If it breaks - it breaks. It's scriptrunner and quite spaghetti.
UPDATE 0.11b Issues with anims not playing after loading a game now should be le gone. Apparently something is destroying/overwrtiting clones, most likely just their temp nature + no ESP. Now they're dynamically created if previous ones go bad. Massive thanks to conn11399 for helping me track it down[ for helping me track it down UPDATE 0.12b Issues with sounds not playing now fixed. It was indeed a typo UPDATE 0.13b Merged vanilla patch with the main mod Keep Inject as close to being last in your order as you can, so it overwrites vanilla and WMIM animations But before Inject Animation packs UPDATE 0.14b Fixed disappearing meshes for Power Fist, Industrial Hand and similar large hand to hand weapons QuickUse from Tweaks now doesn't produce double sound (Props to Demorome for adding new event that let me do that) Several tiny bugfixes here and there + preparation for Loot and Interact. Mod now requires ShowOff NVSE version 1.60 or higher
UPDATE 0.15b Added some extra code to make sure weapon goes back to its predefined scale. Disappearing weapons should go into the past now. Due to use of CallWhen with nomenu flag, mod now requires LATEST xNVSE, version 6.3.1. It was updated few days ago, so go grab it.
Hi sorry if it's been asked before but this doesn't include animations for drinking a Sarsaparilla right? I can't help the feeling I just made a mistake in my installation/download.
I wasn't too sure if this is the place to post this but I wanted to leave this here because I know I saw other people dealing with this issue.
I was having the issue where if you use an item that has an animation for B42 Inject through JAM's weapon wheel, it would hard crash the game. When I brought this up over in the TTW discord, they suggested I use the "unofficial" updated jip_nvse.dll they have pinned in the #modded_game_help channel. And it fixed the issue but it caused me to run into an old issue.
I had a problem with iSControl enabler not allowing me to adjust any settings using the mouse, and when I asked Xilandro about it, he suggested I reinstall the requirements and the mod itself to see if it fixed the issue, which it did, but now I know why. I was using that discord's pinned .dll at the time and reinstalling JIP LN NVSE gave me the old .dll currently packaged with latest version here on Nexus.
I setup a new profile using only JAM, B42 Inject, ISControl and their requirements, tested with both the different .dlls, and each problem would go away with the respective jip_nvse.dll I mentioned above.
Don't know if this is relevant or fixable on this end but I wanted to bring some awareness to it in case anyone else is dealing with this as well. Hope this helps.
I do not know what "discord jip" you are talking about, so I cannot really comment on what it breaks or does not break for ISControl. As for crashes with JAM - I guess best way is to wait for actual JIP to get updated here on the nexus.
Yeah it shouldn't be too surprising that an unofficial plugin is breaking things. Waiting for official update here on Nexus is definitely the way to go. I just wanted to share my findings on the off-chance it is useful to someone but regardless, thanks Xilandro.
I have been running into the same problem as of late. only with a few select items (stimpak, gecko steak). Is the unoffical update on nexus now by chance?
Can someone please help me out.. I want to start a playthrough but can't get this one to work at all. I've followed VNV and Salamand3rs guide and added a few, not a lot, mods myself. I just can't get Inject to work. It's low in my Load Order, but the anims won't play. I will provide my load order if someone needs it.
Allright, so I have this mod, season 1 and a few of others of Hitman's anims installed. I tried drinking beer, vodka, sarsaparilla, injecting stimpak, eating meat and nothing will show up in either first or third person. This is all tested on a character I coc'ed in game, not on a save file, just for checking if my mods work.
You're saying I will have to try something and then open up the console to see if B42 Inject will trigger?
Also, i read that weapon mod can mess up animations? Are there some weapon mods that are not compatible with this? No conflicts show up in MO2 other than Anniversary Anim Pack for B42 Inject.
not sure if we have the exact same issue or not but i believe he is referring to the fact that when equipping a set of power armor with ToTNW the animations do not play? i thought it was a load order issue at first but i unequipped my PA and the animations for my nuka cola victory played.
