Improved Camera: To make it work with Improved Camera, drawn your weapons or ready your fists and don't enable third person arms, otherwise the third animations (which are not suited for first person) will play. Full support is coming in v2.0 of Improved Camera. Until then, please be patient and have fun :D.
Requirements: Before making comments about the animations not working, check that you actually have all requirements installed correctly.
Offset Movement Animations version 1.2 Install mod; - Run Nemesis; - Tick "GP Offset Movement Animation"; - Update engine; - Launch Nemesis. (Also works with Pandora).
MAKE SURE TO TICK "GP Offset Movement Animations" WHEN RUNNING NEMESIS OR PANDORA, CLEAR YOUR CACHE FOLDERS JUST IN CASE.
Open Animation Replacer version 2.3.6 Earlier versions won't work with this mod.
Conflicts: This mod may conflict with other mods depending on the patches installed. That's intended, let this mod win all conflicts.
Is it possible to add to the blacklist, or something to come up with a mod Dynamic Things alternative, because for example with meadbarrel works every different animation, then I have a character plucks a flower, then picks up meat, it looks strange.
What do you mean? The mod checks which model should be displayed based on the ingredient harvested, unless you're getting a wrong item, it should display the stuff correctly.
I finally was able to install improved camera 2.0, but I have one more quesiton now that I've been able to get this to work. So when I open a door, or a chest, it properly lets the animation play out first. When I pick up an item, the item disappears first, and then the animation plays out. Is there a way to stop that?
I cannot for the life of me get anything to work. Done the steps as required, and I see the Mod in My MOD CONFIG MENU but none of the animations play. What seems to be causing this?
sir cant you add support for improve camera 1.1.1, the latest improve camera 2.0 have too many issue like i got motion sickness, enemy to close in combat because of new feature in head, have problem when sitting in furniture, have problem with Alternate Conversation Camera.
What version of the beta are you using? I could confirm that it was pretty bad when the first one came out on discord, but right now the most recent one is pretty much bug free. At least it runs completely fine for me in my 1500 mods load order. Maybe you are experiencing the motion sickness due to not configuring the files as you had them in v 1.1.1? You need to make a new config in the version 2.0 as the previous ones don't work. I would suggest trying to make a config as close as your original one, set head bobbing to minimum, increase the fov to at least 90 and then try.
Hey, do you plan on changing how the quickloot support works? It looks really clunky when the quickloot menu opens while an attack animation plays. I think it would be better if the animation only payed when the player actually loots something instead of playing an animation while browsing the quickloot menu.
I REALLY want this mod to work in conjonction with Immersive interactions, improved camera and CFPO. But i seems to get a minor incompatibility with immersive interractions.
Indeed, i use the patch in the FOMOD, i place immersive interactions after first person animations but, when i harvest a plant or loor a corpse i don't get the immersive animation third person animation where the player knee to loot or harvest when the weapon is sheathed.
This mod is compatible with immersive interactions. Third person animations are not touched in any way, so it's not possible for this mod to prevent them from playing.
As for the patch in the Fomod, install it and load this mod after Immersive Interactions, not before.
Thank you for your answer. I followed your advice and loaded it after immersive interactions. Still the problem persist. But, if i detickle "Harvest" and "Loot NPC" from First person interactions mcm the Immersive animation for harvesting and looting will work.
Then something must be wrong on my side but i don't understand what it can be...
That's not possible, I specifically check if the player is in first person. If you are in third person, this mod won't do anything, unless you have a mod that breaks that condition.
Hum alright, i tested to tweak some mcm things between immersive interactions, first person interactions and improved camera but nothing to notice. Things work perfectly but adding first person interactions make the harvest and loot unsheathed form I.A to not work. Dunno maybe i will find the guilty mod in the future.
Aah so it's intended? I mean i used to think that, when you have your weapon sheathed, immersive animations will play but, when weapon is drawed the first person interactions will play (in first person).
It's supposed to only make first person interactions work in first person then?
They can, you just have to choose which mod will work in first person. If you want to use Immersive Interactions, disable first person animations here, if you want to use this mod, keep its animations enabled.
Hi. This discussion thread accurately describes the problem I'm experiencing. I have Improved Camera SE, Immersive Interactions and First Person Interactions with Immersive Interactions Patch. As you know, Immersive Interactions animations are originally designed for third person, but they also work with IC in first person, provided that your hands are free and the "force check 3rd person" option selected in MCM. First Person Interactions works with weapons drawn. And it would be reasonable to assume that both of these could be combined together: one works when the weapon is drawn, the other works when the weapon is sheathed. But in practice it doesn't work, and the animations are mutually exclusive. For example, to make Immersive Interactions' door opening animation work in 1st person, you need to disable the corresponding animation at your mod. Please tell me, do I understand correctly that it is not possible to combine both of these mods in the above way? And I have to choose whose animation will play in first person, even though my hands are free or not?
