=====================================
Raestloz's PC Exclusive Animation Path


Version 3.4
============
Updated PCEA esp with CK 1.8.151.0 - one plugin for each races
plugin for Dawnguard.esm compatibilty
Fix CTD problem that occasionally occur after entering certain cell
Add exclusive path for Magic casting animation
Add exclusive path for 1hm + dual attack + pwr attack animation

[Additional Information]
If you're using mod plugin (esp) that contain script that related to FNIS spell (pinup poser, minilover, AP, asx etc)
then you'll need to lure the script with vanilla race or it will cause CTD
1. whenever you start skyrim, load a save game where you play as vanilla race (e.g nord)
2. Load your main character (custom races) that you want to play

Version 3.3
=============
- failed

Version 3.2
=============
Remove Unused animation to prevent warnings from FNIS updater
Fix bug with unrelenting force which appear again with 3.1.1
Add Exclusive path for Crossbow animation
Updated PCEA esp with CK 1.8.151.0
Remove PCEA Elder esp
Tested with Dawnguard.esm
Tested with HearthFire.esm

Version 3.1
===========
Updated Behavior for skyrim 1.8
Require FNIS 3.3
Require Skyrim 1.8

Version 3.0
===========
Previous version need to be uninstalled completely
Remove Exclusive path for GetUp animation to fix some issue
Require FNIS 3.1
Require skyrim 1.6
New Feature - Integrating with FNIS 3.1 (Compatible with FNIS 2.1 by default)
New Path for PCEA Animation
Fix and change some behavior files
xml format is no longer used

Version 2.4
===========
Previous version need to be uninstalled completely
Repacked of behavior and animations files from previous version
esp are remade from scratch with Latest CK
Remove exclusive path for "Chair_IdleChildBaseVar1.hkx"
By default, only compatible with FNIS 2.1

version 2.3
===========
Solve the issues about children using same animation with PC
Solve the issue about NPC having T-pose while dual wielding sprint
Remove exclusive animation for 1hm_equip.hkx to vanilla path. This way it will solve NPC "don't have their swords after equip"


version 2.2
===========
This version will solve the issues about elder race having the same animation with PC.
Adding animation path for 1 handed weapon attackpower
Adding animation path for mt_getupfromback and mt_getupfromfront

version 2.1
===========
I (xp32) make a new patch for skyrim patch 1.6.xx.xx (until 1.6.89.06 has been tested to work).

If bethesda ever release new behavior file again for new update, then this file will be expired an can not be used for.

You will need custom race use this


=====================
IMPORTANT!
=====================
The method used in this version is radically different than the one used in previous 
versions. Paths used in version 1.4 and below will no longer work. You CANNOT merely 
UPGRADE, you have to do a complete new install

=====================
DESCRIPTION
=====================
So, you have an awesome animation mod. Perhaps it's a very sexy walk style, or an 
awesome idle pose. You want to use it, but suddenly everybody uses the same animation! 
Your awesome animations suddenly looks generic, and it annoys you to no end. You're 
the main character! You're DIFFERENT! And you want it to be so!

This mod will help you with that


=====================
HOW THIS MOD WORKS
=====================
Basically, this is how the mod works:
1. Non Playable Characters read data from the "animationscustom" folder
2. Your character reads data from the normal folder.

This mod simply provides an alternate folder for animation data. Usually, everybody shares the same folder, so they all use the same animation. By providing an extra 
source of animations, the game can play two kinds of animation of the same type!

This method works by exploiting the basic rules of computer operation: you can have two files with the same name as long as they have different extension.

By renaming the behavior files' extension from .hkx to .hkt\hkp, I managed to create files with different contents but with the same name. This means, as far as the game concerns, it is still reading the vanilla data (although of course altered). This also means  maximum compatibility with the game itself, as the game heavily relies on paths, and we're still using the vanilla structure.

Sadly, this doesn't work with animations. Perhaps because animations are hard-coded to use specific name which includes file extension

====================
INSTALLATION
====================
1. INSTALL FNIS 3.1 
(http://skyrim.nexusmods.com/mods/11811)
Open "\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe"
Tick PCEA patch at FNIS UI then clik update FNIS

2. Note that this mod is intended for use with a custom race. 
I personally use Ashen myself. The reason is because you cannot animate individual actors in Skyrim, you animate the whole race instead. A better description of this mod would be "race exclusive animation path", but since I personally use a custom race, this mod does give "PC Exclusive Animation Path" for me.

