New version adds "Exclusions" form list which can be edited in MCM menu. Objects added to this list will be activated without animations. For example, you can manually add deers in the list to disable looting animations for deers' corpses.
I kinda shouldn't state this here, but there was a mod called "super fast immersive animated looting" for LE and worked great, but got deleted or the author took it down. Does someone still have it, and would upload it to Gdrive or something so we can all use it?. Thank you, brave you.
Concerning this animations mod, is a classic, but unfortunatly, way too slow. I'm thankful though, I only use it for the reading animation.
Hey man, SUPER LATE, but i have the immersive animated looting for LE saved on my google drive. The only caveat is that the animation for looting corpses doesn't seem to work (not sure if is something from my load order since i use more than 500 plugins). Otherwise, everything works as it should. (run FNIS ofc).
This sounded awesome on paper, but I'm so used to Skyrim them without most of these animations, I find it jarring. It also makes my amazing Fallout 4 style looting not work, and that's a must-have for me.
Love this idea. Question: When looting in first-person view with the "don't switch views" thing turned on, does it pause the appropriate amount of time that the animation would be? And might you consider something that affects the camera movement in first person? Like, moving a little forward then a little back would work with a door, and moving down then up again for harvesting plants that are lower than you.
I do want to stick to first-person as it's more immersive, but that's also the reason I'm seeking out a method to make picking berries feel more like taking the time to gather something. Instant berry-picking is immersion-breaking, especially when contrasted with other actions that take longer or (in the other game I'm playing, 7 Days to Die) require you to hold down a button and wait for an action to happen (meaning it's got the mechanics in place but doesn't think they're useful for picking berries -- as if it's more difficult to pick up a stone than to harvest all the berries on a bush). So I do like the idea of slowing it down a little, which also incentivizes not harvesting during combat.
the lever animations not working for me. ive tried older versions as well and still nothing. baffles me because ive used this mod in the past and remember it working.
Use More Informative Console and then open the console and click on the lever or chain and find the baseid for it. Then add that base ID to the appropriate formlist in the plugin.
There is two animations for looting, one where we crouch and the standing one right ? I really dislike the second one that looks like we are lost/confused and it breaks my immersion but i really love the crouch one. So do someone knows if there is a way to deactivate the stand loot but keeping the crouch one ?
I really like the immersivness of such animations, but at the same time I hate this extra time I have to spend idly watching the animation, but I'm playing with unpaused menus, so is there a possibility to pop up menus instantly, and still play the animation? I know I can shorten the delay, but I'd like to make it zero.
I also play with unpaused menus, what I did, for example with the looting animation, was set its length to 0.7 and everything else to 0, that did the trick, the menus opens almost instantly, and the animations runs behind the open menu.
Yeah, but the mod lets you make it as small as 0.5 second if I'm correct. And even if it seems small, you have to open menus very often plus wait for the actual menu to pop up. And it makes the whole gameplay much slower. So I was wondering if I actually can turn them to real 0. Or 0.01 in worst case XD. But I guess I have to stay with whatever I have now.
Hey does anybody know how to edit the animations within this mod using TES5edit? I use a paper map mod and want the journal opening animation to be used for opening the map. Im looking at the mod contents in TES5edit but cannot figure out what to copy from the journal stuff and paste into the map stuff to make the map use those animations.
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New version adds "Exclusions" form list which can be edited in MCM menu. Objects added to this list will be activated without animations. For example, you can manually add deers in the list to disable looting animations for deers' corpses.
Concerning this animations mod, is a classic, but unfortunatly, way too slow. I'm thankful though, I only use it for the reading animation.
The only caveat is that the animation for looting corpses doesn't seem to work (not sure if is something from my load order since i use more than 500 plugins). Otherwise, everything works as it should. (run FNIS ofc).
https://drive.google.com/file/d/1LToKnskKkf0HbTV9yQCXK1E5uO8mrqAE/view?usp=sharing
I do want to stick to first-person as it's more immersive, but that's also the reason I'm seeking out a method to make picking berries feel more like taking the time to gather something. Instant berry-picking is immersion-breaking, especially when contrasted with other actions that take longer or (in the other game I'm playing, 7 Days to Die) require you to hold down a button and wait for an action to happen (meaning it's got the mechanics in place but doesn't think they're useful for picking berries -- as if it's more difficult to pick up a stone than to harvest all the berries on a bush). So I do like the idea of slowing it down a little, which also incentivizes not harvesting during combat.
Compatibility patch for, 'simply knock'
nothing breaks, but you just try and picklock the door when you knock
I don't use SKYUI because i'm playing with a 360 controller for pc. so MCM is not installed
EDIT: I installed SKyUI and SkyUi away.
1looks great
but I noticed A BUG: if we ask a follower to search a chest-I Know: they cannot)the player animation starts and... softlock!