1.3: Now uses SKSE to check the camera to return to either 1st or stay in 3rd person. All good when updating from 1.2b.
1.2b: Script optimized. A lot more responsive now. Unfortunately it requires a save that hasn't used a previous version.
1.2a: I'm surprised nobody noticed this before (myself included). Animation didn't play when a right handed weapon, two-handed and sometimes a bow was drawn. No need for an update procedure when coming from 1.2.
1.2: New "Checking Arms" version now only plays the animation for chestpieces/cuirass out of combat. I think this looks better and it's reasonable to suggest that you could slip into gauntlets and helmet "on-the-fly" in combat it's a different story, things are more hectic you might be holding a weapon also from a gameplay perspective only jewelry having no animation I think works really well. For some reason you need to do a clean save when updating to this. It took me quite a while to figure out why my changes weren't working after I tried everything I started a new game and it worked. Really weird considering how little I changed.
Slightly increased wait time for "Patting Body" version. This is kind of difficult to predict when I tested this initially with the timings I didn't get stuck in the animation. Recently it happened to me once but then never again. I think the way I have it now should be as safe as possible without looking dumb.
1.1: I've uploaded an optional version that has a different animation. It's very casual so I didn't feel it fit during combat so the old animation will play then. Fun trivia: This animation is only used once in the game by Esbern during the main quest when he searches his book. That is why it would look weird on females because they would use Esbern's version. I've made a check to have the old animation play for female characters. Personally I prefer the original animation but I thought people might want an option. This animation also already comes with its own sound. I contemplated having the game switch randomly between old and new animation but I personally didn't like that. I think it's better to have a consistent animation (at least out of combat).
I've looked through all the animations I think, I don't know what else I could do. The idea of different animations when only equipping helmets or shoes is neat but there aren't really animations to support it. The best I found was one where the character picks something up from the ground for shoes and one where the character looks left and right for helmets but I haven't figured out how to trigger that one. I feel like having one animation when equipping armor is better than having goofy ones when equipping something else. Also I don't think I could check what you eqipped after the first item and really mostly you're going to change not only shoes or only the helmet.
i dearly love this but it could reeeeally use an MCM menu to somehow...i dunno, make it "less" lol. limit it in some way. maybe set a certain percentage that it might activate. or set only 1-2 types of outfits (armor only, steel only, torso only. something like that). because it goes off for me on i think everything except vanilla jewelry. and it's getting annoying. i know my limits and i'm close to disabling it. oh, and the description states this anim goes off during combat, is that true?
I agree, it got too much for me as well that's why I changed it with 1.2 to only trigger for chest pieces out of combat, in combat it still triggers for everything but jewelry. It says you were using 1.1 before that which didn't have that and updated today. 1.2b needs a fresh save though, you can't use it if the save has seen an older version in that case use 1.2a and deactivate ArmorAnimation.esp, Save, update and re-activate it.
I find a rare issue: When i go in the horseback and i enter/out the quick menu, the animation triggers; and what exactly happens is: the PC get down of the horse to perform the animation without changing any clothes nor armor.
I can't replicate it. I'm assuming you mean the favorites menu by quick menu. The script only runs when an item is equipped and only if that item has the keyword for clothing armor, light armor or heavy armor. As weird as that sounds you might have a mod that equips something on horseback?
Edit: Or are you talking about changing gear on horseback? Unmounting and playing the animation is how it's supposed to be.
Thanks for the reply, i finally found the time to check the source of the problem. Isn't related to Armor Animations. Indeed is a minor issue whith the Equiping Overhaul, but the author is working on. Sorry for the missunderstanding.
55 comments
1.2b: Script optimized. A lot more responsive now. Unfortunately it requires a save that hasn't used a previous version.
1.2a: I'm surprised nobody noticed this before (myself included). Animation didn't play when a right handed weapon, two-handed and sometimes a bow was drawn. No need for an update procedure when coming from 1.2.
1.2: New "Checking Arms" version now only plays the animation for chestpieces/cuirass out of combat. I think this looks better and it's reasonable to suggest that you could slip into gauntlets and helmet "on-the-fly" in combat it's a different story, things are more hectic you might be holding a weapon also from a gameplay perspective only jewelry having no animation I think works really well. For some reason you need to do a clean save when updating to this. It took me quite a while to figure out why my changes weren't working after I tried everything I started a new game and it worked. Really weird considering how little I changed.
Slightly increased wait time for "Patting Body" version. This is kind of difficult to predict when I tested this initially with the timings I didn't get stuck in the animation. Recently it happened to me once but then never again. I think the way I have it now should be as safe as possible without looking dumb.
1.1: I've uploaded an optional version that has a different animation. It's very casual so I didn't feel it fit during combat so the old animation will play then. Fun trivia: This animation is only used once in the game by Esbern during the main quest when he searches his book. That is why it would look weird on females because they would use Esbern's version. I've made a check to have the old animation play for female characters. Personally I prefer the original animation but I thought people might want an option. This animation also already comes with its own sound. I contemplated having the game switch randomly between old and new animation but I personally didn't like that. I think it's better to have a consistent animation (at least out of combat).
I've looked through all the animations I think, I don't know what else I could do. The idea of different animations when only equipping helmets or shoes is neat but there aren't really animations to support it. The best I found was one where the character picks something up from the ground for shoes and one where the character looks left and right for helmets but I haven't figured out how to trigger that one. I feel like having one animation when equipping armor is better than having goofy ones when equipping something else. Also I don't think I could check what you eqipped after the first item and really mostly you're going to change not only shoes or only the helmet.
Thanks!
Edit: Alright, uploaded a new version that uses SKSE to check the camera state which also solves this problem.
because it goes off for me on i think everything except vanilla jewelry. and it's getting annoying. i know my limits and i'm close to disabling it.
oh, and the description states this anim goes off during combat, is that true?
I wish there were different animation for clothing change tho but definitely tracking
Edit: Or are you talking about changing gear on horseback? Unmounting and playing the animation is how it's supposed to be.
Edit: For version 1.2 you will need a clean save.