Morrowind
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herbert

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herbert100

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14 comments

  1. IIIHeisenbergIII
    IIIHeisenbergIII
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    Hi Herbertttttt
  2. Derwan
    Derwan
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    How do I set up this + more quick loot to:

    - Open containers while looking at them

    - Close containers when I look away

    I keep having some containers stay open until escape is pressed, some (not the same) containers stay open until another container is opened, etc. I want those two things to apply universally to every container which can animate - every barrel, chest, urn, basket, etc.

    I've already tried messing with the MCM settings on both - "always close containers" does nothing, Quickloot's settings do nothing either. 
    1. herbert100
      herbert100
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      i should probably explain this a bit better on both mod pages, but what's causing this is that more quickloot "hides" a container menu when you look away from a container, and that menu only gets destroyed when you look at another container/load a save/enter a menu. the close animation only gets played when a menu gets destroyed. there are a few technical reasons for this choice, but it does have some drawbacks.

      the main reason i decided to hide menus instead of destroy them was that, pretty much every time you take an item, the game thinks you stopped looking at the container. so hiding the menu makes things like the "undo button" possible, and it has some performance benefits for this reason too.

      i'm working on a solution that should allow the container close animations to play right after you stop looking at a container. but unfortunately, for the time being, the best option is to have the containers close as soon as you look at the next container/press escape. (setting the animations to play when a container gets hidden would result in the animations playing each time an item gets looted, so finding a different solution involves a bit of creativity)
  3. vaelta44
    vaelta44
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    If you could make it work with Furniture Catalogue that would be VERY helpful! As it stands, any animated container doesn't work when created via Furniture Catalogue.
    1. herbert100
      herbert100
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      i'll see what i can do. hopefully i can get something working soon
    2. vaelta44
      vaelta44
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      Super. Very much enjoying your small but worth having mods. The XP carryover one is something that should have been fixed at release! And the barter XP one is definitely a logical change.

      The change here to make containers automatically close again is a sensible one, also.
    3. herbert100
      herbert100
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      thank you i really appreciate that. ive had fun making them. also the containers update should be coming out in the next day or so
  4. brazilianfighter2000
    brazilianfighter2000
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    What a nice animation Overhaul 

    - DovakinParaense 
  5. gapcia
    gapcia
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    Would it be possible to add an option to make automatic closing of the container dependent on whether it is empty? This means that after opening it, if we empty it, it remains open, and if we leave something behind, it closes again.
    1. herbert100
      herbert100
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      this is a good idea! i'll include it in the next update. i added this functionality to the "more quickloot" interoperability settings but for some reason forgot to add that same functionality to this mod.
  6. aWakemon
    aWakemon
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    When I start the game it tells me I need to update MWSE for this mod to work, although I have just run MWSE-Update. Do I need to get a specific version from another source?
    1. herbert100
      herbert100
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      this is quite strange. the requirement in the metadata file is for 3578, which i think came out in mid december of last year. (although honestly old versions of mwse are fine too). you could force an MWSE update by deleting "mwse-version.txt" (in "Data Files") and then running MWSE-Update. maybe that will fix it?

      another option is to just delete this mods metadata toml file.
    2. aWakemon
      aWakemon
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      Sadly did not seem to fix it. Updated some mods since I haven't been playing the past months and now some of them are showing the same message too - it says I'm on build 3400.
      I reapplied MCP and installed the newest MGE XE too.

      I'll try downloading the latest build from GitHub.

      EDIT: Didn't help either. Huh. I have zero clues why this is happening but I guess it's on my end.
    3. aWakemon
      aWakemon
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      Got it! I was using the MO2 Plugin 'Root Builder' to install some mods to the MW root directory and for that it copies the whole morrowind root folder into your MO2 overwrite - so this old root build was overwriting my MWSE every time I launched the game lol.
      -- Writing this here if anyone else runs into this problem.
      Cheers ^^