Landing crew animation markers (NPCLandingCrew_Inspector and NPCLandingCrew_Scanner) have been removed from the main plugin, hopefully addressing the low fps issue on certain NPC ship takeoffs. See main description for more details. The two markers are still available in an optional plugin for people who were not experiencing any problems before and/or still want those animations.
If you were using the experimental patch to disable these markers linked in the comments, you can now remove that plugin.
In case you missed it there's a separate but related mod you might be interested in: Use NPC Animations.
1.4A UPDATE
Moved a lean marker that was blocking access to Heller's unique cutter on Vectera.
1.4 UPDATE
NPCKneeling changed to a C-size volume to avoid blocking the welder by Sam that you activate during the mission Short Sighted.
NPCRailLeanFront changed to use the custom C-size volume as otherwise it blocks the rearmost chairs on the large table in the main area of the lodge.
NPCStanding_Inventory changed to a C-size volume to avoid blocking a spacesuit workbench in the Nova Galactic Workshop 2x1 hab.
Added geometry ignore keywords to NPCStanding_AnimFlavorArmsFrontCasual to unblock a marker used during a Vanguard scene at MAST.
1.3A UPDATE
Hotfix for the Shattered Space plugin causing blue sky on Va'ruun'kai (Dazra) due to an xEdit bug.
1.3 UPDATE
Changed DesktopPC_Sitting01_NPCOnly and RyujinDesktopPC_Sitting01_NPCOnly to use a workbench flag. Setting this flag doesn't change them into workbenches or anything, but it does disable the annoying orbiting camera, you now have control over it yourself:
Spoiler:
Show
1.2 UPDATE
Creations release.
Moved a marker used in the quest at the Eleos Retreat to unblock a pharmaceutical workbench.
Moved another couple of markers on The Key to unblock a weapons workbench and one of Kryx's slates.
Changed NPCWipeTable to use a B-size volume, it could block access to some small loot in Shattered Space.
SS plugin: Moved the standing vendor marker at the Dazra goods exchange so it's usable. The vendor still prefers to hang out behind his curtain though, for unrelated reasons.
1.1A UPDATE
Hotfix for better Non-lethal Framework compatibility; changed NPCKneelSurrender, NPCSitFloorCaptive_Kneeling and NPCSurrender to use C-size volumes.
1.1 UPDATE
Changed NPCBookshelf to use a C-size volume. Shattered Space places these in front of shelves with minor loot quite often, and the old larger volume was blocking access.
Added geometry ignore keywords to NPCCowerStanding as Shattered Space places one right on top of an existing marker for use by a quest NPC.
Adding some missing geometry ignore keywords to the red version of the plugin.
Moved a marker that was blocking access to the industrial workbench by ship services on The Key.
Added multi and single plugin versions of the Shattered Space addon, now including the new animation markers and other furniture from the DLC such as the kneeling/standing groat knife prayer and vortex pods. The batch file from the main multi plugin version will also switch between the versions of the Shattered Space addon. All invisible Shattered Space markers are using C-size volumes to avoid any issues, given how often the DLC clusters markers together.
If anyone's having low fps/stuttering issues with remote ship takeoffs using Astrogate or similar mods that allow player ship takeoffs without you on it, could you please try the following patch which disables the activation volumes for NPCLandingCrew_Inspector and NPCLandingCrew_Scanner: https://pixeldrain.com/u/zwrwxHzj
Thanks to Aromov, tinaslynn and Space Cadet for testing the above patch, this has now been incorporated into version 1.5. If you were using the plugin above you can now remove it.
Maybe I have missed something obvious, if yes - I apologize. But I read the whole mod description and there are no clear installation instructions. I have tried to downlaod this mod both with vortex and through the creation club. It does nothing at all. Please, am I missing something?
Verify the mod has been installed and enabled properly by your mod manager, that's all I can suggest. The demo video shows what you should be seeing in-game.
I have downloaded it with vortex (before even trying the creation club version), enabled it, launched the game, enabled it in the load order. Is there any particular place the mod should be placed in the load order please?
Unless you have other mods that are overriding animation markers, it shouldn't matter too much. If you use Non-Lethal Framework you may want to place this mod below that one so that NPCSurrender markers are still usable.
