Optional - if you install the optional 'Drink that potion' file, it is recommended that you enable the 'Force NPC to drink' option in the MCM, for Hadvar and Ralof to play the drinking animation
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Author notes
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File credits
Big thanks to: NazeemUzeem (u/27502145) for letting me use his blender file as a base for potion drinking animation. GiraPomba (u/20507499) for script improvement suggestions. MaskedRPGFan (u/22822094) for script improvement suggestions and settings loader.
If updating: Uninstall any previous version as instructed in main page. Remove settings loader as it needs to be updated to current version. Rerun Nemesis/FNIS.
Refactored code for better readability and performance.
Fixed stack error causing bugs
Improved detecting when to not play animation.
Force close menu removed, because its implementation may interfere with other mods using the same function.
Added ReverBackToFPS that will revert camera back to first person if person was in 1st person before applying poison and ToggleForceThirdPerson was on.
Updated how weapon is being handled.
Fixed ToggleSound not being checked, which lead to sound always firing.
Fixed sprint stop not checking if sprinting was already prevented, so that we don't interfere with some other mechanic that wants to control that.
Removed the ability to adjust slow spell strength as its pretty useless at values that vary a lot from default 50.
Fixed sleeping tree sap displaying wrong potion
Changed MCM setting naming and descriptions to better communicate the setting.
Added wait for menu close option in MCM so Skyrim Souls users can drink potion while in menu. (unsure if this was already in AP)
Added potion splashing visual effect (toggleable in MCM). By default it's off as it is still a WIP feature. If anyone is familiar with .nif particles, I'd greatly appreciate if you could help making the effect better.
Added spawning empty bottles to the ground or inventory after drinking potion. You can melt these bottles at smelters for Heartfire glass (toggleable in MCM).
Fixed some NPC script issues.
Fixed clicking in the middle of the animation preventing attacks
Fixed ultimate potions not having animations
Temporarily removed fallback option as next update will overhaul most of the potion mesh picking logic and at the same time change how the fallback mesh gets picked.
Fast drinking animation will be now chosen when in combat or drawn.
Version 4.4.0
⚠️See update instructions in mod page if you are updating on an existing save.
Settings Loader users need to either wait for an update or temporarily disable it.
Haven't done extensive playtesting, feedback and bug reports are welcome.
Added new options in MCM:
Wait for menu close - When toggled game waits for player to exit menu until animation plays. If using SkyrimSouls mod player can toggle off this to have the player drink while in menu at the same time.
Fallback function - Now an optional feature. This makes PapyrusUtil an optional requirement for the mod.
Sheathe during combat - For maximum I M M E R S I O N to sheathe weapons to drink during combat, also makes Separate Power Attacks sort of compatible with the mod now that equipping is simplified.
Disable drinking during combat - Disables drinking animations when player is in combat.
Only potions with keyword - If some other mods add new "potion" items like soaps, this filters them out if they don't have the keyword "VendorItemPotion" in them.
Force NPC to drink - If NPC drinks during when staggered or knocked down, game waits for NPC to get back up from staggering or knock down state to play the potion animation.
Improved slow effect delivery for both NPC and player.
Added MCM info text for all options.
Added BlackList FormList where user can optionally add mod added potions that they don't want the animation to play for.
Probably forgetting something as this update was on hold for awhile.
Version 4.3.0
Fixed Json for apothecary and CACO edited potions.
Changed OnHit (=when player or npc gets hit) event to po3's skse based OnHitEx. This reduces VM stress, which translates to less script lag.
Changed slow effect related inventory item to be invisible. Previously there was a visible potion item in inventory during drinking.
Moved NPC script related populating functions to MCM script.
Fixed a bug which would have resulted in misinterpreted potion consuming.
Version 4.2.2
Fixed NPCs getting stuck when drinking a potion in knocked down state.
Version 4.2.1
Fixed player getting stuck when drinking a potion in knocked down state.
Version 4.2.0
Fixed MCM functions.
Added on hit event options in MCM.
Version 4.1.2
Fixed bow handling. Bows now sheathe and draw even in combat to avoid false equipping.
Version 4.1.1
Fixed condition check, so that player won't get stuck on when consuming potions during riding.
Script improvement that reduces VM stress.
Version 4.1.0
Script improvement that reduces VM stress.
