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ColonolNutty

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ColonolNutty

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12 comments

  1. ColonolNutty
    ColonolNutty
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    For any levers that I missed or any levers you think should go in this mod, add a bug report detailing where you found it, the name of the location and perhaps upload an image to go alongside it. I'll add them in the next update
  2. swordcrest619
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    Are you still active in modding? Any plans on replacing the lever animations on Animations (by Genebriss) using this? Maybe a patch? Or can I mix and match this one with that?
    1. ColonolNutty
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      I am still active, but I'm currently working on Starbound mods. I may come back to Skyrim some day. The animations in this mod are actually the vanilla animations. They aren't custom.
  3. brylem
    brylem
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    f*#@ yes. More mods in this vein please, the Animations mod does it so wrong.
    1. ColonolNutty
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      One of the reasons I did this IS because the Animations mod did it wrong.
  4. Caerulean
    Caerulean
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    Hello. This is probably a stupid question, but I made a mod (unpublished) some time ago that edits certain base lever records. Does this mod edit specific lever references or the same records as well (or both :3)? Thanks.
    1. ColonolNutty
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      Yes, it edits all levers with the "No Player" piece in their name.
  5. Gearhog
    Gearhog
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    Thank you!
  6. DonProtein
    DonProtein
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    WOW! Awesome!
    P.S. reporting 1st bug (from your video ) - isn't gates opening animation start much earlierthat you more the lever arm?
    1. ColonolNutty
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      Yeah, the gate opening before the animation is a known issue I need to look into
    2. ColonolNutty
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      It's possible the NPC that goes and pulls that lever may have the same problem where the trap springs at the start of him pulling the lever, I didn't pay much attention to it, but it's likely
    3. yexian7
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      you mean gate open first, then start to play player lever-animation? wow... this is not good, need improvement for immersion.
    4. ColonolNutty
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      I agree, definitely needs improvement in that aspect. It is most likely a bug in vanilla, but I'll see what I can do about it