Just posting here as well in case anyone here can help with this as this mods comments seem a bit more active. Thanks to anyone that can help. Copy paste from my comment on Simpler Knock's mod page:
"Can anyone offer any insight to get this working alongside First Person Interactions? It works perfectly without the other mod installed Various testing with and without the compatibility patch included in First Person Interactions, all different load orders, and I the absolute best scenario I can only get the following: - Only Lockpick option shows until I look away from the door and back to it again, or sneak and unsneak again. When "Knock" option is shown and used, the lockpick menu opens first, then when I close it I get the message "Someone is home" but the dialogue window never opens. - With the mod that lets you use it with Dynamic Activation Key, I can successfully knock on the door every time but any time First Person Interactions (or/and it's patch) are installed the dialogue never opens after the message says "Someone is home".
I have all the listed dependencies and their dependencies, and I have run Nemesis. Does anyone know what I could be doing wrong please?"
When you say full support is Coming in v2.0 of Improved Camera, do you mean you will update this mod when it comes out, or that Improved Camera will automatically be compatible with this mod?
745 comments
To make it work with Improved Camera, drawn your weapons or ready your fists and don't enable third person arms, otherwise the third animations (which are not suited for first person) will play.
Full support is coming in v2.0 of Improved Camera. Until then, please be patient and have fun :D.
Requirements:
Before making comments about the animations not working, check that you actually have all requirements installed correctly.
Offset Movement Animations version 1.2
Install mod;
- Run Nemesis;
- Tick "GP Offset Movement Animation";
- Update engine;
- Launch Nemesis.
(Also works with Pandora).
MAKE SURE TO TICK "GP Offset Movement Animations" WHEN RUNNING NEMESIS OR PANDORA, CLEAR YOUR CACHE FOLDERS JUST IN CASE.
Open Animation Replacer version 2.3.6
Earlier versions won't work with this mod.
Conflicts:
This mod may conflict with other mods depending on the patches installed. That's intended, let this mod win all conflicts.
Mod is awesome by the way. Disabled Improved Camera without hesitation in favor of this.
I have improved camera 2.0 also
I REALLY want this mod to work in conjonction with Immersive interactions, improved camera and CFPO. But i seems to get a minor incompatibility with immersive interractions.
Indeed, i use the patch in the FOMOD, i place immersive interactions after first person animations but, when i harvest a plant or loor a corpse i don't get the immersive animation third person animation where the player knee to loot or harvest when the weapon is sheathed.
What i'm doing wrong ?
Thank you
As for the patch in the Fomod, install it and load this mod after Immersive Interactions, not before.
Then something must be wrong on my side but i don't understand what it can be...
Thanks for the tips anyway.
It's supposed to only make first person interactions work in first person then?
Thank you anyway for your help !
As you know, Immersive Interactions animations are originally designed for third person, but they also work with IC in first person, provided that your hands are free and the "force check 3rd person" option selected in MCM.
First Person Interactions works with weapons drawn.
And it would be reasonable to assume that both of these could be combined together: one works when the weapon is drawn, the other works when the weapon is sheathed.
But in practice it doesn't work, and the animations are mutually exclusive. For example, to make Immersive Interactions' door opening animation work in 1st person, you need to disable the corresponding animation at your mod.
Please tell me, do I understand correctly that it is not possible to combine both of these mods in the above way? And I have to choose whose animation will play in first person, even though my hands are free or not?
"Can anyone offer any insight to get this working alongside First Person Interactions? It works perfectly without the other mod installed
Various testing with and without the compatibility patch included in First Person Interactions, all different load orders, and I the absolute best scenario I can only get the following:
- Only Lockpick option shows until I look away from the door and back to it again, or sneak and unsneak again. When "Knock" option is shown and used, the lockpick menu opens first, then when I close it I get the message "Someone is home" but the dialogue window never opens.
- With the mod that lets you use it with Dynamic Activation Key, I can successfully knock on the door every time but any time First Person Interactions (or/and it's patch) are installed the dialogue never opens after the message says "Someone is home".
I have all the listed dependencies and their dependencies, and I have run Nemesis. Does anyone know what I could be doing wrong please?"