Skyrim Special Edition
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Flip777

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  1. Flip777
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    version 2.3 - rather large update

    • Fixed Mortar and Pestle from campfire breaking animations
    • Added Whitelist. Any Alchemy Items editor ID can now be added to the ini file. Potions from other mods etc. can be covered easily
    • Added Blacklist. Any Item editor ID can now be added to ini file blacklist. This will prevent items from other mods that shouldn't trigger this mod to process them.
    • Fixed notification option in ini
    • Added option to spam potions - note the first potion will stay in your inventory until the animation is played and potion is actually consumed
    • Refined skooma Animobjects a bit
    • Fixed double potion sound bug when spamming potion key with bSpamPotions disabled.
    • Cleaned up logging. Refactored code, fixed some minor bugs
    • Updated to commonlinbNG 3.70

    Install Animation Queue Fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) 

    Smart NPC Potions - Enemies Use Potions and Poisons at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) - Fully compatible 

    NPCs use Potions at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) - Now fully compatible with latest version!

    Ultimate Animated Potions NG - ElSopa - Potions Redone patch - thanks to urbon
  2. Flip777
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    2.3
    Issue with using non alchemy related items breaking animations should be fixed now. Got my SKSE IDE setup again so can hopefully provide more timely updates
  3. DevTheDev
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    Would it be possible to add in a mod-specific keyword that can be applied to other ingestibles to activate this mod's events/animations? This would allow more native support for Skooma and other substances, giving the same consuming properties that ElSopa Potions - UAPNG Missing Animations does but with the delay in activation that you're mod provides.

    The linked mod does not have that delay, and I believe it would make more sense to have Skooma and other substances have the effects of a potion without applying the VendorItemPotion keyword, since it could prove complications for other mods out there.
    1. Flip777
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      yeah that's no problem. I could also just make it check for anything named skooma in the editor ID or display name if that helps
    2. DevTheDev
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      Thanks for such a quick response! I'm pretty sure consumables like Vaermina's Torpor and Sleeping Tree Sap would not be able to activate if you were to check for the name or editor ID of Skooma, plus keyword distributors like KID and SkyPatcher would make patching easier for future mods that add in consumables that would fit within the mod's scope, like Gourmet's Eversnow. Thank you so much though for considering my idea!
  4. SvkHazra
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    Is there anyway to create support for custom or mod added potions?
    1. Flip777
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      Come on man u gotta spend 2 min on the main page
    2. SvkHazra
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      Sorry, I am an idiot.
    3. Flip777
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      Its ok. I made it super easy though to add mod support, hopefully u have no issues
    4. SvkHazra
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      Yeah I got the idea, now trying to explore it, I might need to make a small change to my mod for it.
    5. SvkHazra
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      Able to made it, thank you, never expected it to be that straight forward.
    6. Flip777
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      Glad you got it. Yeah thats what I was aiming for 
  5. Casper0056
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    Any one now how to solve the issue of potions not working? No animation plays and all postion types do not work. No healing, magicka, buff, etc.
    1. obpluto
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      I just had this problem. Clicking potion in the UI didn't trigger any action. I just couldn't activate any potions except the poison potions. Since the poison potions are not related to the potion drinking animation, I was wondering if this mod was causing the issue. Reloading the save did not fix the issue and the only workaround was to restart the game. By the way, I am on SkyrimVR.
    2. obpluto
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      I can see the problem consistently happens when I read a potion recipe. Once I read a recipe, it breaks drinking action completely until I restart the game. If I disable this mod, the problem goes away.
    3. BR3con
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      I can confirm the mod stops working when a recipe is read, just posted a bug report
    4. a476222538
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      if you are a VR user,You could use Spell Wheel mod and grab potions to mouth instead of drink it in menu.That will solve the problem.
  6. ilovecarpet
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    So is potion que still a thing? I read that it needs to be enabled but i don't see where. tried copy/paste bEnablePotionQueue=1 in the ini but didn't work.
    1. Flip777
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      No. It was too complex to maintain.  Went for dark souls feel instead. 
  7. konaherson2
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    YEAH! UPDATE!! Thank you!!
    1. Flip777
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      Does it work? Lol I tested but not thoroughly 
    2. GahSha2
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      Still occuring for me, after mortar & pestle use, potions are undrinkable. When updating this mod to 2.3, Vortex wanted to disable dependencies. No mod requirements seems disabled in Vortex, are there dependencies in the code? ..a bit confused ^^
      Compatibility issues with recommended mod Animation Queue? Not sure if correlated.
      Or, maybe it's the known incompatibility with Improved Camera?

      Other than this lock, it's a great mod!
    3. Flip777
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      Vortex stuff I cant speak to, I don't use it. I only tested the fix with potion recipes. What is mortar and pestle? You mean the vanilla alchemy table?

      the dependencies remain the same, nemesis, SKSE and address library. 
    4. EinenKaffeeIllust
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      It's the mortar and pestle misc item that you can carry around for portable alchemy. Can be bought from alchemists such as Arcadia. I think it's from the Campfire mod? I'm not sure since I only make potions on designated alchemy stations nowadays
    5. Flip777
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      Thats interesting. I wonder if the way that thing works is it calls some kind of hidden alchemy item with the word potion in its name? I guess I can install campfire and check.
    6. EinenKaffeeIllust
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      I don't know either sorry. From what I've seen, sitting besides the campfire would freeze my character in place too (I gotta check again to confirm)

      But hey the blood potion and recipe reading seems to be fixed already. That's all I needed, really. So thank you!
  8. FluffyAlchemist
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    Idk what I did or what unknown incompatibility this mod has, But i've read and followed the instructions to a T. I ran and ticked Nemesis correctly, It's installed correctly, I dont need patches because I use vanilla potions, and for some reason it just doesnt work. Nothing is overwriting my nemesis output. everything is done correctly but nothing happens when I use the potions. It won't even let me drink them, it breaks my weapon and makes it invisible and nothing happens.
    1. hadi9266
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      +1. i use dual wield. whenever i use a potion my right hand weapon disappears and my character doesn't even drink the potion.
  9. Shangal55
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    does anyone know how to get it to work with Pandora Behavior engine ?
    1. gustavolmg
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      For now Pandora dont support these kinds of animations, wait for some updates or just made it with namesis
  10. BartokTheGreat
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    Hi. The mod is absolutely amazing, but I have a small question.

    When a character cannot use a potion, a notification pops up, and everything would be fine, but I don’t play in English. I translate all modifications into my language, and in this mod I simply don’t understand which file is responsible for the message.
    So, how can I translate the notification or turn it off?
    bEnableNotifications in the ini file does not work, I tried both 1 and 0.

    Sorry for bad English, bless Google Translate
    1. Flip777
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      I need to figure that out honestly. I'll try 
  11. bloxhead39
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    Visually, this is a great mod.
    In combat, enemies are vulnerable. I should probably post this in the NPCs use potions mod as I use both in tandem.
  12. BourbonStl
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    Would this work with a mod like soulsy hud? I can't seem to get the mod to work and I'm wondering if this is the culprit. I don't see any detailed installation instructions, which makes me think that maybe load order and such doesn't really matter?

    I ticked the patch in nemesis, but I see other users saying some other nemesis patches are necessary like the "turning animation won't effect upperbody..." one - is this actually the case?

    I'm on 1.6.640 if that matters
    1. monnomestpersonne
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      I can confirm that soulsy hud is not creating problems with this mod. I use both. Hope you can find the problem