1. The mod doesn't work properly!!! A: Make sure all the required mods are installed and updated to the latest version. NV Compatibility Skeleton should be loaded last after any mods that edit skeleton.nif (including diagonal movement). Also make sure my mod is loaded after mods that add 3rd Person animations.
2. All the required mods are installed and updated to the latest version. Why are the error messages still showing? A: It's likely the required mod is overwritten by other mods such as old TTW including older JIP plugin. To check the plugin versions, open console command (~) and type "GetPluginVersion "JIP NVSE Plugin" " and "GetPluginVersion "JohnnyGuitarNVSE" ". Check if the numbers match the installed version. If the error message is about NVCS, make sure files from NVCS are overwriting all files when installing.
3. Why no 360° movement for when weapon is out? A: No, too many animation files to edit.
4. How to enable/disable 360° for sneaking with weapon out? A: Delete all the files from this mods and reinstall, this ensure all the files are placed correctly. Pick the options you want in the installer.
5. How to enable 360° for animation mods such as Animated Ingestible/Behaviors Idles/Player Exclusive Idles etc? A: Set "bCheckForSpecialIdle = 0". But it will not look good when sprinting left/right with sprint mods.
6. How to make custom animations such as BnB works? A1: Check description for instructions on editing custom animations to work with 360°. You will need NifSkope. If you still have trouble ask in the posts. A2: Check out BnB compatible patches by DocMitchell1198 - 360 Movement Compatible Custom Animations
7. Can you make the mod for Oblivion/Fallout 3? A: No. Play TTW for Fallout 3.
For anybody having trouble getting this working you need v12 of the compatibility skeleton mod which has just been updated a few days ago so you probably think you have the latest version when you dont, then (if you use diagonal movement) you need diagonal movement.esp to have higher priority under it is the 360movement.esp then lastly the patch esp you also need the compatibility skeleton to overwrite all these files so to do that on mod organizer (since thats what i use) just drag the mod name (not the esp) and drop it under all of the diagonal movement and 360 camera mods and patches. here is a pic of how everything should look like https://prnt.sc/113f8fy
Weird...it worked for a while...sideways movement works...but suddenly the diagonal movement in first person still shows forward movement for me. Dunno what changed.
I am experiencing a similar issues as what another user report, which occurs when I try to move left in 3rd person while pressing "A". The character will move left, but will display a funky animation like they're moving backwards. Any idea how to fix this? I don't believe I'm using custom animations beyond FN Clean Aminations and the Anniversary animation mods. Thanks!
Found the issue. For some ungodly reason, one of the mods was overwriting the fastleft.kf file and I have no idea why that mod would need to interfere with movement animations. Just hid that file in MO and the mod is working perfectly now.
Not a strange problem at all. The mod page makes clear that "walking and running with weapon out are untouched". This mod's 360 movement, while a big improvement over vanilla, sadly only works when moving with weapons holstered. Unholstering a weapon reverts back to vanilla behavior.
Getting tons of console spam script errors about the arrays failing to initialize. The animations are still working.
Using this, 3rd Person Movement Animations Overhaul and the 360 Patch and Enhanced Movement. Compatibility Skeleton is placed below them and the Tweaks are set correctly.
I'm experiencing this also, but don't use the animations, so IDK if it's related to Enhanced Movement or everyone is experiencing this and hasn't noticed as generally they show in the background window.
I'm glad it works still, but does bother me a bit that the game is giving CONSTANT messages around script errors and things not initialising correctly while playing, though I really can't see myself uninstalling the mod given it plays so much nicer AND fixes the left arm strafe bug.
EDIT3: I've tried several different things here and this keeps happening, mod plays fine but not keen on having my console spammed with errors. I've pasted the log below in hopes someone else knows, or the MA sees this and can let us know what's happening with it.
