I have never seen anyone ever tell me they got banned over it. All I did was swap two vanilla animation files. There are a billion mods on here that do more than that without bans.
i second this! I'd love to see two versions for something like that tho, one that just makes it faster to get to crafting, and one that sticks closer to the original but maybe slows down the working animations and sounds, so that, for example, the constant smashing of metal on the armor station is more spread out and hopefully far less annoying. I'd would be good just to see some of the more annoying qualities of FO to be toned down rather than cut completely out.
Unfortunately I don't know how to edit animations. All I did for this mod was swap the out-of-combat power armor enter/exit speeds with the in combat ones.
You are probably facing the bug where you need to drop all your fusion cores on the floor and pick them back up before you can enter your PA again. Happened to me and many others on Reddit for people who play even without mods.
The paired animation system was always buggy (this is Bethesda we're talking about). If you find a power armor bug, it's almost guaranteed to not be related to this mod. Animation files are simply incapable of affecting most things in the game.
First of all, thanks to the author, my English is not very good, so I don't know if you can understand it, I am an XPG player (but I have read it,STEAM is the same), [Archive] is not in the Fallout76Custom.in file, but in Fallout76.ini. In XGP configuration file called Project76Custom and Project76, so please not successful use of the module's players try to add the author give the command to Fallout76. Ini/Project76 ini
And the command on the module introduction page should add PA_FastANIM.ba2 after SResourceArchiveList2. Another thing is that I found that the configuration file automatically rolled back to a few days ago after I started the game, until I set the configuration file to read-only, the problem was solved, and the module is still valid for now. Thanks again to the author
It has been quite some time since I played F76, but as I recall the reason why you want to use Fallout76Custom.ini instead is because game updates and other things will never edit that file. If the [Archive] section does not exist in Fallout76Custom.ini, simply add it on a new line. If you do not have a Fallout76Custom.ini, make a copy of Fallout76.ini, rename it, then open it and clear everything out of it (and add only what you need).
Fallout76Custom.ini can have any section in it from either Fallout76.ini and Fallout76Prefs.ini - it exists as an override for both, so you can make persistent changes without touching the base files. Your workaround of setting the Fallout76.ini to read only can fix the problem, too, but may occasionally cause other problems (I don't remember what they were). Better to just use Fallout76Custom.ini.
I'm 95% certain I followed the directions. Put the file where it's supposed to be. Custom.ini file only has this line in it as shown in the description (I copy pasted) and it changes nothing.
Check and make sure you have a header inside brackets [ ] on the line above sResourceArchive2List in the Fallout76Custom.ini. It's been a while since I messed with ini files for Bethesda games, but I think it was [Archive].
You can check what section sResourceArchive2List is under by looking in the other ini file if that's not right.
@UlithiumDragon is it still working as it should be though? I was using this for years by now but it's last updated on 2018 so I'm not sure if it needs to be updated or not even though it works.
That's probably a glitch with the game itself, as I had a similar issue even without the mod. What helps is going third person and having your weapon out before entering, I haven't had an issue since using that trick. Hope it helps!
This bug happens with zero mods, and is a lag related issue. You can either wait the entire minute+ for the PA to be recalled, or just FastTravel somewhere to escape.
the game got updated on 20th June so I think it broke this mod, hence him hoping it gets updated. I havent tried yet, but I guess I will have to wait a bit. Edit: nvm, just realized this mod is almost as old as the game with no updates, since its just an animation switch it probably doesnt even need to be updated lol
Yeah unless they change the animation file, or the way the paired animation works with the power armor furniture object (even more likely), this mod should never need an update. All I did was swap an animation file.
As I've said before, unless Bethesda changing something about how power armor works (which they haven't done since the launch of Fallout 4), or the animation files get changed for some reason, this mod should always continue to function with every update.
If it's not working, make sure that the game didn't try to purge and rewrite your ini files. Setting them to read only can fix this issue.
I don't play F76 anymore, so until I hear multiple reports that the mod is no longer functioning, I will continue to assume it works fine. Given the amount of downloads this mod still gets, I am assuming its still working for the reasons stated above.
Are you in combat? All this mod did was replace the out of combat (slow) animations with the in combat (fast) animations.
Combat locks are common in Bethesda games. Odds are the game still has you registered as in combat.
If that's not the issue, then I haven't the foggiest idea. Make sure you deleted the correct files, and weren't using any kind of program that tries to import mod files into the game's default archives (though normally this is just done for strings, which this mod doesn't touch).
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Can you PLEASE make a similar mod but for workbench animations... They're so damn long and annoying.
I'd love to see two versions for something like that tho, one that just makes it faster to get to crafting, and one that sticks closer to the original but maybe slows down the working animations and sounds, so that, for example, the constant smashing of metal on the armor station is more spread out and hopefully far less annoying. I'd would be good just to see some of the more annoying qualities of FO to be toned down rather than cut completely out.
And the command on the module introduction page should add PA_FastANIM.ba2 after SResourceArchiveList2. Another thing is that I found that the configuration file automatically rolled back to a few days ago after I started the game, until I set the configuration file to read-only, the problem was solved, and the module is still valid for now. Thanks again to the author
Fallout76Custom.ini can have any section in it from either Fallout76.ini and Fallout76Prefs.ini - it exists as an override for both, so you can make persistent changes without touching the base files. Your workaround of setting the Fallout76.ini to read only can fix the problem, too, but may occasionally cause other problems (I don't remember what they were). Better to just use Fallout76Custom.ini.
You can check what section sResourceArchive2List is under by looking in the other ini file if that's not right.
As it's just a simple animation swap, this mod is very easy to remove and put back if you wish to test.
I don't play F76 anymore, but unless Bethesda changes the animation or how the animations are handled, it should continue to work indefinitely.
Edit: nvm, just realized this mod is almost as old as the game with no updates, since its just an animation switch it probably doesnt even need to be updated lol
If it's not working, make sure that the game didn't try to purge and rewrite your ini files. Setting them to read only can fix this issue.
I don't play F76 anymore, so until I hear multiple reports that the mod is no longer functioning, I will continue to assume it works fine. Given the amount of downloads this mod still gets, I am assuming its still working for the reasons stated above.
Combat locks are common in Bethesda games. Odds are the game still has you registered as in combat.
If that's not the issue, then I haven't the foggiest idea. Make sure you deleted the correct files, and weren't using any kind of program that tries to import mod files into the game's default archives (though normally this is just done for strings, which this mod doesn't touch).