The power armor makes the character taller, so all the animations in first person viewe are bugged or invisible. I love all your mods, but unfortunately I can't use inject with power armors :(
Hi, so I'm not using that aforementioned titan mod but I noticed that while I'm in power armor(vanilla or mod) it won't play normal animations, for example, any hit animations. I go to drink a sarsaparilla and I just get the sound but no animation. I tried a nuka cola(along with other chems) and it seems like it plays what looks like a unique power armor animation. The animation I see is a button being pressed on the chest to inject through the power armor, I assume anyway. If I remove the power armor I get the hit animations for other stuff like drinks and foods and bubblegum. After I equip power armor, nothing. I don't think it's a height issue because the camera doesn't seem to move at all like when the animation plays. I also tried isolating the mods with the dependencies and equipping power armor and same thing. Any help would be appreciated, if you need more information though let me know. My Script extender should be up to date as well as the dependencies. Thanks.
button press is an intended design. We didn't think it was making sense if player was shoving needles into an armor, or drinking coffee while his head is fully covered by a massive helmet. I'm sorry it wasn't communicated better. I will add a switch to settings that will enable full anims to play in the power armor
Awesome thank you so much for getting back with me so soon too. Yeah I figured the button animation was intentional but the drinking and stuff wasn't working while not wearing power armor helmet as well. I tested it with vanilla armor, t45 I think.. Can't remember exactly. This was also with only animations and dependencies active. Thanks again for the help and I look forward to that update.
drinking and all that wasn't working probably because Hitman (or some other author who makes inject anims) forgot to add an actual animation of the button press into that aid item folder.
Well if I didn't have power armor equipped it would work fine. Basically equipping power armor, helmet or no helmet, the animations would not play. Removing armor entire or even having the radiation suit on, animations worked fine. Sorry if you're already aware of this and I'm just repeating myself. Just wanna make sure we're on the same page is all.
Ohhh I missed the "button press" part. Okay okay I'm follow now. Yeah your adjustment should definitely make it work better then. Well, hopefully it does. I understand with modding, or really any coding, things may not go as smoothly as intended. (insert new mod conflicts here) Anyways, thanks again for the help. I'm, so far, loving how awesome some of the modders are for fallout new vegas, you guys are all encouraging the use of each others mods, and how you are being very helpful. You seem to be pretty on top of updating and making sure your mods don't suck so that's pretty cool. Thanks for the help man.
I'm sure this is a problem that has already been fixed/documented, but does anyone have the issue where the animation plays, you regen health, and then it holsters your weapon and the sound plays again? I use the JIP NVSE Stimpak Hotkey mod and it's useful in a pinch in combat, but after the animation plays it locks up my character for a moment. Any help would be appreciated. Otherwise, stellar mod, Xil kills it as per usual.
EDIT: Had a straggler hotfix from Animated Injestibles lying around. Removing it solved the problem. I knew it was on my end!
Any chance of adding Trusty Vault 13 Canteen? I know Animated Ingestible has it, but I don't want to waste the ESP slot or deal with conflicts, thanks so much!!
Forgive me if this has been asked, but is there a way to stop these animations from happening while in power armour? but have them play while in normal armour
Hi, Xilandro, wonderful mod, just can't get it to play well.
My jip_ln_nvse.log showed me this:
NVSE version:6.35 JIP LN version:57.21 [SCRIPT RUNNER] Errors were found while compiling the following script files: Script 'gl_B42Inject.txtLambdaAtLine243', line 257: Unknown variable or function 'ForceStopIdle'. Script 'gl_B42Inject.txtLambdaAtLine243', line 257: Syntax Error Player.ForceStopIdle 1 Could not parse this line. Script 'gl_B42Inject.txtLambdaAtLine243', line 244: Mismatched begin/end block starting on line 244. Script 'gl_B42Inject.txtLambdaAtLine243', line 244: Mismatched begin/end block. ================================================================ > JIP MemoryPool session total allocations: 768 KB
Not exactly sure what is happening here. I installed manually and through Mod Organizer 2, same results both times (and I did the MO2 first)
221 comments
UPDATE 0.11b
Issues with anims not playing after loading a game now should be le gone.
