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  1. gekkou1992
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    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
  2. gekkou1992
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    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
  3. kilipsh
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    I'm using version 4.0.1.
    Water animation does not play.
    But the wine animation is played.

    Another question is
    I have updated from version 3.9.4 to version 4.0.1, even though I have not started a new game. Is there a problem?
    1. gekkou1992
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      First, try with new game.
  4. gekkou1992
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    Fixed CTD issue, please update to v4.0.1. Just overwrite if you're using v4.0.0. Animation will not be played with the MOD foods unless you editing the animation name with ["mod food name".xml].
  5. dimysama
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    with version 4.0.0 alcohol drinks added by others mods crash the game while needs are enabled, havent found a food added by a mod yet, but it probably will crash like others have reported :C
  6. TankIsKing
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    How on earth did you get Actors to bite into food? lol
    You must share these secrets?

    Edit: I crash every time I eat food from a mod. Do I have to edit the xml file to stop the crashing?
  7. BlackNero1994
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    Hi Buddy, I got CTD when I ate food from Complete alchemy and cooking overhaul.Is there any way to fix it?
    1. TankIsKing
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      Deleted
  8. kilipsh
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    Do I have to play a new game to update to 4.0?
    I'm tired of the new game. T.T.
    1. fantajoakh
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      Me too...
  9. AlezZ0
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    a Frequent updates... man, you're great! I have a few questions, as always... If you don't mind.

    Spoiler:  
    Show
    1. gekkou1992
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      1. I don't want to do it because I have to export the animation again. it's too hard.
      2. I know it. It may be solved if change the way to another way(Quest) from managing with "MagicEffect". I might do it one day.
      2-1. Works fine for my Skyrim. Console "GetGlobalValue aaaKNNHotkeyIdleAnim"
      aaaKNNPlayPerkFloraAnimQuest.psc : Is it no works?
      Leave the water : "IsInDangerousWater" on "spell condition(not magiceffect condition)". But, this conflicts with water MOD because need to set flag to (maybe...forgot) water Form. If it depends on this MOD, "KNNPlugin_Utility.IsInWater(Actor)"(not conflict with them).
    2. AlezZ0
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      1. No other way? If reduce parameter "duration" in the animation? (xml) and decrease the wait time, or it dont works?
      2. For NPCs there is no solution? I have a lot of AnimObjects in the game, can this be the case?
      2.1. Ok, I will try again.

      No, aaaKNNPlayPerkFloraAnimQuest.psc works fine (without animation with a basket).

      Yes, thank you so much. How could i miss condition "IsInDangerousWater". :D
      Yet through the spell it can be delayed and the player can fall into the water, because the spell conditions are updated once a second...

      And... I knew about your IsInWater() function, but I wanted to do without an update. I check conditions via spell and if its not works, I'll try to use similar function from youre mod.

      EDIT: Hmmm, it is strange... Idle hotkey dont work only for additional mouse keys like m4, but for other keys it works fine.
    3. gekkou1992
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      1. Maybe need to modify "mt_behavior.xml -> playbackSpeed"(I don't know it works.)

      This mod is not supported mouse button hotkey(keyboard and pad button).
    4. AlezZ0
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      1. Aww... Damn. I just realized just how much I like the current speed of animation...

      I will hope that you add support for mouse button keys in the next update, if this is possible.

      getGV aaaKNNHotkeyIdleAnim has return 259 (for MB4).

      Gekkou, Animation Speed Control plugin, for you're pleasure.

      -------------------

      Usage:
      Spoiler:  
      Show
    5. gekkou1992
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      I will support mouse next version. I will try that dll.
    6. AlezZ0
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      Thanks, that would be great, if this change does not affect the game. Good luck with that.)
      This is a cool thing... like a dream. I found for it only two uses, but the only thing which I did not understand - this is the "transition", because if you set high values, the speed will be high and, probably, the transition needs to be reset after some time.

      -----

      Spoiler:  
      Show

      Do not open.
    7. gekkou1992
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      Don't transrate "External Mod Food Animation Settings" MCM page because removed in v4.0.0. It will be managed by xml. Advantage : No need to re-configure when new game. It works fine even with xml that someone made. The content of xml is so simple. Because the more
      complicated content , the more confused I get. haha
    8. AlezZ0
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      Haha, i got it. It's no problem, cuz it is not translated yet. -.-
      In your language messages appear in the first person, like in English? («I'm gonna make a towel...»)