Spoiler:
Show
Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let temp1 := ##bip01NonAccumTranslation[0]## (error wrapped in ##'s) Where temp1=-7.67251e-37, bip01NonAccumTranslation=uninitialized array File: 360Movement.esp Offset: 0x0C56 Command: Let Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let temp2 := ##bip01NonAccumTranslation[1]## (error wrapped in ##'s) Where temp2=-0, bip01NonAccumTranslation=uninitialized array File: 360Movement.esp Offset: 0x0C6D Command: Let Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let temp1 := -##bip01NonAccumRotation[0]## (error wrapped in ##'s) Where temp1=-7.67251e-37, bip01NonAccumRotation=uninitialized array File: 360Movement.esp Offset: 0x0D3C Command: Let Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let temp2 := -##bip01NonAccumRotation[1]## (error wrapped in ##'s) Where temp2=-0, bip01NonAccumRotation=uninitialized array File: 360Movement.esp Offset: 0x0D54 Command: Let Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp Invalid array access - the array was not initialized. 0 Operator [ failed to evaluate to a valid result Script line approximation: Let temp3 := -##bip01NonAccumRotation[2]## (error wrapped in ##'s)
"Patched for Enhanced Sprint. Load the 360 esp file after EM esp. Error messages will print one time in the console when switching to 1st person mode. These messages are harmless and won't occur enough to cause any bloat to the log file. This is as far as I can go with compatibility on my end, without touching any of the files in 360."
It prints every single time you switch to first person and is the main reason I decided to not use Enhanced Movement and just stick with its predecessor Just Sprint Plus.
Love this mod, I know you won't do the weapons out as it's a lot of work but would that extend to an option to have the auto-vanity camera remain active with a weapon in hand? I know it means you can't hipfire in 3rd person but I honestly wouldn't mind that trade for the ability to look at my character with a weapon while using this alongside 3rd Person Camera Overhaul.
If you want a code, i have a gog code you can have. or if you have prime you can get a copy through twitch currently. I was in here looking for further information on full enhanced movement compatibility and saw this comment about fo3.
Awesome mod so far, any chance this could be compatible with Enhanced Movement prone feature. Moving sideways while prone is bugged with this mod installed. This is the vid of the weird animation. The player should be flipping without changing its direction to left or right.
PS: enhanced movement author is taking a look on this issue too atm after reproducing it.
Following g0kurs guide it works! however the animation loop best (way I can describe it) jumps backs or resets then continues normal. Forward run animations are unaffected only L/R backward Some testing shows the Stoptimes from fastforward at 0.73333 adjusting to the stoptime of 360movements at 0.8 creates this issue during forward movement now adjusting all stop times to 0.733333 crashes on animation play Big thanks to g0kur for this mod and writeup on the patch to get me finally into it
Thank you for making a patch. Sorry for the messed up instructions which may have cause confusion, didn't realize nexus broke my spoilers! You got to match the animation length to the stop time. Though I've got to admit I really dislike the current state of the mod which requires a lot of finicking for it to even work and to make patches for.
Sorry for my lack of knowledge as this is my FIRST battle with modding/patching I'm looking into changing the animation length ive been able to "~" at the right time with animation debug on and the jitter/reset does happen at the 7.3s mark Glad to know my suspicions were confirmed and now looking into the changing the animation.
669 comments
Check out this fantastic animation mod and its patch - 3rd Person Movement Animations Overhaul (Patch)
This animation mod also supports 360 Movement - Enhanced Movement
F.A.Q.
1. The mod doesn't work properly!!!
A: Make sure all the required mods are installed and updated to the latest version. NV Compatibility Skeleton should be loaded last after any mods that edit skeleton.nif (including diagonal movement). Also make sure my mod is loaded after mods that add 3rd Person animations.
2. All the required mods are installed and updated to the latest version. Why are the error messages still showing?
A: It's likely the required mod is overwritten by other mods such as old TTW including older JIP plugin. To check the plugin versions, open console command (~) and type "GetPluginVersion "JIP NVSE Plugin" " and "GetPluginVersion "JohnnyGuitarNVSE" ". Check if the numbers match the installed version. If the error message is about NVCS, make sure files from NVCS are overwriting all files when installing.
3. Why no 360° movement for when weapon is out?
A: No, too many animation files to edit.
