Complete Animations is animation pack for regular actions that should have animations like drinking, eating, applying oil etc with complete control over them in mod menu.
Requirements
This mod does not have any known dependencies other than the base game.
Fixed a big bug that was happening in 2.3 causing animations to cease to work on older saves ( where the game was uninstalled ) and possibly new saves. Now they should work always, and on all saves
Version 2.3
Fixed the bug that was caused by flipping the bottle, as it worked in animation some Blood and Wind cutscenes when Geralt is drinking with Regis had flipped bottle in them. Now both cutscenes and movable animation work
Instead of altering existing bottle, CA now has completely new bottles added to the game (which looks the same as old one) as to ensure bugs like the one above don't happen any more
CA now features new custom POTION BOTTLE modeled by me, that looks much more like trailer potion bottle and potion icons you see in the game. ( Picture on description page )
Potion bottle will be used when you drink potion while regular bottle when you drink other drinks
Irregardless of which drinking animation you chose, when you drink potion movable animation with potion bottle will be triggered, therefore those options now affect normal drinks from now on. ( Open for changes and discussion )
Due to requests added options to turn off autosheathe sword after oil or grindstone animation
Due to request added option to allow oil animation to be triggered in combat ( by default it's off )
Redesigned mod menu, now it has new sub menu Animation Settings, where the new and some old toggles are
Version 2.2
Fixed the bug that caused usable items to disappear from hands if used while looting
Added 2 more options for looting animation, Alternate All and Alternate All except Herbs, which basically restores 1.2.1 looting system and animations. Therefore original is more gameplay oriented with faster looting and decent animations, while alternate is more immersion oriented with with slower looting but better looking animations
Version 2.1
Fixed a bug which caused bottle to not appear in Geralt's hand in New Game Plus (NG+) when using Movable Drinking animation
Version 2.0
Complete Animation now features fully functional movable eating and drinking animation ( previously called "Horn animnation") It is set by default, tho it can be still changed in the mod menu ( thanks to XoJlod for helping me with this).
Bottle is no longer upside in movable ("Horn") animation, in fact it's now glass bottle ( like in alternate drinking animation ) correctly rotated and positioned when drinking, while when eating it will be an apple in Geralt's hand, like in previous animations.
Added options to use regular animation + movable only in combat
Movable animation will also be triggered even when you ride horse, sail etc no matter which option you chose, unless you turned the animation off completely
Looting has been redone, now instead of pausing animation while you browse, the animation will still play as long as you browse, but as soon as finished Geralt will get back to original pose.
Looting popup will now trigger much faster as it doesn't depend on the animation anymore, allowing much quicker looting while having animation playing
Looting can now be set to trigger on all containers or on all except herbs ( due to requests )
Prevously default Drinking Animation ( the one with empty hand ) now actually has Cup (Mug?) in a hand instead of nothing
Added alternate grindstone animation to make a bit more sense when using grindstone, Geralt will now use his sword and put it in fron of him, until it sharpens (Problem: Geralt doesn't bend down so it might look weird from some angles)
Added alternate workbench animation. In it Geralt will actually use the table, hammer and armor, which he will enhance
To complement previous changes mod menu has been redesigned as follows: Eating animation : Movable | Original | Alternate | Original + Movable in Combat | Alternate + Movable in Combat | Off Drinking animation : Movable | Original | Alternate | Original + Movable in Combat | Alternate + Movable in Combat | Off Looting animation : All | All except Herbs | Off Grindstone animation : Original | Alternate | Off Workbench animation : Original | Alternate | Off
Animations have been smoothed out even further, making a smooth transition even when you interrupt the animation ( except when in combat or if you interrupt it way to early )
If animation requires 2 hands, and Geralt is holding something his left hand, he will first put it back, do the animation, and then use it again. This now works for Horn animation as well
If using not movable drinking or eating animation in combat, being hit will actually interrupt you, so you need a safe spot before doing it. No more infinite poise
Drinking and eating while swimming has been disabled
Fixed a bug that caused an item ( apple, bottle etc ) to stick to Geralt's hand when interrupting animation. Now it disappears even when you interrupt it.
Some of the old code has been rewritten to further improve stability and compatability as much as possible
Fixed a bug which would allow you to instantly consume as much as you want while consuming animation is playing, now you cannot
Integrated default animation speeds directly into the code, now all settings are set to 1 in the mod menu by default so you can alter them more easly
Mod menu has been redone, seemingly has been made smaller but all ( if not more ) options are still there with better structure
Version 1.2.1
Fixed a bug which was caused by 1.2 update and made you unable to drink from potions from inventory ( and in radial menu from FHUD patch ). Now you can
Version 1.2
Added animation blending when starting and ending animations to smooth them out and give them more natural feel instead of a bump. Most noticeable on grindstone and oiling animations.
Geralt now sheathes a sword even if animation is interrupted when oiling or sharpening sword
Changed a way Geralt decides which sword to sharpen on grindstone: - if neither sword is held but both are equipped Geralt will choose a sword randomly - if any sword is held Geralt will sharpen that sword - If only 1 sword is equipped Geralt will choose that sword - Secondary weapons and wooded sword are no longer considered when sharpening a sword, so if they are held Geralt will sheathe them and unsheathe silver sword if present
When using any usable item and triggering an animation, if that animation requires 2 hands ( or just left hand ) Geralt will put back that usable item, play animation and after it's done he will use the item again automatically. Does not work for Horn Animation.
