
Hair and capes may have their own skeletons. Note that some (T)BBP options may be pure animations without HDT physics. For these you need a supported walking, running, or combat animation that include bode jiggle. HDT body jiggles reacting to character motion using the in-game physics engine. This example assumes HDT-BPP physics using the Havok engine which requires SKSE, XPMSE skeleton, and HDT-PE for original Skyrim. SkyUI includes a mod-control menu (MCM) that some mods support to include options or more information. One of my steps below include using SkyUI’s MCM to select weapon sheathing options. Many body movement sequences and custom animations use FNIS. It comes with a generator that you’ll need to run whenever you add or remove a mod that uses FNIS.

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