That one adds custom animations, this one only 2 keywords from the player character which will unlock some NPC idle animations when standing still or engaging in dialogue.
so if I am picking up what you're dropping I could use both? I'm two heads in thinking that one will overlap the other somehow, but my perception from your description & your clarification also suggests it'll merely mix it up more, no overlap per se. just unlocking more?
Yeah what you can do since I got the esp versions out, you can simply download this mod and then overwrite it with the idle hands mod in MO2 load order
No Player Archetypes.esp Idle Hands Male and Female Idle Customization.esp <-- overwrites my mod.
As long as this is your mod order, you are good to go. So the mod will allow the player to use the vanilla idles form the NPCs when idle or in dialogue. Got a video in the works which will come out over the weekend showing the before and afters, it might even show some other mods that I am working on.
My dude! I will definitely add this to my playthrough after some fine tuning, reading the comments from Qrsr. Will endorse after downloading. I'm looking forward to the future work from ya, no spoilers now. Cheers
Nah dude, thank you. We, as the consumer got it easy, enjoying the fruit of your labor. There's got to be something gratifying in it for yourself and any modder with the drive to experiment with a game, I respect it. But I sure as s#*! do not have the patience/passion for it LOL. But I'll definitely throw some kind words and an endorsement, reciprocate some how, and keep up that momentum.
I wouldnt remove those keywords the effect are multifactorial, rather track down the animation which should not be excluded. And or replace them with something else. The next image is showing you a scene which could have their animation swapped:
Let the Archetypes be part of the Player record, and search for the references of both of these Keywords, dig into the Dialogues, its pretty simple, and replace all the Archetypes with variable, or specific keywords linking to appropiate dialogue idles. Watch out for FormLists, some can store valueable packages ;)
heads up, this seems to break the third person camera when weapons are drawn. the camera is centered directly behind your head instead of being offset to the side.
Intersting. The only time the camera acts funny is when you edit the player character using the console command, showlooksmennu player 1 where once you have confirmed the changes the camrea acts up but you can use the scroll wheel to switch between first and 3rd person to so sort the issue out.
Other than that when the mod is enabled I have never had any issues. Always check your mod load order if you have something that will override or causes an unexpected bug.
This happens because you'll be using npc animations in third person, and most of them don't have the correct camera bone positions, since the developers never bothered to match them (why would they lmao).
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Have a great day and happy modding!
Idle Hands - Male and Female Idle CustomizationIs there much difference between the above mod and this one? Could one use both? I'm a slightly immersion junkie
No Player Archetypes.esp
Idle Hands Male and Female Idle Customization.esp <-- overwrites my mod.
As long as this is your mod order, you are good to go. So the mod will allow the player to use the vanilla idles form the NPCs when idle or in dialogue. Got a video in the works which will come out over the weekend showing the before and afters, it might even show some other mods that I am working on.
I wouldnt remove those keywords the effect are multifactorial, rather track down the animation which should not be excluded. And or replace them with something else. The next image is showing you a scene which could have their animation swapped:
One of your screenshots reminds me of the side-eye muppet meme
Other than that when the mod is enabled I have never had any issues. Always check your mod load order if you have something that will override or causes an unexpected bug.