      EDIT: Nvm, i see it...
    9. gekkou1992
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      My Skyrim.exe is English exe. Japanese Skyrim.exe is Japanese original specification. Download English skyrim and overwrite using MO.
      Skyrim_Japanese.DLSTRINGS, Skyrim_Japanese.ILSTRINGS, Skyrim_Japanese.STRINGS and so on rename to Skyrim_English.DLSTRINGS...
      Of Course "EatingSleepingDrinking_Japanese.txt(MCM)" rename to "EatingSleepingDrinking_English.txt"....
    10. AlezZ0
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      Oh, maybe you misunderstood me... or it's I did not understand. But, nevermind. I use NP++, TESVTranslator and TESVEdit to translate, so it don't need to rename files (I can import it and/or compare via TESVEdit).

      I created something more interesting. This is compatibility with IVFP.

      So we can do stuff like this:

      1. Go to third person, if PC in IVFP and go back intro IVFP after PC has finished.
      2. Go to IVFP, if PC in first/third person.
      3. Something else.

      i've upload only source code. I can also upload my settings of IVFP plugin if you wish.

      What is done: if IVFP active, camera will switch to third person view. After you finish, the camera will return to its previous state (activate IVFP).

      I used camerastate (010) to identify IVFP activity and marked my chagnes as «AlezZ», so you can easily find them. Yes, this is not enough, because the public release requires more... I also did not add any checks on whether the IVFP is installed... Probably because I'm lazy. -.-

      We also can attach camera on something or someone else while IFPV is active or not (quote from IVFP.psc):
      Spoiler:  
      Show
    11. gekkou1992
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      SKSE.GetPluginVersion()
      I don't understand version and name of FirstPersonPlugin.dll.
      EDIT :
      ver 34? and name FirstPersonPlugin? from skse plugin source
    12. AlezZ0
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      Yes, it is.

      Spoiler:  
      Show
      Something blah-blah-blah...

      EDIT:
      Ah... I'm not sure, but headtracking in your mod does not work properly when used with IFPV (It looks like without smooth transitions when turning the head). Need to enable bHeadtrack true in FirstPersonPlugin.txt, after which it works fine.
      Just keep in mind.

      EDIT2: Quick Loot. With my changes camera switch to third person while is IFPV active and go back to the IFPV after finishing, but in the first person this don't change and anim not play (as you devise).

      EDIT3: Head tracking. Yeah, it is not just like that. IFPV has head tracking for crosshair (If set bHeadtrack true, PC head turn to your crosshair), so your mod disable this feature after head tracking to NPC or something else.
      I think you can partially combine your mod and this one for better compatibility, it's awesome thing. (there is the source code, in fact is).

      Dammn... I need that Visual Studio...

      EDIT4: ReturnCameraState(): Camera state will not be returned, if the player is already in it («if !IFPV.isInIFPV()»). But in any case, the camera sometimes can not toggled by Toggle POV key (I don't know why this happens, maybe sometimes returnValue(bool Value) don't work properly - need to edit the skse plugin). Use the ToggleIFPV key in this case.
    13. gekkou1992
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      0. Is off, nothing happens here.
      1. Is on, go to the third person (as default).
      2. Is on, and PC in first person - go to the IVFP view.
      3. Is on, and PC in third person - go to the IVFP view.
      If there are many IFPV users with using my mod, I need to change the MCM source.
    14. AlezZ0
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      Apparently, very few people use IFPV, so you don't need to change anything. In addition, MCM may not help, since the head rotation function conflicts with each other. It should be turned off in IFPV (remove line bHeadtrack true), or need to resolve conflicts in both mods.

      If remove Player.SetHeadTracking(false) in your OnPlayerClearTargetRef(), the PC head will rotated for an crosshair (IFPV will control headtracking).

      In other words, after this changes IFPV will controll headtracking and it's works even during SL scenes and looks strange (in third person view, for first person works fine, because for this situation IFPV will use SL profile in FirstPersonPlugin.txt). But if set bHeadtrack false, both mods will interfere with each other and IFPV turns off the head rotation every second (it looks weird).

      Something like this...

      EDIT: BTW, IFPV can catch keyword from PC to temporarily disable head tracking in IFPV, so it may works with headtracking from your mod. Or... I don't know.
      You can also add the head tracking crosshair (not target) in your mod, so that we can turn off in IFPV. In any case, I'll look forward for updates. <3

      This can be help in disabling head tracking for third person view during SL scenes (I have not tested it):
      Spoiler:  
      Show
  10. uraniumhexf
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    I love the combat head tracking, I'm gonna have to switch to this mod for this feature instead of the other "PC Head Tracking and voice type" that I used before, although I kind of liked better the non-combat head tracking from that other mod because it's way smoother, mostly because with that other mod the character keeps facing the hud object or the speaker until you move far or turn back 180 degrees.
    1. gekkou1992
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      Information : Head tracking is disabled while the PC cast magic and fire magic, draw bow, shoot bow because aim is deviated. If the PC fire magic(...etc) while targeting something, she(he) won't do head tracking unless once release the target.
    2. willubns
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      I second this. I like this mod's headtracking system but it's hard to see the character expression when looking at hud objects because character headtracking ends once I rotate the camera to see her face. Could you please make the character keep facing the hud objects when I rotate the view?

