Here is how to enable the Loot Animations when looting any kinds of containers in your game while using both the Complete Animations Redux and the AutoLoot All-in-One NG Update mods, without getting any Script Merger conflicts:
Load your game and go to Complete Animation Redux's options. They can be found at the Main Menu -> Options -> Mods -> Complete Animations Redux -> Animation Settings. There, locate and disable the "Loot Animation" option (9th option from top to bottom).
Close the game and go to your game's installation directory. There, locate the file container.ws in The Witcher 3\Mods\modCompleteAnimationsRedux\content\scripts\game\gameplay\containers and delete it (or rename it into container.ws.backup if you want to keep it for future reference).
Download this mod: Herb Loot Animation For All Containers - Next Gen from Nexus, and install it into your game. Don't worry about the mod seeming outdated: it isnt; doesn't need any updates to the game's current version 4.03.
Run the Script Merger and... voila! No script conflict errors between the 3 mods, and all the containers (including plants, corpses, crates, etc) now have the loot animation working properly, enabling for the full experience plus all the benefits of using both Complete Animations Redux and the AutoLoot All-in-One NG mods together. I have tested this thoroughly in my game and found no bugs/issues at all.
Does this also disable the loot window, or does it stay? Cuz for me I still have a loot popup window for items, but the animation plays. It's awesome actually. I wonder why the devs never added this.
Personal opinion. I like the herb loot animation for immersive purpose, so I think it suit well if it was used for everything that require looted. In the same manner Link from Breath of the Wild always have an loot animation whatever he picks up.
Hi, I really like this mod, I like the little animation when picking up loot, thanks for your work! But I'd like to take the liberty of asking how I can do some simple edits to make it work with AutoLoot ALL-IN-ONE NG?? Although they don't have any script conflicts, maybe because AutoLootMod removes the popup for picking up loot causing the animation play check to be skipped? Thanks again for your work!
I get you and it did take a lot more time to watch the animation especially if you are doing a lot of fighting and having to drink a lot of potions I guess it wasn't something I could let go of from the first two games that had a small animation for it but I hear what you're saying and I tried out your mod and it works great keep up the good work friend.
I must say its a step in the right direction I will give this mod a shot it would amazing if we do something like complete animations for the next gen bring back some emersion to this game.
Right. However, I would like to point out that it's hard to find an animation that, repeated SO often, would not evoke the so-called gag reflex, no offense. Imho, this anime is better than vanilla, but I'm leaning towards the non-animated option.
ahahaha xD Okay, I'll choose the animation, especially since it doesn't conflict with E3ARP. But E3ARP took the grass picking animation from me and now I tear it with my eyes like the previous mod xD Now I need a version for grass too, only compatible with E3ARP xD
18 comments
- Load your game and go to Complete Animation Redux's options. They can be found at the Main Menu -> Options -> Mods -> Complete Animations Redux -> Animation Settings. There, locate and disable the "Loot Animation" option (9th option from top to bottom).
- Close the game and go to your game's installation directory. There, locate the file container.ws in The Witcher 3\Mods\modCompleteAnimationsRedux\content\scripts\game\gameplay\containers and delete it (or rename it into container.ws.backup if you want to keep it for future reference).
- Download this mod: Herb Loot Animation For All Containers - Next Gen from Nexus, and install it into your game. Don't worry about the mod seeming outdated: it isnt; doesn't need any updates to the game's current version 4.03.
- Run the Script Merger and... voila! No script conflict errors between the 3 mods, and all the containers (including plants, corpses, crates, etc) now have the loot animation working properly, enabling for the full experience plus all the benefits of using both Complete Animations Redux and the AutoLoot All-in-One NG mods together. I have tested this thoroughly in my game and found no bugs/issues at all.
Enjoy!In the same manner Link from Breath of the Wild always have an loot animation whatever he picks up.
But I'd like to take the liberty of asking how I can do some simple edits to make it work with AutoLoot ALL-IN-ONE NG??
Although they don't have any script conflicts, maybe because AutoLootMod removes the popup for picking up loot causing the animation play check to be skipped?
Thanks again for your work!
There are only 2 things wrong with this mod:
- It doesn't work with AutoLoot
- you didn't name it Grabby Geralt
xD