If updating: Uninstall 5.0.0 as instructed in main page. Remove settings loader as it won't work with this version. Rerun Nemesis/FNIS.
Added drinking sound that can be toggled.
Fixed selfmade potions to display as "PotionHealthLesser.nif" as most of the time they are that model. Maybe at higher Alchemy levels with more potent potions it is the "greater" mesh but we'll fix that later.
Changed fast potion drinking only happening when weapon is already drawn. Before also when in combat.
Major changes to how the potion is displayed, this includes pros like: very easily add new potions without any .esp patches (explained below), NPC potion support can be potentially extended to every potion possible via a formlist, decreased animation instances generated by FNIS or Nemesis (down from 212 to 2) and you no longer need Address Library for SKSE Plugins, powerofthree's Papyrus Extender or powerofthree's Tweaks for player animations (needed only for NPC animations to work). Cons are: NPC potions are the same model (potionhealthlesser.nif) at the moment, due to how the effect is distributed. Current mesh patches won't work until updated.
How to add new potions to be supported by the mod:
A patch for sky kings potions would be awesome to go this mod. I don't really know what I'm doing in that department or I would do it myself. Either way thanks for the mod still works great.
Works really well! However, the drinking animation also plays when I use the taunt your enemies mod by jayserpa. Whenever I use the taunt button it'll be playing taunt animation followed by your potion animation
I don't know if there's a setting anywhere for it but it triggers the animation for each and every single potion you drink but in Skyrim it's rare that you will consume only one potion at a time. The result is that you can lock yourself in situations where a train of animations is triggered during which you can't do anything except walking.
It would be nice to trigger the animation only once when leaving the menu and/or to include a way to interrupt the train of repeated animations.
Potion animations will randomly stop working at some point. The only remedy seems to be to regenerate Nemesis but this is only temporary since it will break again eventually. I've even tried setting the Nemesis output files to "read only" in case something happened to the files along the way but this does nothing. This applies to both 5.1.0 and 5.0.0 versions.
No, never found a solution, but I did realize regenerating animations actually did nothing. The animations seem to always work if you use a potion soon after starting the game, but during gameplay it may suddenly stop working. I really wish Eating Animations and Sounds SE supported potions because that mod is 100% reliable at doing what it does, but for food and drinks.
491 comments
- If updating: Uninstall 5.0.0 as instructed in main page. Remove settings loader as it won't work with this version. Rerun Nemesis/FNIS.
- Added drinking sound that can be toggled.
- Fixed selfmade potions to display as "PotionHealthLesser.nif" as most of the time they are that model. Maybe at higher Alchemy levels with more potent potions it is the "greater" mesh but we'll fix that later.
- Changed fast potion drinking only happening when weapon is already drawn. Before also when in combat.
- Major changes to how the potion is displayed, this includes pros like: very easily add new potions without any .esp patches (explained below), NPC potion support can be potentially extended to every potion possible via a formlist, decreased animation instances generated by FNIS or Nemesis (down from 212 to 2) and you no longer need Address Library for SKSE Plugins, powerofthree's Papyrus Extender or powerofthree's Tweaks for player animations (needed only for NPC animations to work).
How to add new potions to be supported by the mod:Cons are: NPC potions are the same model (potionhealthlesser.nif) at the moment, due to how the effect is distributed. Current mesh patches won't work until updated.
It would be nice to trigger the animation only once when leaving the menu and/or to include a way to interrupt the train of repeated animations.
anyway this is very nice animation mods... i love it
thank u