3. Choose your Races:
The Ashen - Oriental Beauty Races - http://skyrim.nexusmods.com/mods/8583 
Temptress - http://skyrim.nexusmods.com/mods/18717
Yaksha - http://skyrim.nexusmods.com/mods/10042
Drow - http://skyrim.nexusmods.com/mods/16399
Cherry - http://skyrim.nexusmods.com/mods/13093
Epic Elves - http://skyrim.nexusmods.com/mods/20172
Ohmes Raht - http://skyrim.nexusmods.com/mods/18418
Void Elf - http://skyrim.nexusmods.com/mods/19349
Witch Elf - http://skyrim.nexusmods.com/mods/19318
The Ohmes - http://skyrim.nexusmods.com/mods/20766
Dagi-Raht-Khajiit - http://skyrim.nexusmods.com/mods/20627
DremOrc - http://skyrim.nexusmods.com/mods/20538
Chimer - http://skyrim.nexusmods.com/mods/20112
Dremora - http://skyrim.nexusmods.com/mods/19766
Oculos Inferni - http://skyrim.nexusmods.com/mods/19530
Genome - http://skyrim.nexusmods.com/mods/19192
Dovagonian - http://skyrim.nexusmods.com/mods/19122
Djinn - http://skyrim.nexusmods.com/mods/18315
Zabrak - http://skyrim.nexusmods.com/mods/18310
Persian - http://skyrim.nexusmods.com/mods/18244
Half Ogre - http://skyrim.nexusmods.com/mods/18161
and etc...

If you're using a custom race, included is a plugin that forces all vanilla races of both genders to use the custom animation path, so you put your desired custom animation files in the vanilla folder. This approach ensures absolute maximum compatibility with every single animation replacer mod out there, although you cannot have gender specific animations, it works great if you play with only one gender (for example, I only play as a female)

NOTE THAT A PLUGIN WILL BE AUTOMATICALLY ACTIVATED. 

====================
HOW TO USE
====================
This mod does require FNIS 

The custom behavior files I provide causes any race that uses defaultfemale.hkt\defaultmale.hkt use the "Data\meshes\actors\character\animation\PCEA\" folder. 

DON'T put animation mod that you intended to use only to your character to "Data\meshes\actors\character\animation\PCEA\" folder since it will make vanilla races (NPC) to use it. That way, your character = PC (custom races) won't got the animation that u wanted to use.

with PC Exclusive Animation Path.esp
PC (custom races) = use "Data\meshes\actors\character\animation\ folder
NPC (vanilla races) = use "Data\meshes\actors\character\animation\PCEA\" folder

This means, your character acts differently from the NPCs

Theoretically, you don't really need to do much. Simply put the files in the correct folders and activate the "Data\PC Exclusive Animation Path.esp". This plugin causes Non Playable Characters to read data from the "Data\meshes\actors\character\animation\PCEA\" folder, otherwise they will read the same data as your Player Character, and that's exactly what this mod doesn't want. 

If you want to make your vanilla race character use the PC folder then you have to change your vanilla character to use defaultfemale.hkx\defaultmale.hkx instead defaultfemale.hkt\defaultmale.hkt through CK

====================
UNINSTALLATION
====================
Simply revert all the changes you make when implementing this mod. And delete these 
files:
Data\PC Exclusive Animation Path.esp
Data\meshes\actors\character\defaultfemale.hkt
Data\meshes\actors\character\defaultmale.hkt
Data\meshes\actors\character\characters\defaultmale.hkp
Data\meshes\actors\character\characters\defaultfemale.hkp
Data\meshes\actors\character\animation\PCEA\
Data\meshes\actors\character\behavior\0_master.hkt
Data\meshes\actors\character\behavior\1hm_behavior.hkt
Data\meshes\actors\character\behavior\1hm_locomotion.hkt
Data\meshes\actors\character\behavior\weapequip.hkt

The included data will not actually do anything to your game if left there. If you're not comfortable with deleting something lest the game breaks, it's safe to keep them there.

====================
LIMITATIONS
====================
This mod redirects the paths for these animations:
1. Idles - unsheathed,sheathed,magics, sitting
2. General movements - walking, running, jumping, sneaking
3. Blocking - with all kinds of weapon, except staff bash
4. Hand to Hand power attacks

This mod does not redirect the paths for these animations:
1. First Person animations
2. Attack animations. Except h2h power attacks
3. Landing (after jumping)
4. Sheath/unsheath
5. Killmoves
6. Craft stations
7. Other general animations not mentioned above - horse riding, sandboxes, swimming

Note that while the behavior files that this mod use has HKT/HKP extension, they're actually encoded havok behavior data. You cannot edit them ONLY with a text editor.

====================
KNOWN ISSUE
====================
There is an issue where the character will go into a half-T pose, like being crucified. This will be more apparent if your game lags due to lack of processing 
capability. This is because the game cannot find the animation data fast enough, and as such the character skeleton is not animated. This half-T pose is the default pose the skeleton has. There is literally nothing that I can do for this. I've read somewhere that compressing the files (packing them into BSA files) actually speeds up the data fetching operation, but it will be far too cumbersome to maintain, and I have never personally tried it. 
\\FIXED in PCEA 3.0

NOT COMPATIBLE WITH AP since AP not compatible with FNIS

====================
SPECIAL THANKS
====================
1. Mayu, for inspiring me to create this
2. xp32, his awesome animations fuels my motivation to make this
3. TheFigment. Without hkxmcd, any kind of hkx editing can't even exist!
4. fore, for discussing this with me in his FNIS thread although this has nothing to do with his project
5. SaidenStorm, for telling me I have to copy the 0_master.hkx entries. He most likely don't know he helped me though
6. Havok, for creating such an elaborately confusing system just to redirect a goddamn path