4. How to enable/disable 360° for sneaking with weapon out?
A: Delete all the files from this mods and reinstall, this ensure all the files are placed correctly. Pick the options you want in the installer.
5. How to enable 360° for animation mods such as Animated Ingestible/Behaviors Idles/Player Exclusive Idles etc?
A: Set "bCheckForSpecialIdle = 0". But it will not look good when sprinting left/right with sprint mods.
6. How to make custom animations such as BnB works?
A1: Check description for instructions on editing custom animations to work with 360°. You will need NifSkope. If you still have trouble ask in the posts.
A2: Check out BnB compatible patches by DocMitchell1198 - 360 Movement Compatible Custom Animations
7. Can you make the mod for Oblivion/Fallout 3?
A: No. Play TTW for Fallout 3.
; allow use of anim variants, similar to firing animation variants - requires both 1st and 3rd person anim files
bUseAnimVariants = 0
still don't make it clear though.
Using this, 3rd Person Movement Animations Overhaul and the 360 Patch and Enhanced Movement. Compatibility Skeleton is placed below them and the Tweaks are set correctly.
I'm glad it works still, but does bother me a bit that the game is giving CONSTANT messages around script errors and things not initialising correctly while playing, though I really can't see myself uninstalling the mod given it plays so much nicer AND fixes the left arm strafe bug.
EDIT3: I've tried several different things here and this keeps happening, mod plays fine but not keen on having my console spammed with errors. I've pasted the log below in hopes someone else knows, or the MA sees this and can let us know what's happening with it.
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let temp1 := ##bip01NonAccumTranslation[0]## (error wrapped in ##'s)
Where temp1=-7.67251e-37, bip01NonAccumTranslation=uninitialized array
File: 360Movement.esp Offset: 0x0C56 Command: Let
Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let temp2 := ##bip01NonAccumTranslation[1]## (error wrapped in ##'s)
Where temp2=-0, bip01NonAccumTranslation=uninitialized array
File: 360Movement.esp Offset: 0x0C6D Command: Let
Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let temp1 := -##bip01NonAccumRotation[0]## (error wrapped in ##'s)
Where temp1=-7.67251e-37, bip01NonAccumRotation=uninitialized array
File: 360Movement.esp Offset: 0x0D3C Command: Let
Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let temp2 := -##bip01NonAccumRotation[1]## (error wrapped in ##'s)
Where temp2=-0, bip01NonAccumRotation=uninitialized array
File: 360Movement.esp Offset: 0x0D54 Command: Let
Error in script 50000ADD (gk360MovementScript) in mod 360Movement.esp
Invalid array access - the array was not initialized. 0
Operator [ failed to evaluate to a valid result
Script line approximation: Let temp3 := -##bip01NonAccumRotation[2]## (error wrapped in ##'s)
"Patched for Enhanced Sprint. Load the 360 esp file after EM esp. Error messages will print one time in the console when switching to 1st person mode. These messages are harmless and won't occur enough to cause any bloat to the log file. This is as far as I can go with compatibility on my end, without touching any of the files in 360."
It prints every single time you switch to first person and is the main reason I decided to not use Enhanced Movement and just stick with its predecessor Just Sprint Plus.
I may also need to swap back to JVS or similar as it does annoy me and I feel like this mod won't get a patch for it.
PS: enhanced movement author is taking a look on this issue too atm after reproducing it.
Following g0kurs guide it works! however the animation loop best (way I can describe it) jumps backs or resets then continues normal.
Forward run animations are unaffected only L/R backward
Some testing shows the Stoptimes from fastforward at 0.73333 adjusting to the stoptime of 360movements at 0.8 creates this issue during forward movement now adjusting all stop times to 0.733333 crashes on animation play
Big thanks to g0kur for this mod and writeup on the patch to get me finally into it
I'm looking into changing the animation length ive been able to "~" at the right time with animation debug on and the jitter/reset does happen at the 7.3s mark
Glad to know my suspicions were confirmed and now looking into the changing the animation.