I don't suppose we could have a hotkey version of this mod? I have not been able to find anywhere how to eat or drink. I tried the force drink and i have Use NPC Animations as well. I love the emote types of mods so i really love this mod. Thank you for doing it.
Unfortunately a hotkey version of this one isn't possible, there's no way to switch the mesh/collision that vanilla markers use on the fly.
Eating and drinking with Use NPC Animations requires furniture that supports that animation. You can see some examples in the images and video for that mod, like the chairs towards the back of the Terrabrew in New Atlantis (see spoiler below)
Spoiler:
Show
When the force eat/drink option is turned on, other chairs can also support eating and drinking for the player but it will depend on what other animations they currently have.
While nice for screen archery, keeping it installed for regular gameplay can be a little annoying; for example there is a section in the Shattered Space DLC where you need to activate a some controls to progress forward but they happen to be right next to an NPC animation and you have to fiddle with the angle and get it just right to get the controls and not the animation.
Yeah that's unavoidable unfortunately, which is why the plugin is all overrides and can be swapped out without causing problems.
I played through all of Shattered Space with it installed so I don't *think* you'll find anything important that's actually blocked other than some minor loot, but if you do please let me know and I'll check if it can be mitigated. Bethesda went a little nuts with animation markers in some areas of the DLC, many are in places where not even the NPCs could get to them.
where you have to unlock the broken Vortex Interlock and then insert the new one to stabilize the reactor has a "Gaze" Emote overlapping it that makes it so you kind of have to stand at an off angle and aim just right to hit the left switch.
Hi Everything is working great; I have also just installed Use NPC Animations which is also fantastic. Thank You I have a small question; Vortex installed the update to Usable Animation Markers -Single Plugin and now in my load list I have: UsableAnimationMarkers_SS.esm and a UsableAnimationMarkers.esm, along with the new ChooseAnimationType.esm Are the first two necessary or is one redundant.
All three do different things, so none are redundant. UsableAnimationMarkers and UsableAnimationMarkers_SS add the activation volumes, names and keywords required to use invisible markers and unnamed furniture, the new ChooseAnimationType adds the "As NPC" option to furniture to temporarily switch the player into a different animation mode, which opens up other possible animations when using markers or furniture.
So basically UAM allows you to use the markers in the first place, and CAT then allows you to use (some of) them with other animations.
I thank you for your reply Sorry misunderstood, as I thought Usable Animation Markers - Single Plugin update would overwrite the original. I am happy knowing I do have the right esm’s. I am finding lots animations throughout the game using both mods and its great finding all the different ones. P.S. I think my character is putting on a bit of weight with all the eating and drinking animations. I thank you again great Mod’s
In the main story quest "Short Sighted" the part where you help members repair things on The Eye, there is a kneeling animation marker blocking the welder to help Sam.
I got around it by disabling the mod, but, you may want to do something about that if you can. Just letting you know it exists if you didn't already know.
I love the single Plugin and don’t really need the Multi, but just sometimes it gets in the way when I’m trying to loot a body that died right on an animation marker, I have to use toggle collision to get close enough to get past the animation marker.
Or have I misunderstood and there is a way to temporarily disable the single Plugin mod?
You can do either. The plugin is all overrides, so should be reasonably safe to disable and re-enable (which is why I made it that way). The multi-plugin provides a way to do it without affecting your load order or any of the added keywords etc. You can switch to the multi-plugin if you want to, that's no problem.
Hey xtcerefugee! Amazing mod! It reminds me of the "Dovahkiin relaxes too" mod. Would you consider using the same logic to add animations for consumables? Starfield lacks these types of animations compared to F4. That would be awesome! Cheers!
Thank you for making this mod. There is a similar one for Skyrim, so expecting this to work very much the same way. As for caveats, thanks also, for indicating markers that are not safe for 1st person. That will make it better to not make for a stuck boo boo. However, I am having a dilemma, please help. I am playing Starfield on XBSX, and have installed this, as well as the DLC patch, and the first time I activated the scanner, my game froze. After hard reset, tried again, no problem with scanner this time, but now, cannot load into ship. Tried various methods to do so, as well. The question I have, would be, is there a particular place in the load order that this goes? We don't have "mod manager" apps to do it for us on XBOX, it all has to be done OG, by hand, and I have placed it towards the top, under general overhaul, about 5 slots in. Is there a better category to put it into?
