I recommend you to use anim for QuickLoot. Because kind of animation is often. They are for 3rd-person camera. However, game may crash if enable QuickLoot anim. Conditions to crash : 1. activate container(showing QuickLoot UI) 2. open default container menu(hide QuickLoot UI) 3. move items to container from player inventory 4. close default container menu 5. CTD Workaround : 1. activate container(showing QuickLoot UI) 2. If anim is playing, press move key or jump(Keep showing QuickLoot UI) 3. open default container menu 4. move items to container from player inventory 5. close default container menu 6. not CTD Or LootMenu.cpp(QuickLoot.dll) Before : "if (mm->numPauseGame == 0 && view->GetVisible() == false)" After : bool bAnimationDriven; static BSFixedString strAnimationDriven = "bAnimationDriven"; if (mm->numPauseGame == 0 && view->GetVisible() == false && g_thePlayer->GetAnimationVariableBool(strAnimationDriven, bAnimationDriven) && !bAnimationDriven) ->build
NOTE : When show two or more registering MOD foods pop-up window, only some of food will be registered(maybe just last one registered)
Q. Do you have a plan to make stand-alone MOD with only idle animation? A. No
Q. Do you have a plan to make male animations? A. No
Q. If I play the male PC, animation is not played? A. No, animation for female will be played.
Q. Want to use just eating and drinking animation A. "Enable Basic Needs" = ON, "Hunger" = OFF, "Thirst" = OFF, "Exhaustion" = OFF, "Inebriation" = OFF, "Body Health" = OFF, "Eating while standing" = ON, "Eating while sitting" = ON, "Drinking soup while standing" = ON, "Drinking soup while sitting" = ON, "Drink while standing" = ON, "Drink while sitting" = ON
Q. Followers doesn't play eating(drinking) animation A. Hire them with vanilla mode or change quest priority
Q. It's difficult to register MOD food for v4 A. v3: It's necessary to register every one mod food every time you play new game. v4: Once registered, registration is complete with one button every time you play new game(But you need to export xml with MCM).
Q. Headtracking stops working A. Stopping work if forced equipping a weapon or spell while casting magic. Cast Magic -> Fire Magic again. This isn't the case when using Ultimate combat
Q. Can't use the portable-bedroll. How to use that? A. MCM -> Activate Anim Settings -> Sleep -> ON
I am currently using 4.0.7. I am confused how to make the new external food mods animate. In the "Clear Foods/Soup/Drink section, I see all my new mod items. I don't want to clear them. When I consume new food/soup/drink all I get is vanilla bread or nothing. I ran FNIS, the Skyrim foods animate just fine, but not the listed new food mods.
Under "Utility Management Settings" - External Mod Food, I think this is the way to go. I'm not sure how to use this feature to play new food mods. I remember in previous versions, you select the new mod food, then the Skyrim animation food for registered animation, and the animation will play. This utility management is very different.
EDIT Did you register mod foods foods/drinks/soup/raw foods/NofoodsNoDrinks? 1. If you done it, run "Mod Food Anim xml". 2. see "Data\SKSE\Plugins\EatingSleepingDrinking\animations\foods" folder. If you use MO, see overwrite\SKSE folder. 3. e.g. Open "Unofficial Skyrim Legendary Edition Patch.xml" using text editor 4. file content <forms name="Meat Pie" animation="bread"(or "tankard")>0x000801</forms> 5. change [animation="bread"] <forms name="Meat Pie" animation="ApplePie">0x000801</forms> 6. save xml 7. Finish to register mod food animation. Eating apple pie animation will be played when the PC eat a "USLEEP meat pie". Unless you remove xml, you won't need to set animation for each new game. - If you register to WATER or ALCOHOL, you can only use "tankerd" and "wine", "mead", "black"...etc(only drinks name) - If you register to FOODS or RAW FOODS, SOUP, you can only use "bread"...etc(only foods name) - You will be able to find "Skyrim.xml" and "HearthFires.xml", "DawnGuard.xml", "Dragonborn.xml" in "Data\SKSE\Plugins\EatingSleepingDrinking\animations\foods" folder(If you're using MO, you will find in the folder you specified("ModOrganizer(or ModOrganizer2)\mods\EatingSleepingDrinking")). Don't say that they aren't exist because if so, all eating(drinking) animations are never played.
