This mod requires Immersive Equipment Displays(IED) to work. IED will create displays on your character with the favorited weapons and unequipped weapons for NPCs. If you don't like this feature and wish to have a "vanilla" experience, you can install the mod and disable the displays using the in-game menu.
Open the in-game menu (default key is Backspace) and navigate to View>Display Manager>View>Equipment Slots (if it isn't opened already). Then select Global tab and "Player" (then do the same for NPC later) and toggle "Sync":
Spoiler:
Show
Then go to Actions>All slots>DIsable:
Spoiler:
Show
This way IED will only display the equipped weapons.
You can also save this as a default profile that will automatically load on new saves:
Spoiler:
Show
How to patch items from other mods: Check this article.
amazing mod, also nice that it brought me on the path of immersive display and dual sheath, all super cool.
One quick q if you allow, couldn't find it online, your mod probably doesnt work with Immersive Camera right ?
Poison animation works in 3rd person with poison bottle, very nice In 1st view there is some hand waving but no potion bottle (not sure whether hand wave, mimicking poison application, isn't just default Immersive Interactions, movement seems a bit different than your add on)
Eating animation / ingredients don't work in 1st or 3rd view, having tried all MCM options of Improved Camera.
Such a bummer, really hoping am overlooking something.
Your mod is great, super immersive but cant ditch Impr Cam because that is also mega immersive (and 3rd view horse riding is meh :-)
Oops, just saw the post a bit down on same topic 😶🌫️
It actually works with ingredients as well, was eating some unsupported items apparently. Still limited unfortunately, no item visible, but at least it's something :-)
Thanks for the tip of Cam 2.0, will check Discord for early build.
Amazing mods by the way, am checking your mod page, pretty envious of those skill and discipline, thank you !
2.0 worked a bit better for poisons-ingredients, you see hand better reaching to mouth (no need to look down), but left hand couch animation is not visible unless looking down and it clips through head, plus no ingredients visible. Poisoning sword does now show poison bottle.
But with weapon drawn you hardly see legs / feet anymore, weird view like head moved away or forward from lower body and bigger issue is that other 1st person animations of Immersive Interact's do not work anymore, like looting a body or picking up a plant now flips to 3rd camera.
So for now reverting back, will surely keep an eye on 2.0 though
EDIT : there is a config menu via console where you can enable fake 1st person and then the animations like looting a body or picking up a plant work but combat doesn't, weapons are half invisible. Mod seems really still in progress, at least it doesnt offer the same functionality for which many people, or at least me, got it, immersion, uninterrupted 1st person view, each and every action, from horse riding to smithing, to picking up herbs with appropriate animations. Weird that mod author doesn't see the key importance of that aspect, it was mentioned that fake 1st person would only be implemented iteratively so doesnt seem highest prio. Without it you can just as well use vanilla 1st person. I am probably overlooking something, so take it with grain of salt :-)
You need Nemesis and Offset Movement Animations mod to have first person animations, and it's not fully compatible with Improved Camera anyway. It can't "go" to third person with Improved Camera tho.
When I eat an ingredient with this mod enabled, my left hand plays the animation even though I don't have a first person animation mod for it. Worse, my camera is stuck in first person and I am unable to switch to third person. What is causing this?
This mod has first person animations if you're using Offset Movement Animations. Left hand only moves when there's an animation that uses both hands, but none of the animations here should do that tho. It doesn't get stuck either.
I'm not sure what the sticky intsruction is for... I'm curious because I may be missing something? if I disable it. no more models? just hand movements?
Edit : I tested it ... and doesn't see mto make a difference.
First girapomba marries me! Second, man was playing with the mod working perfectly, but after many hours of gameplay the withdrawal animations of crouching, collection of ingredients, opening crouching containers broke and reproduce a strange animation of squatting and running their hands in the face. Any solution?
