So v1.0 is up for download, which includes checks for monster hunter.
I took the simplest approach, and just needed to add checks for werewolf and dragon races. That should cover everything, with monster hunter enabled. I could have went overboard with formlists and/or adding hunterborn's esp as a master to grab the mcm variable for enabling monster gunter, but it's just fine the way it is.
If you do _not_ have Hunterborn's monster hunter feature enabled, then just use the older/original v0.1 file in the older files section. The only difference between v1.0 and v0.1 is that v1.0 checks if the corpse belongs to the werewolf or dragon race, which is only for the monster hunter feature to work with this.
You can switch between v0.1 and v1.0 (and back again if you want) by following the installation instructions on this mod's description page.
I converted this to SSE for myself and my husband to use and so far it is working perfectly. It is very easy to do. The scripts are still good, the esp just needs to be Form44. If you don’t know how here is what I did.
Step 1) Turn off Animations in your game, wait a few seconds and then save and quit. Step 2) Install this mod into Skyrim SE letting it overwrite or win any conflicts with Animations. Step 3) Open the CK and set this mod as active and load it up. Step 4) Open up something simple (for me I used the Large Antlers) and change the name (NOT the FormID) and then change it back so that the CK registers a change. Save and quit the CK. Step 5) Make sure the mod is active in your load order and fire up Skyrim SE. Turn Animations back on and test it out. It should work perfectly.
If you want to you can take the new esp and repackage it into a zip file for future use. Hope this helps.
This mod (v1.0) works by not allowing the Activation function within this Animation script to do anything if the following new function returns false -- which allows the Hunterborn menu to come up without the normal loot menu also appearing:
bool function fixHunterborn (string animationType) if ((animationType=="looting body") && (animationsLootingEnabled.GetValue() == 1)) Actor a = targetRef as Actor if (a) if (a.hasKeyword(ActorTypeAnimal) || a.GetRace() == WerewolfRace || a.GetRace() == DragonRace) if (playerRef.GetRace() != WerewolfRace) return true endif endif endif endif
return false endfunction
It seems hunterborn menus won't fire when you're in werewolf form (looks that way while looking at the perks in xEdit in anyways), which is why I have a check in there for that. Makes sense, I guess for compatibility with some mods that let you loot when in werewolf form. Not really sure. Whatever.
The only difference between v1.0 and v0.1 is that v1.0 checks if the corpse belongs to the werewolf or dragon race.
The three script properties added to the script are:
keyword property ActorTypeAnimal auto Race property WerewolfRace auto Race property DragonRace auto
9 comments
I took the simplest approach, and just needed to add checks for werewolf and dragon races. That should cover everything, with monster hunter enabled. I could have went overboard with formlists and/or adding hunterborn's esp as a master to grab the mcm variable for enabling monster gunter, but it's just fine the way it is.
If you do _not_ have Hunterborn's monster hunter feature enabled, then just use the older/original v0.1 file in the older files section. The only difference between v1.0 and v0.1 is that v1.0 checks if the corpse belongs to the werewolf or dragon race, which is only for the monster hunter feature to work with this.
You can switch between v0.1 and v1.0 (and back again if you want) by following the installation instructions on this mod's description page.
Step 1) Turn off Animations in your game, wait a few seconds and then save and quit.
Step 2) Install this mod into Skyrim SE letting it overwrite or win any conflicts with Animations.
Step 3) Open the CK and set this mod as active and load it up.
Step 4) Open up something simple (for me I used the Large Antlers) and change the name (NOT the FormID) and then change it back so that the CK registers a change. Save and quit the CK.
Step 5) Make sure the mod is active in your load order and fire up Skyrim SE. Turn Animations back on and test it out. It should work perfectly.
If you want to you can take the new esp and repackage it into a zip file for future use. Hope this helps.
Can you pleas upload to SSE or share this file?
Disregard, I just download it manually and dropped it on Vortex followed your instructions and it worked.Thanks!
bool function fixHunterborn (string animationType)
if ((animationType=="looting body") && (animationsLootingEnabled.GetValue() == 1))
Actor a = targetRef as Actor
if (a)
if (a.hasKeyword(ActorTypeAnimal) || a.GetRace() == WerewolfRace || a.GetRace() == DragonRace)
if (playerRef.GetRace() != WerewolfRace)
return true
endif
endif
endif
endif
return false
endfunction
It seems hunterborn menus won't fire when you're in werewolf form (looks that way while looking at the perks in xEdit in anyways), which is why I have a check in there for that. Makes sense, I guess for compatibility with some mods that let you loot when in werewolf form. Not really sure. Whatever.
The only difference between v1.0 and v0.1 is that v1.0 checks if the corpse belongs to the werewolf or dragon race.
The three script properties added to the script are:
keyword property ActorTypeAnimal auto
Race property WerewolfRace auto
Race property DragonRace auto