1. Replace closets, couldron and some chest meshes to smoothed versions. 2. Use simplified collisions for all animated containers, not just for sacks and barrels. 3. After migration from original Animated Containers mod, some containers could remain opened. Fixed. 4. Remove redundant stub Idle animation keys. 5. Fix some minor issues in closet meshes.
EDIT: Also added a 1.2.1 hotfix - a ESM file was turned to ESP without dependencies (so OpenMW launcher can see it), fixed its description.
Hey, idk if this is the mod I am having an issue with but here goes…
I use the OMW modlist Morrowind Total Overhaul. I have had zero issues with the modlist save 1. I couple containers I cane across will not open.
I unlock them, and still after I get a prompt saying they are still locked. I tried unlocking with console, re locking, etc… Nothing works. The inly reason I think this might be the culprit is the fact that when I use ORI on the container it directs me the container is from this mod.
I realize the list has 554 mods in question. It may very well be a conflict issue, but I have seen zero issues, and can’t find help with troubleshooting.
If you have had this issue please direct me through a fix, I honestly would try disabling but that idea scares me as this playthrough has been a blast and I would hate to break it.
I should also add it has been a total of only 3 containers found in my game with this issue. Each had a 100 lock, and 1 I know is a container from the vanilla game, not added in through any mods or anything.
If this mod is not the issue I apologize, and will take this down when I get to the bottom of it. Sorry and thank you for any help.
It would be good if you could've given IDs for the affected containers, because I've never run into this issue. (Then again, I am not running 554 mods.) I doubt it's this mod, since all the plugin does is change the associated meshes to the animated ones. That's what ORI shows.
You can make a new content list for debugging this issue and just run the bare minimum i.e. only Containers Animated (and any mod that adds affected containers, obviously), find the containers with the problem (use OpenMW's Skip menu and generate default character option + liberal use and abuse of console commands) and see if the problem persists, in which case it's a problem with this mod.
Hi this was working perfectly and all of a sudden there is no sound to any containers. Is this a known bug? I've tried re-installing and nothing is working.
OpenMW plays part of opening animation in the background, so you do not need to wait a half of second or more to open every container.
Using this in OpenMW with multiplayer and it's definitely added a 0.5 to 1 second delay when opening containers. Containers also don't stay open. Unfortunately removing this otherwise amazing mod due to the looting delay. :(
I want to make a AOF containers version of your mod do you know what the steps would be to complete this task? Simply step by step would be perfect. :)
41 comments
1. Replace closets, couldron and some chest meshes to smoothed versions.
2. Use simplified collisions for all animated containers, not just for sacks and barrels.
3. After migration from original Animated Containers mod, some containers could remain opened. Fixed.
4. Remove redundant stub Idle animation keys.
5. Fix some minor issues in closet meshes.
EDIT:
Also added a 1.2.1 hotfix - a ESM file was turned to ESP without dependencies (so OpenMW launcher can see it), fixed its description.
I use the OMW modlist Morrowind Total Overhaul. I have had zero issues with the modlist save 1. I couple containers I cane across will not open.
I unlock them, and still after I get a prompt saying they are still locked. I tried unlocking with console, re locking, etc… Nothing works. The inly reason I think this might be the culprit is the fact that when I use ORI on the container it directs me the container is from this mod.
I realize the list has 554 mods in question. It may very well be a conflict issue, but I have seen zero issues, and can’t find help with troubleshooting.
If you have had this issue please direct me through a fix, I honestly would try disabling but that idea scares me as this playthrough has been a blast and I would hate to break it.
I should also add it has been a total of only 3 containers found in my game with this issue. Each had a 100 lock, and 1 I know is a container from the vanilla game, not added in through any mods or anything.
If this mod is not the issue I apologize, and will take this down when I get to the bottom of it. Sorry and thank you for any help.
(Then again, I am not running 554 mods.)
I doubt it's this mod, since all the plugin does is change the associated meshes to the animated ones. That's what ORI shows.
You can make a new content list for debugging this issue and just run the bare minimum i.e. only Containers Animated (and any mod that adds affected containers, obviously), find the containers with the problem (use OpenMW's Skip menu and generate default character option + liberal use and abuse of console commands) and see if the problem persists, in which case it's a problem with this mod.
"kollops" are for some different mod? I am confused, sorry
You got the "No Valid Game Data" ?
Go to the BUGS Tab right next to POSTS and you will see the fix. Should be on the DESCRIPTIONS PAGE.
Using this in OpenMW with multiplayer and it's definitely added a 0.5 to 1 second delay when opening containers. Containers also don't stay open. Unfortunately removing this otherwise amazing mod due to the looting delay. :(