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.
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?
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?
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
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:
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.
258 comments
Idle Variety TTW Patch
And also SirLucky7777777 for mod patches.
Idle Variety ESPless Patches for Various Mods
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.
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!
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.