Mod has been updated to v2.4. I pretty much reworked every script in the mod with more optimized code, and added a couple of requested features as well. I don't think I broke anything in the process but definitely let me know if I did mess up somewhere!
Also, sorry that I had to delete a couple of old posts in this thread, I probably clicked on something I shouldn't have and it completely messed up the order of messages - and left this sticky post somewhere on the third page, lol.
Awesome mod. One thing though.... when you pick up items, there is a distinction between items low to the ground and items high up. The high up items play the just hand reaching out, while lower down your character kneels. But... this same distinction is not drawn on the container animations. I wish it was, it only plays the kneel. Or even if, you could only have 1, the hand reaching out would be less jarring than the kneel every single time.
I also play with Custom Enhanced Camera..... with correct settings, it works awesome, first person animations. Except.... it is very jarring your characters head moving so much. Iwonder if there is a way to mitigate that?
Absolutely brilliant. This mod, Enhanced Camera with some tweaking, Inebriation v121, Loot Menu and we have some really impressive POV experience. Now I just walking around and picking up mushrooms to enjoy the immersivity. For proper functioning for me worked: set LDAQuest.disablecontrols to 1 set LDAQuest.quicklootmode to 1 set LDAQuest.autopovswitch to 1
Is there a way to get the animations in first person?
Edit: Okay, I see what you did with those settings. Thanks for the suggestions. The anims are working in 1st.... only thing is, it is really jarring how dramatically the camera moves in 1st person. Do you know of any way to mitigate this? I wish my body would do the anim but my camera would not move or not move so much in 1st person
This just didn't work for me, idk why. I downloaded walkblessed and followed all the install instructions for manual and it just didn't affect my game.
I found a solution to the problem with food and potions getting stuck in my hands. For me, this solved the problem and I was able to play animations in any quantity for almost a two-hour session without fear of knocking them down, and I use them whenever I want. Before that, I had been facing this problem for several years of using the mod and could not solve it so that it did not appear for at least 10 minutes. An endless number of iterations and attempts led to this order of actions, after which the problem disappeared:
1) I deleted the game, including the files in the My Games folder in the documents and rebooted the device. Then I reinstalled the game.
2) I installed OBSE (v0021) and several auxiliary obse plugins, such as Skybsa, enginebugfix, as well as a 4GB patch and the ArchiveInvalidation Invalidated program.
3) After that, I cautiously unpacked the mod archive into the data folder and connected the files in the launcher.
4) I sorted the plugins through LOOT.
5) I started a new game and teleported to the testing hall to immediately check the functionality of the animations in the alchemy room.
6) To my surprise, the animations played without any problems or jams, but I knew that this would not last long.
7) I knew that after restarting the game or device the problem would return, because it always returned after that.
8) And after the reboot, I very quickly made sure that this is what happened. When I tried to start a new game no longer a test character.
9) But before that, the previous times I noticed something, the animations start to jam especially zealously after I change the values in the ini file, or when restarting I choose to save for another character.
10) This gave me a strange, almost irrational, but instinctive thought. I opened the archive with the mod, and extracted the ini and meshes folder to the data, overwriting them. And went into the game.
11) And now, having selected the save where, as it seemed to me, the mod had again gone to zero, everything worked and I was able to spend a long, exciting session for the first time, the animations did not go wrong even once.
12) I concluded that before each new launch of the game, you need to open the original archive with the mod and overwrite the ini file and the meshes folder with the replacement. And do this at each launch.
I know that this sounds irrational, but using this method I was able to achieve the mod's work without potions getting stuck in my hands. This mod does not tolerate installation of mods on top, so install it last, and most likely the save that you select after this for a certain character will be the most stable. If you want to use other values of the ini file, you should try to extract the archive before the first initialization of the mod to another folder, and put other values, and replace before each launch with these files. I don't know what I did, but this worked for the first time only in this case. And I want to thank you Legion 91, this is the only mod of this kind on the entire site.
for some reason in 1st person it still locks my camera movement in place when eating and drinking. I turned of switching to 3rd person since Im using enhanced camera, and set LDAQuest.preventmovement to 0;default 1 (on) its 0. not sure if it has to do with enhanced camera
This is an amazing mod btw, good work! However I do have a problem from this mod.
When I interact some stuffs like a open a door or a cabinet or even lockpicking too, It went first before the animations was even started and then my character was begin playing the animation late on the wrong timing after I went to a door or already open a cabinet. Maybe It has to do with other mods that I've installed and was trying to conflict with this mod, but I honestly doesn't know.
Even though It still work fine for some others at least like eating or drinking but almost the rest was glitching by delaying the animations after interact the objects first.
Especially the lockpicking one too as well where I can't even leave the menu by closing which I try like I stuck there on screen forever because there's no mouse cursor that shown on screen that I can't move my mouse so I have to either load or quit a game to order to fix it.
