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Woooombat

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  1. Woooombat
    Woooombat
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    For those who want to use Idle Variety with TTW, Dantheman111101 has kindly made a patch for it.

    Idle Variety TTW Patch

    And also SirLucky7777777 for mod patches.

    Idle Variety ESPless Patches for Various Mods
  2. Woooombat
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    New in 1.25: More Weapon Idles
    Three new weapon idle sets called Lookout, Ready, and Watchful are added in 1.25. They work for both rifles and pistols, and they have been distributed to the Van Graffs, traveling merchants and their mercenaries.

    New in 1.20: Weapon Idles
    The Duty set is used for NCR guards so they look a bit more interesting, instead of just reusing the combat animations and being all hunched over.

    The Veteran set as the name suggests, is used for NCR Veteran Rangers, to make them look a little more badass.

    The sets work only for 2HA/2HR weapons. They can be used on top of regular idle sets. To play around with them on the player, add the keyword "IVWeap_Duty" or "IVWeap_Veteran". Then enable walk mode while weapon is drawn, and the animations will activate.
  3. Fire1nu
    Fire1nu
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    will you make esp version? 
  4. JohnnyBlade
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    Great QOL mod. Is there a way to change Raul Tejada's idle. He has a slouched idle (maybe tired) which is off putting as he is my favourite companion & use him as a vaquero. I tried modifying his idle with the keywords_idlevariety.ini by adding:

    RaulTejada=IV_Passive

    It didn't seem to work as he is still slouching in game. His name/EditorID wasn't even in the keywords_idlevariety.ini in the first place. How was he assigned a slouch idle?

    Thanks for the mod & Merry Xmas!
    1. dogidogi32
      dogidogi32
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      My problem exactly, he is the only companion to not appear on the .ini yet he has that weird slouching animation. have not found a solution
    2. VitorF
      VitorF
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      Still no fix for this?
    3. Domenicoo
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      Raul changes his idle animation when you complete his quests.
  5. Domenicoo
    Domenicoo
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    I dig this mod a lot. However would it be possible to remove the animations when the NPCs are walking for maximum compatibility with WarMix?
  6. BruceMalone
    BruceMalone
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    I have one question. Is this compatible with sex mods?
    1. joshy828
      joshy828
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      I have one question. Sauce?
    2. JPRS73
      JPRS73
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      i have another question. How dare you :sob:
    3. Mikochi35p
      Mikochi35p
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      yes it is. Dont ask me why i know it
    4. ShawnAdam8276
      ShawnAdam8276
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      lol

  7. CeliBee
    CeliBee
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    Does this affect companions?
    1. JPRS73
      JPRS73
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      Yeah, all NPC's
  8. Repzik
    Repzik
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    I love the mod in general, but i have one key concern - several of the animations have the character with the animation refuse to meet the player's eyes in conversation. It's incredibly distracting. How complicated would it be to put an exclusion in place to disable this sort of animation just during direct conversation with the player?
  9. trainhobo117
    trainhobo117
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    If you're reading this, I gave Boone this hilarious pose, puffed up chest and proud
  10. Cedric4SlaVEI
    Cedric4SlaVEI
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    i'm trying to patch this to another mod, but i'm having a bit of a hard time making the IV_Guard animation works with guys on power armors (using titans), i have their editor ID down to a T, the code is completly fine, but they still don't get the idle animation in-game. maybe my english failed me on how to apply this and there's another step to make it work with titans, but i'm just confused
  11. DanielModderdude
    DanielModderdude
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    Any chance to disable the effect on followers? Looks weird when they are having idle poses when travelling.
  12. DevvEloper
    DevvEloper
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    This mod seems to cause crashes in the Strip worldspace on my end. I use Simple Open Strip, Strip Gamblers, etc, and after a minute or so being in the worldspace, CTD. Here's the log:

    Spoiler:  
    Show
    Playtime: 00:01:35.0822190
    Exception: EXCEPTION_ACCESS_VIOLATION (C0000005)
    Thread: [FNV] Main
    Calltrace:
       ebp     |              Function Address             |              Function Name               | Source
    0x0019F7CC |                    FalloutNV (0x00822B4C) |                                          |
    0x0019F84C |                    FalloutNV (0x0081B914) |                                          |
    0x0019FAA4 |                    FalloutNV (0x0087C510) |                                          |
    0x0019FADC |                    FalloutNV (0x0087A82D) |                                          |
    0x0019FAE8 |                    FalloutNV (0x0087A7B8) |                                          |
    0x0019FB04 |                    FalloutNV (0x0086F7B0) |                                          |
    0x0019FB5C |                    FalloutNV (0x0086EE67) |                                          |
    0x0019FEE0 |                    FalloutNV (0x0086B3E8) |                                          |
    0x0019FF70 |                    FalloutNV (0x00ECC470) |                                          |
    0x0019FF80 |                     KERNEL32 (0x1001FCC9) | BaseThreadInitThunk+0x19                 |
    0x0019FFDC |                        ntdll (0x1006809E) | RtlGetAppContainerNamedObjectPath+0x11E  |
    0x0019FFEC |                        ntdll (0x1006806E) | RtlGetAppContainerNamedObjectPath+0xEE   |
    Registry:
    REG |   Value    | DEREFERENCE INFO
    eax | 0x00000000 | 
    ebp | 0x0019F7CC | 
    ebx | 0x00000001 | 
    ecx | 0x00000000 | 
    edi | 0xFFFFFFFE | 
    edx | 0x1CE14550 | 0x01016CEC ==> Class: QueuedCharacter: ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
    eip | 0x00822B4C | 
    esi | 0x00000000 | 
    esp | 0x0019F7C0 | 
    Stack:
      # |   Value    | DEREFERENCE INFO
      0 | 0x00000008 | 
      1 | 0x2D939400 | 0x0101DE3C ==> Class: BSAnimGroupSequence: Name: animgroupoverride\iv_tired1look\_male\human\locomotion\mtidle.kf
    RootName: Bip01
    AnimGroup: 0000
      2 | 0x00000000 | 
      3 | 0x0019F84C | 
      4 | 0x0081B914 | 
      5 | 0x3B043B65 | 
      6 | 0x00AA22E2 | 
      7 | 0x0B2907A8 | 
      8 | 0x00AA110C | 
     19 | 0x2D939380 | 0x01096584 ==> Class: NiControllerSequence: 
     25 | 0x1CE14550 | 0x01016CEC ==> Class: QueuedCharacter: ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     49 | 0x39142200 | 0x01086A6C ==> Class: Character: ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     4B | 0x3BDAA76C | 0x69726373 ==> String: "scriptLine:"
     53 | 0x194133B8 | 0x0109687C ==> Class: NiTransformController: Target:
    Name: "Bip01"
    Reference:
    ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     54 | 0x24CDC640 | 0x01096784 ==> Class: NiBlendAccumTransformInterpolator: 
     57 | 0x31797640 | 0x0109B5AC ==> Class: NiNode: Name: "Bip01"
    Reference:
    ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     71 | 0x2D934B00 | 0x0101DE3C ==> Class: BSAnimGroupSequence: Name: Characters\_Male\Locomotion\mtidle.kf
    RootName: Bip01
    AnimGroup: 0000
     73 | 0x2D936000 | 0x0109619C ==> Class: NiControllerManager: Target:
    Name: "Scene Root"
    Reference:
    ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     80 | 0x49678900 | 0x01087864 ==> Class: HighProcess: ID: 0012295A (VStreetGamblerFREF)
    Plugin: "FalloutNV.esm"
    BaseForm: ID: FF001B69 (Temp NPC)
     BC | 0x310FACA8 | 0x01082F04 ==> RTTI: BSTCommonScrapHeapMessageQueue<struct BSPackedTask>
     C0 | 0x310FAC80 | 0x01000000 ==> None: : 
     CC | 0x2D7E1C00 | 0x01085688 ==> Class: AILinearTaskThread: 
     D0 | 0x380F7380 | 0x010780AC ==> Class: FOPipboyManager: 
     D8 | 0x360F8D40 | 0x0109CB9C ==> Class: NiCamera: "WorldRoot Camera"
     DB | 0x310FAA40 | 0x01083B5C ==> Class: SceneGraph: Name: "WorldRoot Node"
     E0 | 0x011F71A8 | 0x010A42B4 ==> Class: BSSystemUtility: 
     F3 | 0x110FFB40 | 0x010472D0 ==> RTTI: BSSimpleArray<char const *,1024>
     F5 | 0x0019FC48 | 0x01000000 ==> None: : 

    Could be some mod be adding an NPC using its own skeleton and not compatibility skeleton, or something like that? The latest mod overwriting the "meshes\character\_male\skeleton.nif" file on my end is Fetal Position Skeleton mod. I use the Compatibility Skeleton version of that mod.