to anyone who have MCM Missing in ver 0.5. You can hotfix yourself by create folder name "Config" inside MCM folder and move folder name "InteractionAnimations" inside "Config" folder that you make.
the files was pack at the wrong folder - to fix it just do this : 0. go to your MCM folder (inside data as always) and just in case backup the existing - Keybinds.json 1. if already installed Interaction Animations go to : Date\MCM and cut\move the InteractionAnimations folder and paste inside : Data\MCM\Configs (should look like this - Data\MCM\Config\InteractionAnimations) 2. brows into the Data\MCM\InteractionAnimations folder - inside you will see 2 files : config.json keybinds.json we need to cut and paste them into the right MCM folder : 3. cut\move - keybinds.json - from MCM\InteractionAnimations And Paste\overwrite inside : MCM\Settings - folder 4. because we refreshed the keybinds.json - you will need to rebind some keys if you had any .. thats all
I love the immersion that this mod adds but I wished that I could immediately cancel the animation with movement. I have a bad habit of looting things during combat (not very immersive, I know) out of fear that I'll lose the corpse at the end of group engagements and being stuck in the animation without an immediate out is sometimes dangerous for me lol. Or at least a way to speed up the animation, I got places to be, I tell ya xD
This mod is great but I feel like the animations are just too long, like you said i wish we could cancel them by moving. I also hate having to click everything twice like doors and things, which is a shame because there isn't really any other mods like it right now.
Sometimes it works, sometimes it doesn't. Sometimes you have to press USE key several times before it load animation properly, ocasionally you press USE key and... nothing happens.
I really like the idea! However mod need some updates.
Hello, I have downloaded the Mod and in 3rd person, if I click one time, the animation plays but nothing happens and if I click twice, then I have the animation and the effect. If I have to click twice, it is no problem at all, I just want to make sure that it isn't due to a conflict with another mod. Thank you.
After taking a small break from fallout when the whole NG update "ruined" things, I came back into the modding scene. I had This Mod on before but installed a different mod after my return but It was bugging out and i got confused... Its 8:53AM... I started at goddamn 11 last night- HAHA! I found this stupid coinciding stack!!! I WIN!
I have been sitting - In this chair- just trying to understand wtf i did wrong. It was simple. its always simple...I was stacking these quality of life mods on each other. when i found out that this doubles as an animation and a quality of life mod for equipping s#*! I got pretty happy and dropped that other mod entirely and had, like an " Oh Yeah" moment. Great MOD, I actually hate playing without the installed features.
Worst mod don't download ruined my playthrough on multiple occasions does not work as intented why does my character point at things he should open? I'm not trying to play as tyson fury. Don't make mods if you cant make them properly bethesda should hire you.
I really like it but the animations could be simpler like the b42 loot in new vegas, that'd definitely make the looting and interactions much faster and remove the need for a move to cancel animation tweak. I think instead of a point when interacting, maybe an open hand would look nicer for looting, doors, and picking up items. Not saying you should change it but I do think it'd be quicker and simpler and could maybe be an alt install. Just giving you some ideas, I appreciate you making animations like this for f4
I understand, although sometimes I get stuck in an animation while something attacks. Maybe a way to cancel the animation by moving if you need to. I also use controller so usually a keybind doesn't work unless I change the control map file. If you could consider an optional install for something like that, I don't know if that'd be too hard to do or not but I'd definitely appreciate that very much.
hello maybe someone knows how to make the search animation cyclical? since during the search there is too little time to understand what kind of objects are in the box
Would it be possible to have the animation to search a corpse/container play on a loop until interrupted by another key press (such as WASD)? That way the quickloot menu will be continuously visible and one won't have to open the full menu every time.
Same problem here. If the authors of these two mods could work together to fix this problem it would probably be much more efficient! The current workaround seems to only disable the animation of the corpse containers
450 comments
the files was pack at the wrong folder - to fix it just do this :
0. go to your MCM folder (inside data as always) and just in case backup the existing - Keybinds.json
1. if already installed Interaction Animations go to : Date\MCM and cut\move the InteractionAnimations folder
and paste inside : Data\MCM\Configs (should look like this - Data\MCM\Config\InteractionAnimations)
2. brows into the Data\MCM\InteractionAnimations folder - inside you will see 2 files :
config.json
keybinds.json
we need to cut and paste them into the right MCM folder :
3. cut\move - keybinds.json - from MCM\InteractionAnimations And Paste\overwrite inside : MCM\Settings - folder
4. because we refreshed the keybinds.json - you will need to rebind some keys if you had any .. thats all
All in all, 10/10. Great mod
I really like the idea! However mod need some updates.
I have been sitting - In this chair- just trying to understand wtf i did wrong. It was simple. its always simple...I was stacking these quality of life mods on each other. when i found out that this doubles as an animation and a quality of life mod for equipping s#*! I got pretty happy and dropped that other mod entirely and had, like an " Oh Yeah" moment. Great MOD, I actually hate playing without the installed features.
Basically It Just Works
*Sweet Catatonia*
maybe someone knows how to make the search animation cyclical? since during the search there is too little time to understand what kind of objects are in the box
Would it be possible to have the animation to search a corpse/container play on a loop until interrupted by another key press (such as WASD)? That way the quickloot menu will be continuously visible and one won't have to open the full menu every time.
If the authors of these two mods could work together to fix this problem it would probably be much more efficient!
The current workaround seems to only disable the animation of the corpse containers