>>20725893If models and animations are handled the same way as they were in Wii games, then that wouldn't be a problem. The NPCs' over world models probably share the same bones with the player's over world model, meaning that assigning those animations to the NPC model wouldn't be an issue because the bones share the same index numbers and are all there.
Ie if for fishing player character's bones A1, A3, A2, A4 are moved to positions (1, 2, 3) and (4, 5, 6) then as long as NPC's model also has bones A1, A3, A2, A4 the animation subroutine will still find and animate the bones correctly.