I'd need others on Xbox to confirm whether this is an issue with this mod or you're looking at an unrelated problem there. It's not something I've seen or that anyone else has reported on PC. There's certainly nothing that should be freezing your game or preventing access to your ship. Where you have it in your load order seems fine.
Is this happening in a particular location? Have you tried disabling other mods?
64 comments
1.4A UPDATE
1.4 UPDATE
1.3A UPDATE
1.3 UPDATE
- Changed DesktopPC_Sitting01_NPCOnly and RyujinDesktopPC_Sitting01_NPCOnly to use a workbench flag. Setting this flag doesn't change them into workbenches or anything, but it does disable the annoying orbiting camera, you now have control over it yourself:
Spoiler: Show
1.2 UPDATE1.1A UPDATE
1.1 UPDATE
If anyone's having low fps/stuttering issues with remote ship takeoffs using Astrogate or similar mods that allow player ship takeoffs without you on it, could you please try the following patch which disables the activation volumes for NPCLandingCrew_Inspector and NPCLandingCrew_Scanner:https://pixeldrain.com/u/zwrwxHzjThanks to Aromov, tinaslynn and Space Cadet for testing the above patch, this has now been incorporated into version 1.5. If you were using the plugin above you can now remove it.
Eating and drinking with Use NPC Animations requires furniture that supports that animation. You can see some examples in the images and video for that mod, like the chairs towards the back of the Terrabrew in New Atlantis (see spoiler below)
When the force eat/drink option is turned on, other chairs can also support eating and drinking for the player but it will depend on what other animations they currently have.
It happened a couple other times elsewhere too.
I played through all of Shattered Space with it installed so I don't *think* you'll find anything important that's actually blocked other than some minor loot, but if you do please let me know and I'll check if it can be mitigated. Bethesda went a little nuts with animation markers in some areas of the DLC, many are in places where not even the NPCs could get to them.
Everything is working great; I have also just installed Use NPC Animations which is also fantastic. Thank You
I have a small question; Vortex installed the update to Usable Animation Markers -Single Plugin and now in my load list I have:
UsableAnimationMarkers_SS.esm and a UsableAnimationMarkers.esm, along with the new ChooseAnimationType.esm
Are the first two necessary or is one redundant.
Again, brilliant mods Thank You
So basically UAM allows you to use the markers in the first place, and CAT then allows you to use (some of) them with other animations.
Sorry misunderstood, as I thought Usable Animation Markers - Single Plugin update would overwrite the original.
I am happy knowing I do have the right esm’s.
I am finding lots animations throughout the game using both mods and its great finding all the different ones.
P.S. I think my character is putting on a bit of weight with all the eating and drinking animations.
I thank you again great Mod’s
I got around it by disabling the mod, but, you may want to do something about that if you can. Just letting you know it exists if you didn't already know.
I love the single Plugin and don’t really need the Multi, but just sometimes it gets in the way when I’m trying to loot a body that died right on an animation marker, I have to use toggle collision to get close enough to get past the animation marker.
Or have I misunderstood and there is a way to temporarily disable the single Plugin mod?
Is there a way to toggle it on and off using HotKeys? which I have used for some time.
time and patience.
Amazing mod! It reminds me of the "Dovahkiin relaxes too" mod.
Would you consider using the same logic to add animations for consumables? Starfield lacks these types of animations compared to F4.
That would be awesome!
Cheers!
However, I am having a dilemma, please help. I am playing Starfield on XBSX, and have installed this, as well as the DLC patch, and the first time I activated the scanner, my game froze. After hard reset, tried again, no problem with scanner this time, but now, cannot load into ship. Tried various methods to do so, as well.
The question I have, would be, is there a particular place in the load order that this goes? We don't have "mod manager" apps to do it for us on XBOX, it all has to be done OG, by hand, and I have placed it towards the top, under general overhaul, about 5 slots in. Is there a better category to put it into?
Is this happening in a particular location? Have you tried disabling other mods?