Fixed a bug where drinking animation would trigger even if slot is empty or if potion is present but it doesn't have any charges left
Fixed a bug which caused alternate drinking animation slider to always play alternate animation. Now it plays default drinking animation as well
Version 1.1
All animations are now interruptable, while animation is playing press "Jump" button ( "Dodge" button while in combat ) and the animation will stop
Note: if you interrupt animation while Geralt is holding an item ( bottle, apple etc ) that item will be stuck on Geralt's hand, to fix this simply unsheathe a sword or punch in the air.
Added alternate animation for drinking and eating while in combat. It's horn animation and it's togglable. The benefits are that you can now move and dodge while drinking/eating if this option is toggled on and you don't have to sheathe your sword making it ideal for oombat.
If using horn anim for combat, all actions except for move and dodge are blocked while doing it
Unsheating sword to sharpen it on grindstone or to apply oil will no longer trigger guard alert reaction
When using grindstone or workbench Geralt will turn to them if not facing right direction
After applying oil or using grindstone Geralt will automatically sheathe his sword
You can now drink/eat/apply oil while riding horse however no animation is triggered
You can now apply oil in combat however no animation is triggered
Fixed a bug where you could sheathe/unsheathe swords while animations are playing. Now you cannot
Fixed a bug where animation speed would return to 1.0 if hit while playing it
Thanks to new interrupting mechanism Workbench animation is automatically interrupted near the end to cut off dummy frames.
Code has been optimized a bit for (hopefully) better compatability
Fixed grammar error in Mod Menu where it was written "Enahncing" instead of "Enhancing"
Complete Animations is animation pack for regular actions that should have animations like drinking, eating, applying oil etc with complete control over them in mod menu.
This mod is extracted out of my other mod called Primal Needs due to requests. Do NOT use this mod along with Primal Needs
It might sound similar to Extra Animations mod ( which is an amazing mod! do try it ) however i improved animation system in few ways: - CA uses synchronized animation playing, meaning it allows chain animations therefore giving much bigger variety of animations to use and plus almost complete control over them - Animations are seamlessly interruptable. To interrupt animation press "Jump" ( "Dodge" in combat ). Interruptions are also smoothed out. - New Animations use blending between them and existing ones giving much more natural feel instead of a bump when transitioning from one to another - Before strating any animation Geralt will always first sheathe or unsheathe correct sword based on animation, also he will sheathe it back after animation ends if it was needed during animation ( oiling animation for example ) - The mod features movable Eating and Drinking animations you to move and dodge while drinking and eating, also not making you sheathe the sword before doing it - No .w2anim file edits so no weird flying bugs. Everything is done through scripts. - Biggest power of CA is the customization. You can easily turn off or on each animation, plus you can change the speed of each animation to your liking!
Featuring animations and options:
Each Independent | Original + Movable in Combat | Alternate + Movable in Combat | From Inventory | Off || Adjustable Speed
Each Independently | Original + Movable in Combat | Alternate + Movable in Combat | From Inventory | Off || Adjustable Speed
From version 2.3 CA now features new custom potion bottle modeled by me
Eating and drinking in vehicles - horse, boats etc
All | All except Herbs | Alternate All | Alternate All except Herbs | Off || Adjustable Speed, Animation will play as long as you browse through loot poput, Different animations are used for looting dead body and looting all other containers
Both have Original (down) and Alternate (up) Version, Togglable, Adjustable Speed
Togglable, Adjustable Speed. Option to Disable Autosheathe, Option to Allow it in combat
Install: Use my Witcher 3 Mod Manager for automatic install or if you want manually copy everything from downloaded archive into game installation folder After that merge with other mods
Unistall: Use my Witcher 3 Mod Manager for automatic uninstall or Delete modCompleteAnimations from mods folder, CompleteAnimations.xml from bin\... folder, DLCCompleteAnimations from dlc folder
Compatability: Any mod that adds mentioned animations could show conflict, tho it's most likely mergable. I will make merged scripts on requests and post them here:
UPDATED For Version 2.3.1: - Ghost Mode: CA + GM 2.6 - patch for FHUD with working anims from Radial Menu: CA + FHUD (if uninstalling and have used this patch, reinstall FHUD) - merge scripts between FHUD and CA then apply this patch - Auto Loot AIO: CA + AutoLootAIO ( Recommended alternate loot animations option for this version ) - TES full: CA + TES - W3EE: CA + W3EE 2.51 ( W3EE autoherb loot restored)
For anyone wondering how to properly install these merged files here are the options you have (this does not apply to FHUD patch, just overwrite that one):
Spoiler:
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- Ignore errors in script merger and simply run the game, they are there because the merge didn't happen on your pc
- Alternatevly, you can overwrite both mods with those scrips and then merge them, then there would be no problem
- Option 3 is to delete the same scrips from one of the mods, and overwrite the other with those scripts
- Option 4 is to merge all the scrips choosing whatever to solve conflits until script merger doesn't show errors any more and then overwrite those merged files with the ones i provided
If you don't have other mods conflicting in the same scripts, use any option, if you do use any except first one, after that merge scipts with others