add this to scenarios.meta

  <Item type="CScenarioPlayAnimsInfo">
      <Name>PROP_HUMAN_STAND_BKING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>PROP_HUMAN_STAND_BKING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_IMPATIENT_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>