      And may I make a request? After playing Resisent Evil 2 remade, I've got a few ideas for Skyrim immersion. When player character's health drops below certain values, her idle-walk-run and sneak idle-walk-run animations change to wounded animations and painful expression-sound come out. Would you be interested to do that?
    3. gekkou1992
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      @willubns
      Console "tfc"

      Isn't the MOD already there?
    4. uraniumhexf
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      Oh I see, I understand it has limitations but hey it's something :)
    5. AlezZ0
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      When player character's health drops below certain values, her idle-walk-run and sneak idle-walk-run animations change to wounded animations and painful expression-sound come out. Would you be interested to do that?
      Combat Fatigue: it is it?
  11. xiaoshuo550
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    ohhh ... I came up with a question. Whenever I buy Towels from a businessman,I got nothing..Is this my question?
    1. gekkou1992
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      MCM -> turn on check box
    2. xiaoshuo550
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      I opened the merchant to sell water and I also buy towels from them but it didn't work.I'm not good at English .So I can't understand what is a check boxXD ......
    3. AlezZ0
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      Russian?
    4. xiaoshuo550
      xiaoshuo550
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      Chinese.
    5. AlezZ0
      AlezZ0
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      [deleted].
    6. gekkou1992
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      If turn on MCM(Utility: General -> Vendors Sell Towel Potion), you can see dialogue on the merchant actor(alchemist and misc goods merchant) "Would you sell me some towels?".
    7. xiaoshuo550
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      YES.I clicked on the dialogue.But I got nothing and the conversation disappeared.
      I thought it was because I had too many MODs.
      Until I got the same result when I loaded only three MODs (EatingSleepingDrinking SkyUI Alternate Start)
    8. gekkou1992
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      >> Until I got the same result when I loaded only three MODs (EatingSleepingDrinking SkyUI Alternate Start).
      Didn't get towels?
      Is there files in your folder?
      TIF__05936ACA.pex
      TIF__0593BBD3.pex
      TIF__0592C8C4.pex
      aaaKNNVendorQuestScript.pex
    9. xiaoshuo550
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      YES.I have
      TIF__05936ACA.pex
      TIF__0593BBD3.pex
      TIF__0592C8C4.pex
      and aaaKNNVendorQuestScript.pex not aaabnnvenendorquestscript. pex
    10. gekkou1992
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      Console "GetGlobalvalue _KNNAddedWaterBottleMin" and "GetGlobalvalue _KNNAddedWaterBottleMax"
    11. xiaoshuo550
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      I get "Getglobalvalue>>0.00" and "Getglobalvalue>>3.00"
    12. gekkou1992
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      Console "Set _KNNAddedWaterBottleMin to 3"
      Try to talk with some vendors. They will absolutely sell three towels.
      If does not work yet,
      Manual download -> right click "EatingSleepingDrinking.7z" -> Property -> Security -> Unlock -> manual overwrite to eatingsleepingdrinking.
    13. AlezZ0
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      A some things what I learned from my experience, but you can try if this still don't work:

      Spoiler:  
      Show
    14. xiaoshuo550
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      ...................................
      oh.That's true.
      I always thought it would be obtained directly through dialogue.
      I never noticed the change in the trading box.
      ok
      It turned out that all this was because I was too dumb.
    15. xiaoshuo550
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      Thank you, gekkou
      But I found this question a joke.
      Because I didn't open the trading box after the conversation.
      Thank you for helping me so seriously.
      And I'm sorry to bother you with a wrong question.
    16. AlezZ0
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      Don't worry, it's okay, mate. I also originally thought that towels are given through dialogue, until I opened the menu... :D

      So, remember, towels should be used in water.
    17. xiaoshuo550
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      Okay, I see. Thank you.
    18. gekkou1992
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      Ah... I got it. I added script line "opening barter manu" after adding towels to the vendor.
    19. AlezZ0
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      No... don't do this. In alternative option, but not by default.
  12. moshee2
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    gekkou, is it possible to enable followers eat animations and disable player charcter eating animations. This option would be helpful to male charcters players.

    Thank in advance.
    1. gekkou1992
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      Playing animation of the follower triggered by the PC's animation.
    2. moshee2
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      thanks for fast reply. wish animations only play for females. still an amazing and a must have mod for female PC.
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