Too bad, I was thinking of sub-contracting you to work on a mod idea I had requiring custom stunt animations. I'm currently assessing the practicality of trying to mocap it.
Stuff like ctaunt, chturnr, chturnl, cpause1, crun are the creature/monster-named equivalents of human animations, in this case taunt, hturnr, hturnl, pause1, run. They need to be renamed to the human equivalent in order to work after being set as an F model. Of course these ones are super easy, but some of the others aren't so straightforward, like the combat anims. I'd suggest having a look here to start with. And you can probably check out TSL's animations.2da, as that is annotated with descriptions for most of the anims, unlike K1's. However be aware that TSL added a bunch of new anims, so you need to make sure you don't use names that don't exist in K1.