that without my character looking wonky...
Given this quite overrides those animations, and there's no support of this mod for some other states, it is very likely that breakages will occur.
Unfortunately, there isn't much to be done about this, unless the mod will detect other animations (this might not be an easy task, given there are different games and APIs that kinda implements the animations with different models/timelines + there's no standard API that registers some kind of standard names/states for those animations that every mod like this uses) and resets the bone overrides, it will work like that and breakages will happen.
I guess maybe there's a way to implement this via different APIs for each game, or at worst collect the database of animations that match animations timestamps to state or maybe predict the animations with the actions player do if you want to rely on engine. But this still quite needs the implementation from this mod and feels somewhat like an ugly way to do so.
I also believe some games that don't seem to provide animations still break with this mod, just because of different model and stuff like this. For such things happening, it is really hard IMO to satisfy everyone.
I love the sneak animation that comes with it :D I also like how the body doesnt move with the head. However when I use it with emote and type /sit or /lay, my legs are under my head and my arms are up like they're on a roller coaster... But when I sit on a chair, that stuff never happens. So how do I do /sit or /lay or anything like that without my character looking wonky...
Given this quite overrides those animations, and there's no support of this mod for some other states, it is very likely that breakages will occur. Unfortunately, there isn't much to be done about this, unless the mod will detect other animations (this might not be an easy task, given there are different games and APIs that kinda implements the animations with different models/timelines + there's no standard API that registers some kind of standard names/states for those animations that every mod like this uses) and resets the bone overrides, it will work like that and breakages will happen.
I guess maybe there's a way to implement this via different APIs for each game, or at worst collect the database of animations that match animations timestamps to state or maybe predict the animations with the actions player do if you want to rely on engine. But this still quite needs the implementation from this mod and feels somewhat like an ugly way to do so.
I also believe some games that don't seem to provide animations still break with this mod, just because of different model and stuff like this. For such things happening, it is really hard IMO to satisfy everyone.