Is there a way to stop it from popping you into third person view after exiting a workbench? Meaning not during using a workbench, but when leaving one.
I immediately got the workbench sound loop bug trying out that mod, and worse it was on the player character itself so it wouldn't go away. I'll just stick with your mod.
Faster Workbenches gives me brown face bug all most straight away, I dont know why, but it go's away as soon as I uninstall it. Your mod even with the third person is still faster.
Hi there, thanks for doing that, I included it as a mirror on this page. I've now updated the mod to fix the sound issues so it would be great if you could update the Bethesda.net version too, hopefully the new changes are also compatible.
Also just one small note, if you could make the credit slightly clearer at the beginning of the mod description "This mod was created by Elaarie and ported by me" something along those lines. Thanks again.
No probs at all I'm glad it helps. Phwoar look at the numbers on your version! I always thought console modding was a lot smaller but I'm glad to be wrong and that so many people are finding it useful.
Wow I didn't even notice until you said! I think it's something console players have wanted and needed for a long time. We can't spawn anything with console commands, so everything is made craftable, mostly at the chem station. So this helps a lot.
I've had a strange problem. Since installing this, I am constantly getting the obnoxious loud clicking sound being played, every time I load into a new cell, or any save. Going into a workstation and exiting will fix it, until I a have to go anywhere. Disabling this mod, loading a save, using a workbench, saving and restarting again, removes the issue.
Im getting the same problem had to uninstall the constant ticking was sending me nuts. Also had a problem talking to Kelog at the fort, I loaded this mod just before going in. It was just a long awkward silence, then the the whole conversation restarted. Dont know if that was with your mod or not. Could not get rid of the ticking after uninstalling until I reloaded the save just before going into the fort where the conversation with Kelog was fine.
I have the same problem with the clicking noise. going to a workbench fixes tis as well but each time I reload a save it starts again. ANd after a time it just start all over again
It's a well-documented problem with workbench sounds getting attached to the player or NPCs. In your case it is the armor workbench sound that gets attached - the clicking sound is similar to a sewing machine. Unfortunately, the developers attached sounds to the actors using the workbench instead of the workbench itself and the game requires time to stop the audio loops which is one of the reasons why it takes so long to disengage from a workstation. Since this mod hastens that transition by editing only animation files and not the core mechanic of stopping the audio loop, they don't stop properly and you get this problem. If you're on PC you can also fix this by using the console command ForceKillSound(). This will stop all audio loops. Just play the game normally and they'll start up again as needed. If you continue to use this mod, however, workstation sounds will continue to get attached to actors. If you uninstall this mod you may still be affected by the looping audio attached to your PC or to an NPC, in which case the affected actor will need to use the type of workbench the sound originates from. When they stop using the workbench, the game will properly remove the audio loop from them.
this mod https://www.nexusmods.com/fallout4/mods/52461?tab=description fixed my problem. the companions or settlers who uses work benches can cause this problem, an alternative solution is locking them inside a cell and wait 4 days (ingame time) and the problem should be fixed. however, this mod fixed that problem for me.
So I've been unable to reproduce this personally but the latest update should fix it, as it silences the sound files that I assume are the issue. The fix comes from the mod that OverseerSnowman mentioned - Drop That Sewing Machine by KnorKater and OptimisticNihilist. I built upon that method in order to remove all the sewing machine audio like the small pedal noises too, and I applied the same changes to the weapons workbench drilling audio, in case that is causing issues as well.
Thanks to everyone for the detailed reports - please let me know if this fix works.
Thought it would be interesting to point out, had the original version installed and went to install the update that just released. Caused my game to crash on load, no matter what existing save I was loading.
When I reverted my version back to the previous one, the crashing stopped on all saves, not sure if its a problem on my end but it may be worth looking into.
The mod is working as advertised so far. The only quibble I have at the moment is that when I enter the crafting menu in first person, I'll be swapped to third person when I exit, and have to change back.
This unfortunately. There is another mod that does exactly this, and has a different animation, but also keeps you in 3rd person, rather than 1st, and its annoying, but I'd rather use it, or this one, than not have them at all.
Just unfortunate that we can't also keep the camera locked to 1st person on exiting the station with either of the mods.
Tbh I play in 3rd person and hadn't noticed this, thanks for mentioning. I have no clue why that happens but I imagine to fix it would involve editing vanilla records and an .esp which I wanted to avoid. But I will look into it.
