I heard mixed things about this, but I wouldn't know what we do differently than QLEE. We didn't change the internal name of the LootMenu or similar. How are you applying these?
@MissCorruption Hi, the script basically registers the OnMenuOpen Event for "LootMenu" and then plays the animations when that menu is opened. Perhaps the event is not sent 100% of the times? I'll do some more tests in the latest version of QuickLoot.
Animation only plays when I loot, instead of when the quickloot menu itself opens. This is not immersive at all. Wen you can see the inventory of something youre LOOKING INTO the inventory. I assumed this would kneel or lean down when the loot menu opens. Weird that it doesn't. Perhaps im not setting it up correctly?
Animation only plays when you loot something. Otherwise you'll be kneeling down every single time the loot menu opens and it would get tiresome pretty fast.
And if you want to talk about immersion, well the QuickLoot menu is not immersive at all, how would you know what's inside a container without opening it first?
Hi! This is a great mod. But can I ask you to make another option so that the character plays a quick harvest animation when looting bodies? This is a very fast animation that can be used in motion. I would be very grateful if you made such an option. Thanks!
Hi again Gira. What would I need to do on my end to change the script you mentioned so I can exclude the pickup animation if I'm sneaking? I usually just use my mouse wheel to quickly scroll into first person when looting crouched so I can avoid the animation playing but if it's not too much work I'll give it a shot trying to change the script or if it doesn't take you too much time could I ask for a quick patch.
Thanks for the reply, was thinking I had my load order set up wrongly so wanted to pop in and ask you quickly. I'm running the third file Immersive Interactions - Quick Loot Alternative and with this I notice for Skeuomorphism of Skyrim - Immersive Plaque Reading Interface there's a pick up animation when reading. Could you check this out too just in case it's only a issue on my end.
Brilliant mod. I wanted to ask about how to add an exception to not play animation when in sneak stance. Currently my character will stand abruptly to interact and then go back to sneak stance after animation. Can this condition be added by xEdit, or is it more of a script edit? Any insight is appreciated.
Understood, appreciate the clarification. Out of my depth when it comes to accessing scripts, much less editing/changing them. I'll track for when/if a skilled scripter cares to take a shot at it. Endorsed.
Hi! Just wanted to mention that this'll likely be incompatible with an upcoming update. Given that there are drastic changes to the lootmenu, we're probably going to rename it ti avoid old reskins possibly breaking things. Similar to OxygenMeter changing the .swf name. There's no ETA yet
Hey, thanks for the headsup. I want to update this mod soon and will keep an eye for the update. If you could tell the name of new menu in the changelogs or if it'll be the same as the .swf file, I'd appreciate it.
I remember there being a version of quick loot which had functionality of disabling the loot menu auto pop up; activate to open quick loot by any chance do you know which variant has that
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Hi, the script basically registers the OnMenuOpen Event for "LootMenu" and then plays the animations when that menu is opened. Perhaps the event is not sent 100% of the times? I'll do some more tests in the latest version of QuickLoot.
And if you want to talk about immersion, well the QuickLoot menu is not immersive at all, how would you know what's inside a container without opening it first?
Also really quick question about Dynamic Horse Petting Animations for Immersive Interactions and Immersive Interactions - Integration Patch. In my mo2 I have it looks like this, in the order of Immersive Interactions then Dynamic Horse petting and then your Integration patch
Event OnMenuOpen(String menuName)
If menuName == "LootMenu"
If !PlayerRef.IsWeaponDrawn() && !PlayerRef.GetSitState() && !PlayerRef.IsSwimming() && !PlayerRef.IsOnMount() && !PlayerRef.GetAnimationVariableBool("isStaggering") && PlayerRef.GetRace() != DLC1VampireBeastRace && PlayerRef.GetRace() != WerewolfBeastRace && !PlayerRef.IsSneaking()
GoToState("QuickLootingST")
EndIf
EndIf
EndEvent
2) Load order is correct, but what's the question?
Looks like this
I want to update this mod soon and will keep an eye for the update. If you could tell the name of new menu in the changelogs or if it'll be the same as the .swf file, I'd appreciate it.
(Super Fast) Immersive Animated Looting
https://www.nexusmods.com/skyrimspecialedition/mods/24607