Attention. After giving it some thought and talking with my friends in the community, I have decided to take the following course of action.
Most of my mods have been unhidden for the time being. I have received an overwhelming amount of support from so many users who have sent well wishes, and I appreciate this more than you know. I will no longer be providing general support for my mods until Nexus issues can be resolved. Please do not pm me for info regarding this, I will provide more info as I have it.
Added some features inspired by Immersive Interactions mod for people who want a more stripped down version of that mod. Does some of the less complicated stuff, but generally faster. Doesn't require that mod but can be used with it.
Added option to turn off slower animations and go back to regular fast animations for everything. Added option to turn knife animal looting on or off Added some missing items General code clean up and refactoring
Added console commands to turn on off features set bLootingDebug to 1 (Dont touch this unless you need to debug the mod via Papyrus) Set bLootingAnimalKnife to 1 (if you want knife looting animations) Set bLootingSlowAnimations to 0 (if you want only fast animations)
I really like Immersive interactions and it builds on my mod in a really cool way, but I wanted some the actions to be faster, so I made this update. You can use both mods together just turn off the following animations in Jays mod. I may add a way to turn my animations off next version too.
Does this work with Nemesis? I use mods that require Nemesis, and because they do the EXACT same thing, but Nemesis does it better, FNIS is incompatible.
Hey FLipdeezy, Wonderful work youve done here I must say. I only removed it for just one reason; no first person looting animations. If its implemented then Ill glady install it once again. Endorsed. Thanks in advance.
Fun mod to have in my load order, real lightweight and love the slight immersion factor. Everything so far working great, unfortunately there's a incompatibility with hunterborn/HIS. The loot animation interferes with the skinning/butchering etc animations with said mods, leaving me stuck in a semi zoomed in camera angle. Can usually get my way out of it by either waiting or dodge roling, entering menu etc. I can't seem to disable the hunterborn animations or vice versa so push came to shove and hunterborn wins. A compatibility patch would be greatly appreciated!!
pretty sure the current version is compatible with hunterborn out the box. The version I am running currently is. I'll upload the new version at some point though.
Oh I know, I was just saying I was hoping to come here and find a solution. Seeing the someone else has the same issue, i know i didn't do something stupid. Lol
No issues with that. Keep in mind the new version uses console commands to turn on or off certain features so someone would have to change the global variables manually for console options to work
To anyone having the issue with Hunterborn that brings the menu twice and glitches the animation midway, it seems to be caused by a few small typos on the AO_QuestScript.psc script. The Game.GetFormFromFile() functions have a wrong "prefix": 0x045 (it should be 0x). I guess it would refer to the mod's position in FLip's own load order; that's why it is working fine for him. But it's just a matter of time to patch it, so the fix that worked for me is quite simple (but one needs to change the source scripts provided by FLip):
Spoiler:
Show
Change the following lines (49-51), inside the LootingMaint() function in the source AO_QuestScript.psc, from:
HB_TokenA = Game.GetFormFromFile(0x0451b483, "HunterBorn.esp") as MiscObject HB_TokenB = Game.GetFormFromFile(0x0450fb59, "HunterBorn.esp") as MiscObject HB_TokenC = Game.GetFormFromFile(0x04527763, "HunterBorn.esp") as MiscObject
To:
HB_TokenA = Game.GetFormFromFile(0x001b483, "HunterBorn.esp") as MiscObject HB_TokenB = Game.GetFormFromFile(0x000fb59, "HunterBorn.esp") as MiscObject HB_TokenC = Game.GetFormFromFile(0x0027763, "HunterBorn.esp") as MiscObject
Compile the script, drop the resulting AO_QuestScript.pex file into the scripts folder and you're done.
If it ends up fixing the issue for you too, please do not bother FLip. Such typos are way common in script-making (believe me, I know from first-hand experience... X.x). IMHO, Immersive Animated Looting is a pretty solid mod, and useful as well; the animations are a lot more fluid now, and they really deepen the immersion. Thank you for it, FLip - and keep up the good job!
Hi there, I've been enjoying your mod for quite some time now but I just recently came across an issue. I don't know why exactly but the mod just stopped working completely. There are some objects I cannot interact with at all in third person because the game is supposed to use the looting animation but it doesn't. For example I cannot open any doors in third person. I can grab food and other items but there is no looting animation which makes me think something is wrong with my installation of your mod. There may have been some files deleted in FNIS that caused some issues so I tried completely reinstalling the mod but that also didn't help. Is there anything I could do to fix this?
I think the quest script is stopping somehow? I'm not super knowledged on that front but that's what I suspected so I just disabled the mod, saved. Cleaned the save file to remove scripts, re enabled the mod and it started working again.
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The author has locked this comment topic for the time beingMost of my mods have been unhidden for the time being. I have received an overwhelming amount of support from so many users who have sent well wishes, and I appreciate this more than you know. I will no longer be providing general support for my mods until Nexus issues can be resolved. Please do not pm me for info regarding this, I will provide more info as I have it.
-Flip
Added some features inspired by Immersive Interactions mod for people who want a more stripped down version of that mod. Does some of the less complicated stuff, but generally faster. Doesn't require that mod but can be used with it.
Added option to turn off slower animations and go back to regular fast animations for everything.
Added option to turn knife animal looting on or off
Added some missing items
General code clean up and refactoring
Added console commands to turn on off features
set bLootingDebug to 1 (Dont touch this unless you need to debug the mod via Papyrus)
Set bLootingAnimalKnife to 1 (if you want knife looting animations)
Set bLootingSlowAnimations to 0 (if you want only fast animations)
I really like Immersive interactions and it builds on my mod in a really cool way, but I wanted some the actions to be faster, so I made this update. You can use both mods together just turn off the following animations in Jays mod. I may add a way to turn my animations off next version too.
Praying
Looting world items
Opening closing doors chests
looting corpses
looting animals
pickpocketing
2.6
Quick-loot is not supported until Ryan updates the API. Everything else is working. Some additional performance improvements.
Note
Remove isFirstPerson from perk conditions in the esp if you want 1st person animations to work
Remove isFirstPerson from perk conditions in the esp if you want 1st person animations to work
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It's hard to understand what this means. Do you mean to edit esp with edit?
Wonderful work youve done here I must say.
I only removed it for just one reason;
no first person looting animations.
If its implemented then Ill glady install it once again.
Endorsed.
Thanks in advance.
HB_TokenA = Game.GetFormFromFile(0x0451b483, "HunterBorn.esp") as MiscObject
HB_TokenB = Game.GetFormFromFile(0x0450fb59, "HunterBorn.esp") as MiscObject
HB_TokenC = Game.GetFormFromFile(0x04527763, "HunterBorn.esp") as MiscObject
To:
HB_TokenA = Game.GetFormFromFile(0x001b483, "HunterBorn.esp") as MiscObject
HB_TokenB = Game.GetFormFromFile(0x000fb59, "HunterBorn.esp") as MiscObject
HB_TokenC = Game.GetFormFromFile(0x0027763, "HunterBorn.esp") as MiscObject
Compile the script, drop the resulting AO_QuestScript.pex file into the scripts folder and you're done.
If it ends up fixing the issue for you too, please do not bother FLip. Such typos are way common in script-making (believe me, I know from first-hand experience... X.x). IMHO, Immersive Animated Looting is a pretty solid mod, and useful as well; the animations are a lot more fluid now, and they really deepen the immersion. Thank you for it, FLip - and keep up the good job!