This one exits in the same view state (1st / 3rd person) as when you enter. Perhaps Elaarie can combine both (I'm not good with animations) to get the best of them :)
Hey there, that's kind of you to offer! Your mod does solve the issue really well, however I tested your method (overwriting FurnitureForce3rdPerson with FurnitureForce1stPerson) and unfortunately it only seems to work when also pointing it away from the default AnimFurnWorkbench, like your mod does. Whereas my mod leaves that intact in order to retain the vanilla tinkering anims. No clue why that messes it up but the workbenches become unusable.
I'm searching for another way to fix this but I can't make any promises, I'm sorry 1st person players.
Firstly, I adore this, thank you so much, I will definitely be using this. If I deleted the quick entry animations from this mod, as I don't mind them as much, will tye quick exit animations still work?
Regardless, thank you so much for this, fixes this minor inconvenience that has wasted so much time.
Thank you for the kind words, I'm glad you'll be getting use out of my mod. As to your question, if you removed the files from this mod I believe the game would just revert back to the vanilla animations as the mod would no longer be replacing anything.
Edit - oooh I misunderstood your question, ermm I think if you did that you would still have to deal with waiting for long animations to finish, especially for when you accidentally activate a bench and just want to get out immediately - as in that scenario you are actually waiting for the start AND exit animations to finish. So if you did that it would still speed things up I think but not as much.
Just did a little test myself, with only the exit animations replaced. Surprisingly it allows the vanilla special camera angles which is nice, and it solves the issue with the character not standing in the right place.
But in terms of anims it's unfortunately as I said: the start animations are often equally as much the problem as the exit ones. So with the start anims re-enabled you can't enter and exit immediately as in my video, but it DOES make the exit instant.
So in short: My mod as-is: Much faster than vanilla, but breaks camera and character position slightly. My mod with removed quick entry anims: Slightly faster than vanilla, camera and position are intact.
Thank you for the unnecessary but generous testing. I understand now what my options are, and I'm thinking I'll still test them myself to see what I prefer. Thank you for being so generous and responsive, even to such a silly question.
Would you mind uploading the version you made to test that? The one with no quick entry? That sounds like exactly what I want, because i don't mind the entry it's the exit after i'm done that I would like to speed up. Thank you for your time.
3rd person when crafting is a vanilla feature, one of many things in the game that force 3rd person. Making 1st person versions would involve custom made animations from scratch which is erm, pretty far beyond my skills to put it lightly. Sorry.
52 comments
Thank you for the open permissions! I ported it to Xbox, and am happy to say, it works as intended.
Bethesda link:
Workbench Quick Exit
Also just one small note, if you could make the credit slightly clearer at the beginning of the mod description "This mod was created by Elaarie and ported by me" something along those lines. Thanks again.
Thanks again for this, it's such a time saver! Something so small and simplistic in functionality, yet such a big impact!
If you uninstall this mod you may still be affected by the looping audio attached to your PC or to an NPC, in which case the affected actor will need to use the type of workbench the sound originates from. When they stop using the workbench, the game will properly remove the audio loop from them.
as well as the info from Maeldun0 is the detailed why and what
Thanks to everyone for the detailed reports - please let me know if this fix works.
When I reverted my version back to the previous one, the crashing stopped on all saves, not sure if its a problem on my end but it may be worth looking into.
Good mod though, very useful
Just unfortunate that we can't also keep the camera locked to 1st person on exiting the station with either of the mods.
I'm searching for another way to fix this but I can't make any promises, I'm sorry 1st person players.
love the mod
If I deleted the quick entry animations from this mod, as I don't mind them as much, will tye quick exit animations still work?
Regardless, thank you so much for this, fixes this minor inconvenience that has wasted so much time.
Edit - oooh I misunderstood your question, ermm I think if you did that you would still have to deal with waiting for long animations to finish, especially for when you accidentally activate a bench and just want to get out immediately - as in that scenario you are actually waiting for the start AND exit animations to finish. So if you did that it would still speed things up I think but not as much.
But in terms of anims it's unfortunately as I said: the start animations are often equally as much the problem as the exit ones. So with the start anims re-enabled you can't enter and exit immediately as in my video, but it DOES make the exit instant.
So in short:
My mod as-is: Much faster than vanilla, but breaks camera and character position slightly.
My mod with removed quick entry anims: Slightly faster than vanilla, camera and position are intact.
That sounds like exactly what I want, because i don't mind the entry it's the exit after i'm done that I would like to speed up.
Thank you for your time.
I play mostly in 1st person view and having the camera break back into 3rd person whenever I use a workbench is really annoying IMO...