"Save External Mod Food" : Output registered "Foods/drinks/soup/raw foods/NofoodsNoDrinks" data to xml "Load External Mod Food" : Import "Foods/drinks/soup/raw foods/NofoodsNoDrinks" data xml to new game
Thank you, Gekkou! Is there a list for Skyrim.xml and Hearthfires.xml? Where are they located? The only successful attempts is with [animation="tankard'] and some external mods it doesn't work.
Edit: I got the other external mods "tankard" to work! Just need the list for Skyrim.xml and Hearthfires.xml if possible. Thank you, Gekkou!
If the registered "foods / drinks / alcohol / soup / raw foods / NofoodsNoDrinks" data match, it will work if you get from anyone the edited xml. It will work fine even if you also get "Save External Mod Food" xml from anyone(It's no problem even if you have food mods not included in your plugin).
Awesome mod! It covers a ton of features and I find it almost impossible to play without it in my game. It includes female animations, basic needs, head tracking, shortcuts, etc... very complete. The only thing missing is extending the hunger needs system to vampires, when drinking blood by biting necks or taking the blood potion. 10/10
So the food values are not capped? You can drink a few times and go without wter for a few days... edit: I see that they are, but it's like 20k or something... so if you stand still you probably can go for quite some time. and widget start showing descrease at some low number. i guess it's possible to crank up food values up to max so you would often go over 20k and reset... but then you basically never know how much you ate and how long do you have. This gotta be the most elusive system ever, just... why
Hello Gekkou, I'm having trouble understanding how to make this mod animate custom food properly. I register food item, export xmls, then edit "bread" to, let's say, RawBeef. Animation works as it should when standing and beef shows, but I get only default bread/tankard for all sitting animations. Same for vanilla skyrim foods, they works standing, but only show bread/tankard when sitting. For example, I eat green apple and get bread. How to make sitting anims show objects too?
And how exactly exporting mod food to xml works? I see different options in MCM, like export standing anims, export sitting anims, but they all write to the same files. Could you please elaborate how to make both sitting and standing animations work for mods and vanilla? Thanks!
So many people here still playing this s#*! 32-bit turtle speed loading crashfest and talk s#*! about SE, it's unbelievable. (Not talking about gekkou)
Wah. My '32bit s**t fest' never crashes and looks a million times more beautiful than that plastic looking SE. I do play SE for newer quests but LE always wins for people who know how to mod and make a crash-free game. Your just being a parrot perpetuating ignorant lies.
1025 comments
However, game may crash if enable QuickLoot anim.
Conditions to crash :
1. activate container(showing QuickLoot UI)
2. open default container menu(hide QuickLoot UI)
3. move items to container from player inventory
4. close default container menu
5. CTD
Workaround :
1. activate container(showing QuickLoot UI)
2. If anim is playing, press move key or jump(Keep showing QuickLoot UI)
3. open default container menu
4. move items to container from player inventory
5. close default container menu
6. not CTD
Or
LootMenu.cpp(QuickLoot.dll)
Before : "if (mm->numPauseGame == 0 && view->GetVisible() == false)"
After : bool bAnimationDriven;
static BSFixedString strAnimationDriven = "bAnimationDriven";
if (mm->numPauseGame == 0 && view->GetVisible() == false && g_thePlayer->GetAnimationVariableBool(strAnimationDriven, bAnimationDriven) && !bAnimationDriven)
->build
Q. Do you have a plan to make stand-alone MOD with only idle animation?
A. No
Q. Do you have a plan to make male animations?
A. No
Q. If I play the male PC, animation is not played?
A. No, animation for female will be played.
Q. Want to use just eating and drinking animation
A. "Enable Basic Needs" = ON, "Hunger" = OFF, "Thirst" = OFF, "Exhaustion" = OFF, "Inebriation" = OFF, "Body Health" = OFF, "Eating while standing" = ON, "Eating while sitting" = ON, "Drinking soup while standing" = ON, "Drinking soup while sitting" = ON, "Drink while standing" = ON, "Drink while sitting" = ON
Q. Followers doesn't play eating(drinking) animation
A. Hire them with vanilla mode or change quest priority
Q. It's difficult to register MOD food for v4
A. v3: It's necessary to register every one mod food every time you play new game.
v4: Once registered, registration is complete with one button every time you play new game(But you need to export xml with MCM).
