First you need to insert those animations into the game, this means you need to decide which way you will go, will you be using DART, FNIS, etc...? Not all of them do the same things, and you can choose one way to go, exept of course if you will get into the trouble to make your animation mod competible with all.
If those animations were 'replacers' things would be pretty straight forwards and fast, insert > go in game to test > you are done.
If those animations were things like for example 'Poses', things would be a little bit more complicated (for a newbie), but again you it would be something simple like: insert animations > create quest for keybord's key registration > go in game to test > you are done.
Now, those animations won't be triggable by the player (for example: On key down play animation), or part of a controlled scene (for example: Triggered by a trigger box or a part of a scripted quest scene), but the animations will play on the player's character under certain conditions on a random cell, random time, random everything, this means that in a way you want those animations to be handled by the game/engine.
Well, the good news is that it can be done, the bad news is that things become a little bit more than just complicated even to an experienced modder that knows his way around CK.
Unfortunately my friend this isn't a case that I could write you in a few words a solution, for example: How to do the example you described, by just adding a script here and pressing a button there and you are done, and considering that you have a pack of animations, the solution that worked for your example will not work for the rest of the animations and they may need a completely different approach.
* Things here are way too complicated and requires a modders that has excellent knowledge of CK and is an expert in scripting/coding CK elements, so that the provided knowhow can be applied by the modder.
Edited by maxarturo, 23 August 2022 - 06:31 AM.