After switching to Unified Potions, the model used when applying poisons is off-center. I tried messing with PoisonList.json but I can't seem to get any result. Could you point me towards what I have to do in order to patch this model properly?
e/ I have an issue where after the animation plays, the bottle stays in the hand of the character. What I did was: - create a new Action - select the item (in my case, Weak Poison) - assign the AnimObjectL node
Disable the poison animation in the MCM of Immersive Interactions and test, I doubt it's this mod crashing it. Maybe you have a mod changing how poisons work.
you're right, disabled it and it's not the animation causing it. It crashes when I reapply poison on an already poisoned weapon. I fixed it by installing a po3 stackable poison skse plugin.
Hi thanks for replying found out what that issue was. there was a file conflict with aother mods and vortex didnt tell me to set the rules until hours later for some reason so i didnt even know
134 comments
IED will create displays on your character with the favorited weapons and
unequipped weapons for NPCs. If you don't like this feature and wish to
have a "vanilla" experience, you can install the mod and disable the
displays using the in-game menu.
Open the in-game menu (default key is Backspace) and navigate to View>Display
Manager>View>Equipment Slots (if it isn't opened already).
Then select Global tab and "Player" (then do the same for NPC later) and toggle "Sync":
Then go to Actions>All slots>DIsable:
This way IED will only display the equipped weapons.
You can also save this as a default profile that will automatically load on new saves:
How to patch items from other mods: Check this article.
One quick q if you allow, couldn't find it online, your mod probably doesnt work with Immersive Camera right ?
Poison animation works in 3rd person with poison bottle, very nice
In 1st view there is some hand waving but no potion bottle (not sure whether hand wave, mimicking poison application, isn't just default Immersive Interactions, movement seems a bit different than your add on)
Eating animation / ingredients don't work in 1st or 3rd view, having tried all MCM options of Improved Camera.
Such a bummer, really hoping am overlooking something.
Your mod is great, super immersive but cant ditch Impr Cam because that is also mega immersive (and 3rd view horse riding is meh :-)
Oops, just saw the post a bit down on same topic 😶🌫️
Still limited unfortunately, no item visible, but at least it's something :-)
Thanks for the tip of Cam 2.0, will check Discord for early build.
Amazing mods by the way, am checking your mod page, pretty envious of those skill and discipline, thank you !
Poisoning sword does now show poison bottle.
But with weapon drawn you hardly see legs / feet anymore, weird view like head moved away or forward from lower body and bigger issue is that other 1st person animations of Immersive Interact's do not work anymore, like looting a body or picking up a plant now flips to 3rd camera.
So for now reverting back, will surely keep an eye on 2.0 though
EDIT : there is a config menu via console where you can enable fake 1st person and then the animations like looting a body or picking up a plant work but combat doesn't, weapons are half invisible. Mod seems really still in progress, at least it doesnt offer the same functionality for which many people, or at least me, got it, immersion, uninterrupted 1st person view, each and every action, from horse riding to smithing, to picking up herbs with appropriate animations.
Weird that mod author doesn't see the key importance of that aspect, it was mentioned that fake 1st person would only be implemented iteratively so doesnt seem highest prio. Without it you can just as well use vanilla 1st person.
I am probably overlooking something, so take it with grain of salt :-)
No matter what setting I set in IA's MCM (first/3rd/ 1st-3rd)
The poison animation always goes to 3rd person...
The eating ingredient "works" in first person, but I can only see it when I look down on my body.
Left hand only moves when there's an animation that uses both hands, but none of the animations here should do that tho.
It doesn't get stuck either.
so I downloaded this mod and it just works :)
I'm not sure what the sticky intsruction is for... I'm curious because I may be missing something? if I disable it. no more models? just hand movements?
Edit : I tested it ... and doesn't see mto make a difference.
e/ I have an issue where after the animation plays, the bottle stays in the hand of the character. What I did was:
- create a new Action
- select the item (in my case, Weak Poison)
- assign the AnimObjectL node
I'm missing something, but what?
Also:
Thanks!