Q. Headtracking stops working
A. Stopping work if forced equipping a weapon or spell while casting magic. Cast Magic -> Fire Magic again. This isn't the case when using Ultimate combat
Q. Can't use the portable-bedroll. How to use that?
A. MCM -> Activate Anim Settings -> Sleep -> ON
I am currently using 4.0.7. I am confused how to make the new external food mods animate. In the "Clear Foods/Soup/Drink section, I see all my new mod items. I don't want to clear them. When I consume new food/soup/drink all I get is vanilla bread or nothing. I ran FNIS, the Skyrim foods animate just fine, but not the listed new food mods.
Under "Utility Management Settings" - External Mod Food, I think this is the way to go. I'm not sure how to use this feature to play new food mods. I remember in previous versions, you select the new mod food, then the Skyrim animation food for registered animation, and the animation will play. This utility management is very different.
Did you register mod foods foods/drinks/soup/raw foods/NofoodsNoDrinks?
1. If you done it, run "Mod Food Anim xml".
2. see "Data\SKSE\Plugins\EatingSleepingDrinking\animations\foods" folder. If you use MO, see overwrite\SKSE folder.
3. e.g. Open "Unofficial Skyrim Legendary Edition Patch.xml" using text editor
4. file content <forms name="Meat Pie" animation="bread"(or "tankard")>0x000801</forms>
5. change [animation="bread"]
<forms name="Meat Pie" animation="ApplePie">0x000801</forms>
6. save xml
7. Finish to register mod food animation. Eating apple pie animation will be played when the PC eat a "USLEEP meat pie". Unless you remove xml, you won't need to set animation for each new game.
- If you register to WATER or ALCOHOL, you can only use "tankerd" and "wine", "mead", "black"...etc(only drinks name)
- If you register to FOODS or RAW FOODS, SOUP, you can only use "bread"...etc(only foods name)
- You will be able to find "Skyrim.xml" and "HearthFires.xml", "DawnGuard.xml", "Dragonborn.xml" in "Data\SKSE\Plugins\EatingSleepingDrinking\animations\foods" folder(If you're using MO, you will find in the folder you specified("ModOrganizer(or ModOrganizer2)\mods\EatingSleepingDrinking")). Don't say that they aren't exist because if so, all eating(drinking) animations are never played.
"Save External Mod Food" : Output registered "Foods/drinks/soup/raw foods/NofoodsNoDrinks" data to xml
"Load External Mod Food" : Import "Foods/drinks/soup/raw foods/NofoodsNoDrinks" data xml to new game
Is there a list for Skyrim.xml and Hearthfires.xml? Where are they located? The only successful attempts is with [animation="tankard'] and some external mods it doesn't work.
Edit: I got the other external mods "tankard" to work! Just need the list for Skyrim.xml and Hearthfires.xml if possible. Thank you, Gekkou!
It will work fine even if you also get "Save External Mod Food" xml from anyone(It's no problem even if you have food mods not included in your plugin).
In MCM, quick loot menu is grey and can't turn on?
edit: I see that they are, but it's like 20k or something... so if you stand still you probably can go for quite some time. and widget start showing descrease at some low number. i guess it's possible to crank up food values up to max so you would often go over 20k and reset... but then you basically never know how much you ate and how long do you have.
This gotta be the most elusive system ever, just... why
And how exactly exporting mod food to xml works? I see different options in MCM, like export standing anims, export sitting anims, but they all write to the same files.
Could you please elaborate how to make both sitting and standing animations work for mods and vanilla? Thanks!
aaaknnkeydownquestscript
is that right or should i terminate the scripts? i'm guessing i won't terminate but i sorta don't think there should be 9 running