Apparently something is destroying/overwrtiting clones, most likely just their temp nature + no ESP. Now they're dynamically created if previous ones go bad.
Massive thanks to conn11399 for helping me track it down[ for helping me track it down
UPDATE 0.12b
Issues with sounds not playing now fixed. It was indeed a typo
UPDATE 0.13b
Merged vanilla patch with the main mod
Keep Inject as close to being last in your order as you can, so it overwrites vanilla and WMIM animations
But before Inject Animation packs
UPDATE 0.14b
Fixed disappearing meshes for Power Fist, Industrial Hand and similar large hand to hand weapons
QuickUse from Tweaks now doesn't produce double sound (Props to Demorome for adding new event that let me do that)
Several tiny bugfixes here and there + preparation for Loot and Interact.
Mod now requires ShowOff NVSE version 1.60 or higher
UPDATE 0.15b
Added some extra code to make sure weapon goes back to its predefined scale. Disappearing weapons should go into the past now.
Due to use of CallWhen with nomenu flag, mod now requires LATEST xNVSE, version 6.3.1. It was updated few days ago, so go grab it.
I was having the issue where if you use an item that has an animation for B42 Inject through JAM's weapon wheel, it would hard crash the game. When I brought this up over in the TTW discord, they suggested I use the "unofficial" updated jip_nvse.dll they have pinned in the #modded_game_help channel. And it fixed the issue but it caused me to run into an old issue.
I had a problem with iSControl enabler not allowing me to adjust any settings using the mouse, and when I asked Xilandro about it, he suggested I reinstall the requirements and the mod itself to see if it fixed the issue, which it did, but now I know why. I was using that discord's pinned .dll at the time and reinstalling JIP LN NVSE gave me the old .dll currently packaged with latest version here on Nexus.
I setup a new profile using only JAM, B42 Inject, ISControl and their requirements, tested with both the different .dlls, and each problem would go away with the respective jip_nvse.dll I mentioned above.
Don't know if this is relevant or fixable on this end but I wanted to bring some awareness to it in case anyone else is dealing with this as well. Hope this helps.
As for crashes with JAM - I guess best way is to wait for actual JIP to get updated here on the nexus.
Now, give me some details. What items don't play? Which ones have you tried? Check console again, see if it even loads Inject
You're saying I will have to try something and then open up the console to see if B42 Inject will trigger?
ie just tell me if it's there.
Also, please don't COC. Mod won't start unless you load a SAVEGAME
I will add a switch to settings that will enable full anims to play in the power armor
EDIT: Had a straggler hotfix from Animated Injestibles lying around. Removing it solved the problem. I knew it was on my end!
My jip_ln_nvse.log showed me this:
NVSE version:6.35
JIP LN version:57.21
[SCRIPT RUNNER] Errors were found while compiling the following script files:
Script 'gl_B42Inject.txtLambdaAtLine243', line 257:
Unknown variable or function 'ForceStopIdle'.
Script 'gl_B42Inject.txtLambdaAtLine243', line 257:
Syntax Error
Player.ForceStopIdle 1
Could not parse this line.
Script 'gl_B42Inject.txtLambdaAtLine243', line 244:
Mismatched begin/end block starting on line 244.
Script 'gl_B42Inject.txtLambdaAtLine243', line 244:
Mismatched begin/end block.
================================================================
> JIP MemoryPool session total allocations: 768 KB
Not exactly sure what is happening here. I installed manually and through Mod Organizer 2, same results both times (and I did the MO2 first)
Cheers and thanks for all your hard work!