Am I stupid? I can't get my power armor footsteps to sync. Only happens with this mod enabled, it's definitely a conflict on my end though, not this mod's fault. I don't have any power armor overhauls installed. Any ideas?
Took awhile but finally boiled it down to this mod, sucks because I really love the animations here.. but this set for me atleast, causes a Visual Run Time CTD when legs are crippled and I attempt to move, also was the cause of my character to take an additional step left or right when I have a weapon out. I'd assume it's most likely a compatibility issue at the core of it, atleast when it comes to the cripple CTD as it hasn't been mentioned here yet.
Sorry for sounding incredibly stupid but I'm still new to modding shenanigans. The locomotion animations just don't work, except for when I'm in power armor (I'm using TOTNW). Any Idea why this would happen? Is there a compatibility issue you know of with other mods that has come up before? If your not sure then that's fine, was just curious is all.
It actually is compatible, I use both without real issues. Go to TOTNW and read the sticky post, there is useful information there.
As an example, I found that there was no heavy PA footsounds and as per that sticky, you need to go into the MCM and disable contextual in sound effects(set it to Legacy). Sounds are back.
Has a conflict with TOTNW 2.1.0.2+--it changes the footstep sfx in power armor in First-Person to match their frequency from the Third-Person Animations it adds when in power armor--but this mod overwrites the changes in some way. Conflicting scripts maybe? Only the footstep sfx change for power armor sprinting functions properly with Locomotion installed, since this mod doesn't touch JAM sprinting.
Would anyone know of a fix for compatibly issues between Locomotion and JAM's sprint feature? Whenever I sprint with a gun out and keep walking forward the locomotion anims stop working.
Excellent upgrade over vanilla! Subtle change that ups the realism and immersion of the game, and makes it feel more modern! The head bob made me nauseous within an hour..... Feel like Im gna puke and my eyes hurt... Why oh why cant there be a head bob free/adjustable version?..
179 comments
Updated the Seasons and removed the dedicated locomotion, so you can use this (or any loco set) just by default.
The mod now requires kNVSE!
can anyone assist?
If you have totnw
Hit's Locomotion should load before it
And it seems like B42 Inertia doesn't work with this mod
Keep in mind that you'll lose all of Hit's animations while in power armor.
Go to TOTNW and read the mod author's sticky, it helped me with some issues.
The locomotion animations just don't work, except for when I'm in power armor (I'm using TOTNW).
Any Idea why this would happen? Is there a compatibility issue you know of with other mods that has come up before?
If your not sure then that's fine, was just curious is all.
Have a good rest of your day regardless mate👍
As an example, I found that there was no heavy PA footsounds and as per that sticky, you need to go into the MCM and disable contextual in sound effects(set it to Legacy). Sounds are back.
Delete 'Hit_PowerArmor.json' and everything inside 'Hit_PowerArmor' folder.