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FlipDeezy

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FLipdeezy

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About this mod

Definitive animated eating mod. works on NPCs and the player

Requirements
Permissions and credits
Changelogs


Animated Eating Redux


This mod aims to be the definitive animated eating mod for Skyrim SE. It will affect the Player and NPC's. This mod is compatible with INeed by isoku Unofficial Skyrim Special Edition Patch by Arthmoor and Survival mode out of the box. There is a patch for Zimms immersive artifacts to fix vampire feeding bug.

Version 3.5 -  Check Change log for details

How it works

Open your inventory and click on food or drink item in third person while sitting in any regular chair/standing, and your character will play an eating animation of the food item you have chosen. 

All cups have liquids in them. Drinking wine will choose a random cup or goblet filled with wine. Sound effects accompany all food and drink items. You can choose to eat as many items as you would like and the mod will only play the first item you have chosen. You cannot interrupt the animation with another food item, and the food items wont clip with each other or stack on top of each other and take forever. You can change the length of eating and drinking animations, force from first person, disable animations, and set interruption hotkey in the MCM. 

NPC's and followers will eat a number of different items on their own instead of just bread and empty tankards. NPC's have a 10% chance to eat each different food item. Beggars will only eat bread and soup and drink beer or ale. You can turn off all NPC eating options in the MCM. NPC's will only eat certain foods at certain times. Breakfast, cheese, bread etc. lunch and dinner meats, soup etc. Desert pies and sweet-rolls etc. 

NPC animations use VANILLA animation system. Does not touch NPC AI in any way. Only adds more more animations to the vanilla animation system other than bread and tankard. compatible with any mod that doesn't disable vanilla eating animationsTurning off NPC animations will restore Vanilla eating behavior. Bread and tankard at 50% chance each.

Dynamic food system can recognize mod added foods. Turn on in MCM.

Player potion animations will allow movement while playing. Player will Sheathe weapons before using potions. Potion animations are enabled by default. NPC's cannot use potions at this time. I may look into adding this for balance in the future, I believe there are other mods that handle this behavior as well. Disable them in MCM if you don't want them.

Scripts are all event based. Should be little to no performance impact.



Installation/Requirements

This mod requires FNIS - 7.0.Beta or later by fore no exceptions

  • Install the mod using Nexus mod manager.
  • Run generate FNIS for users tool
  • Play

Load Order

Mostly doesn't matter

Credits and Thank you's

This mod uses many adjusted AnimObjects, Meshes and textures from the original ZFNeeds mod by varakz. The mod also includes the awesome tankard mesh and texture from SMIMM by Brumbek and uses modified versions of the Wine and Beer In Tankards by Hoamaii.

It is of course inspired by the original Fully Animated Meals and Potions by foster xbl and borrows a few small ideas from the unfinished Animated Consumables mod by ArocideThis is based on talks we had many moons ago while he was developing that mod.

All assets are used with FULL permission from the the original mod authors, so BIG THANK YOU to those guys for generously letting me include their resources in this mod. Please note you will STILL NEED the Wine and Beer In Tankards mod if you want the effect to extend to other vanilla NPC behaviors like drinking and singing, or to apply to the standard empty clutter version of tankards. It is my understanding that Hoamaii will be releasing this for Special edition very soon.

Obviously big thanks to 
fore for making FNIS and his help getting the syntax for vanilla animations right. What an amazing tool he has given the community

Bugs/Known issues


  • Occasionally some NPC'S will talk to you while standing and eating. This does not occur while sitting. Its pretty minimal and I rarely notice it. If it annoys you, standing NPC animations can be turned off. I added new condition checks to try and see if it fixes the issue in version 3.2. Will update here if it does
  • Occasionally animobjects will disappear from hands while animations are playing. This is mostly a vanilla bug but if its repeatable consistently may be scripting error.
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