Version 4.0.0
Added player sprint stop option. Toggle option in MCM.
Added player force 3rd person option. Toggle option in MCM.
Added player force close menu option. Toggle option in MCM.
Added player slow movement option. Toggle option in MCM.
Added adjust player slow movement strength option. Set value in MCM.
Added player sound option. Toggle option in MCM.
Added NPC slow movement option. Toggle option in MCM.
Added adjust NPC slow movement strength option. Set value in MCM.
Added NPC sound option. Toggle option in MCM.
Fixed audio to have better sound model.
Script improvements.
Sound effect stops playing if player or NPC gets hit while drinking.
Fixed non-english Skyrim users not having any animations by changing Json to use EditorFormIDs instead of names. This also fixed some incombatibility with CACO and Apothecary.
Apothecary patched into the mod. (CACO patch is wip)
Run Nemesis/FNIS
Version 3.0.2
Fixed the bug where there's a change weapon gets stuck in hand when consuming potion in combat or drawn.
Version 3.0.1
Fixed equipping handling.
Version 3.0.0
Added NPC support that can be toggled in MCM. You still need a mod that provides potions to NPCs.
Apothecary patched into the mod.
Fixed Animations happening during animation driven states i.e is in bed for example.
Added stagger effect if player or NPC gets hit during drinking potion. This also cancels the animation and removes animobject, but effect still gets applied.
Added Requirements: po3's Papyrus extender, po3's tweaks and SkyUI.
Version 2.0.1
Fixed unwanted potion drinking behavior caused by other mods that deliver effects via potions.
Version 2.0.0
Improved scripting.
Better equipment handling.
New fast animation that plays when in combat or weapon is drawn.
Animated Potions adds custom movement enabled animation for player and NPCs when consuming potions. Animations are 3rd person only. Correct meshes are displayed for each potion model. All vanilla potions are included (Creation Club poisons soon to come in an update). Effect delivery has not been changed, so they are given instantly as in vanilla. Mod comes with an MCM for easy customizability. Mod added poisons can be added via patches.
Note: After fast drinking potion (one handed) player will redraw weapon, this is due to limitation of the engine where without redrawing weapon player will not be able to swing the weapon (stuck in other animation state). I haven't found a better way to prevent this, so keep this in mind.Also, the animation is not perfect as it needs to suit multiple situations and player models.
Patches for some potion replacer mods made by myself can be found in downloads section.
Installation
Install with preferred mod manager
Sort load order if needed
Run Nemesis or FNIS (There is no box to tick in Nemesis, just run the Nemesis and you will see the mod installed)
Spoiler:
Show
Uninstalling
Open MCM and untick player (and NPC) animations and leave the MCM.
Then save & quit, uninstall the mod and run FNIS/Nemesis.
Use FallrimTools to clean leftovers off the mod after you have save & quit again without the mod installed.
Updating
Check changelog/posts
Compatibility / Versioning
Compatibility ✅esl-flagged. ✅AE and SE. ✅Potion bottle texture replacers will work out of the box. Mesh changing will need a separate patch to display intended mesh. ⚠️Incompatibility with Smart Optimal Salves when you have NPC animations enabled. Temporary fix is to use Patch for All Potions. (unsure if this still exists in 5.0.0+?) ⚠️CACO added potions have not been added yet. The mod still works with AP. ⛔Bound Shield with FX sort of incompatible (see bugs section). Skips the animation when trying to drink with bound shield in hand. ⛔Any mod that changes vanilla potion EditorFormIDs or adds new potions needs patching. Versioning Major.Minor.Patch
Major = major changes to scripting, animations or overall mod.
Minor = compatibility updates, mesh changes or texture change etc.
Patch= small errors, hot fixes etc.
NPC Potions
Current potions that give animation to NPCs:
All restore health, magicka and stamina potions.
All Invisibility potions.
✅Potion records aren't touched by this mod, which makes the NPC potion drinking compatible with every potion mod. The animation effect is added via SKSE, so it shouldn't interfere with any mod added effects.
⚠️When adding or removing mods that affect NPC used potions you need to temporarily disable NPC potions from MCM and save after a notification has appeared. After you have (un)installed mod, re-enable NPC potions in MCM. This is to prevent any issues that might occur otherwise.