There is one particular side feature of idle animations in Oblivion - with them one can propagate some values into character skeleton custom bones, which will then remain (if not animated after, that's why I've mentioned custom bones). The most known mod, built around that feature is "Growlfs Body Resizing Mod"
The problem is, that from some point of Oblivion's update history, these idles began to just not play (or affect skeleton?) in some cases at all, seemingly exceeding some stupid limit like string length or anything else like that. I mean any way of launching these anims - using PlayIdle or PickIdle, or just making 'true' the conditions for it to play by built-in system. Also, I've observed(actually, created) a situation when there was a stack of said idle animations, all meant to be played on the character sequentially - and, only few of the first ones made visible effect in character skeleton, while all other didn't.
AND - even in CSE, that behavior is reproducible - if you have multiple idleAnims, you may try to view them one by one, and from some moment(count) - they won't work. Then, you may exit the character preview, open it again and repeat in other order - previously non-working idles will work, but others won't (so, that's all about sequence).
There is one particular side feature of idle animations in Oblivion - with them one can propagate some values into character skeleton custom bones, which will then remain (if not animated after, that's why I've mentioned custom bones). The most known mod, built around that feature is "Growlfs Body Resizing Mod" The problem is, that from some point of Oblivion's update history, these idles began to just not play (or affect skeleton?) in some cases at all, seemingly exceeding some stupid limit like string length or anything else like that. I mean any way of launching these anims - using PlayIdle or PickIdle, or just making 'true' the conditions for it to play by built-in system. Also, I've observed(actually, created) a situation when there was a stack of said idle animations, all meant to be played on the character sequentially - and, only few of the first ones made visible effect in character skeleton, while all other didn't. AND - even in CSE, that behavior is reproducible - if you have multiple idleAnims, you may try to view them one by one, and from some moment(count) - they won't work. Then, you may exit the character preview, open it again and repeat in other order - previously non-working idles will work, but others won't (so, that's all about sequence).