Animation denoded


xbase-vanilla (vanilla animations)
should probably use as a base for your animations.

xbase.1st first person animations...it needs to be its own .kf

xbase - all animations from animation compiliation


to make a file stand on its own you need to use liztail kit split and split the nodes off

then merge the knf files and rename it to whatever.

if you dont de-node the mod will require liztail kit installed to fuction properly...which is a small price if you cant figure it out

if you wish to only replace female animations you will need a file called  xbase_anim_female.kf  any animations this doesnt
overwrite they will use the equal animation in male ae : if you delete female.kf they will use all male animations


I have a folder with all animations extracted and sorted

idle - fixed idles (install this or risk the wrath of caravanners falling off their stand bug 

run - animation compliation run (dont need it if you dont want

walk - AC walk (dont need it if you dont want it.

WS - draw from back (all you need to do is copy longbow equip/unequip and rename them to twohanded equip/unequip whatever.

if you want the broken sneak animations get them from xbase but I reaaaallly dont recommend them
they are broken.

Greatness Denoded the animations for me because I could get split to work. so he is credited for that.

when you throw all you want in a folder run merge...then rename it to whatever its meant to be.

xbase_animKnA is beast animations but there arent really any mods for it so you probably should pick one of mine.


(if you can get split to work you can just open the kf in my files and throw your animation kfs in)