Thank you Fore,

Would you mind sharing your "how to edit the behavior file" on the Wiki? So everybody can find it without searching the whole forum

If you don't have time, please share it here, and I can try to update the wiki on your behalf

"How to edit" is easy: convert the behavior files to xml, using http://skyrim.nexusm...ile.php?id=1797 1.4, edit the xml with Notpad++, and convert back with hkxcmd. But that's probably not all you wanted to know.

To begin with, hkxcmd's description is not up to date, you find the behavior related commands here in this forum: http://www.gamesas.com/topic/1336657-rel-havok-animation-converter-thread-2/page__view__findpost__p__20397540. And I have just uploaded on Nexus the xml files I have modified for this mod, with all modifications marked and easy to find. But I reapeat my warnig here as well: these are 150,000 lines, up from 125,000 in the original files, just to give you an impression.
But if you want more information I'm a little bit reluctant. First, I'm not a behavior expert by any means. I have looked at a data structure of of an unknown tool without documentation (except for the names of the classes and their components), figured out how existing simple animations are defined, and somehow succeeded in adding and integrating similar data. Not much I can really explain.
And foremost, I'm not sure if this really should be explained in a tutorial yet (if you mean that). I really don't want to sound elitist here. But if someone is dedicated and knows how to read xml files, s/he will understand by looking into my xmls within 20 minutes. If a tutorial is needed, s/he should stay away. You can break so much modifying these files.
Excellent! I have to say I didn't expect something like this so soon. Good work! I'm a little ignorant on the details though -- I assume by "regular combat animations" you refer to animations that have hitboxes, and/or perform certain combat tasks like blocking? Also, what kind of other things would a modder do with behaviors? (I know very little about behaviors.)
With regular combat animations I actually mean anything where the weapon is unsheathed, including unsheathed walks. Unless, like in Oblivionn's DR6, all that is simulated using plain idle animations, and simulating the combat effects by scripting.
About other things I can only speculate (again, I'm no expert). Just the names of the behavior files give an idea: 0_master, 1hm_behavior, 1hm_locomotion, bashbehavior, blockbehavior, bow_direction_behavior, horsebehavior, idlebehavior, magicbehavior, magic_readied_direction_behavior, mt_behavior, shout_behavior, sprintbehavior, staggerbehavior, weapequip. There are a lot of state machines, defining all kind of sequences and interdependencies, timings, sound effects, merging of different animations in certain situations. Look at all the differences between Oblivion and Skyrim. All that seems to be behavior. And even more, because many things in Oblivion were handled by the engine, now in behaviors. That's why this stuff is so tremendously big.