I'm having an issue where everytime I use the interact key, it seems to duplicate the inputs. ie. if I loot an item that's on top of a dresser, it will loot the item, then open the dresser. Or food on a plate, if I loot the food it will also loot the plate behind it. Anyone else ever had this happen?
Because this mod triggers EnableControl 5 approximately 300 times per second, it can cause conflicts with some other mods. For example, the ability to sleep in coffins from Nekhanimals Awesome Vampire Mod - EASY MODE - ESP Replacer gets disabled when used with this mod, due to EnableControl 5 at all times.
Great mod tested it out and it really brings the immersion home. Sadly ended up uninstalling this mod due to conflicts.
Potions do get stuck in hand sometimes, so something fishy is going on. If anyone could fix it and reupload a patch or the mod we could get our animations back without the hundreds of scripts calls. Maybe it just needs a code cleanup.
Hi, great mod. I but i have a problem. Sometimes the game stops responding after the animation. I can look around and open the menu with esc but nothing more. The ui just disappared
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Also, sorry that I had to delete a couple of old posts in this thread, I probably clicked on something I shouldn't have and it completely messed up the order of messages - and left this sticky post somewhere on the third page, lol.
I also play with Custom Enhanced Camera..... with correct settings, it works awesome, first person animations. Except.... it is very jarring your characters head moving so much. Iwonder if there is a way to mitigate that?
This mod, Enhanced Camera with some tweaking, Inebriation v121, Loot Menu and we have some really impressive POV experience.
Now I just walking around and picking up mushrooms to enjoy the immersivity.
For proper functioning for me worked:
set LDAQuest.disablecontrols to 1
set LDAQuest.quicklootmode to 1
set LDAQuest.autopovswitch to 1
Edit: Okay, I see what you did with those settings. Thanks for the suggestions. The anims are working in 1st.... only thing is, it is really jarring how dramatically the camera moves in 1st person. Do you know of any way to mitigate this? I wish my body would do the anim but my camera would not move or not move so much in 1st person
1) I deleted the game, including the files in the My Games folder in the documents and rebooted the device. Then I reinstalled the game.
2) I installed OBSE (v0021) and several auxiliary obse plugins, such as Skybsa, enginebugfix, as well as a 4GB patch and the ArchiveInvalidation Invalidated program.
3) After that, I cautiously unpacked the mod archive into the data folder and connected the files in the launcher.
4) I sorted the plugins through LOOT.
5) I started a new game and teleported to the testing hall to immediately check the functionality of the animations in the alchemy room.
6) To my surprise, the animations played without any problems or jams, but I knew that this would not last long.
7) I knew that after restarting the game or device the problem would return, because it always returned after that.
8) And after the reboot, I very quickly made sure that this is what happened. When I tried to start a new game no longer a test character.
9) But before that, the previous times I noticed something, the animations start to jam especially zealously after I change the values in the ini file, or when restarting I choose to save for another character.
10) This gave me a strange, almost irrational, but instinctive thought. I opened the archive with the mod, and extracted the ini and meshes folder to the data, overwriting them. And went into the game.
11) And now, having selected the save where, as it seemed to me, the mod had again gone to zero, everything worked and I was able to spend a long, exciting session for the first time, the animations did not go wrong even once.
12) I concluded that before each new launch of the game, you need to open the original archive with the mod and overwrite the ini file and the meshes folder with the replacement. And do this at each launch.
I know that this sounds irrational, but using this method I was able to achieve the mod's work without potions getting stuck in my hands. This mod does not tolerate installation of mods on top, so install it last, and most likely the save that you select after this for a certain character will be the most stable. If you want to use other values of the ini file, you should try to extract the archive before the first initialization of the mod to another folder, and put other values, and replace before each launch with these files. I don't know what I did, but this worked for the first time only in this case. And I want to thank you Legion 91, this is the only mod of this kind on the entire site.
When I interact some stuffs like a open a door or a cabinet or even lockpicking too, It went first before the animations was even started and then my character was begin playing the animation late on the wrong timing after I went to a door or already open a cabinet. Maybe It has to do with other mods that I've installed and was trying to conflict with this mod, but I honestly doesn't know.
Even though It still work fine for some others at least like eating or drinking but almost the rest was glitching by delaying the animations after interact the objects first.
Especially the lockpicking one too as well where I can't even leave the menu by closing which I try like I stuck there on screen forever because there's no mouse cursor that shown on screen that I can't move my mouse so I have to either load or quit a game to order to fix it.
Can you please fix this issue?
Potions do get stuck in hand sometimes, so something fishy is going on. If anyone could fix it and reupload a patch or the mod we could get our animations back without the hundreds of scripts calls.
Maybe it just needs a code cleanup.
Any fix?