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Changelogs
Version 2.1
Reworked the No Plugin version. Requires xNVSE 6.3.3 or later.
Version 2.0.1
No Plugin version - Reworked part of the script that would issues with loading doors.
Version 2.0
Tweaked the Purchase Items On Display patch, should work better now.
Added a No Plugin version (ESPless for the zoomers) :snig: Make sure to report any issue.
Version 1.6.1
Fixed a check that would prevent spam loot like before.
Camera sway is now disabled by default in the INI file.
Version 1.6
Proper compatibility with Purchase Items on Display (xNVSE).
Block anims if any kind of action is performed (reload, attack, stagger, etc...)
Block anims for all invisible doors I could find. I also added the Strip gates so you can travel faster in that area.
Block anims if the player is sitting.
Changed how the Ignore List works, now open API - Ignore.txt from the optional file and add the EditorIDs of objects you want to ignore.
Added the possibility to configure the activation delay. I recommend leaving these to default but if you feel like the delay is too long or too short then you can change them to your liking.
Version 1.5.1
Added 1st person check to prevent anims from playing in 3rd person (removed it to test some stuff and forgot to add it back).
Version 1.5
Added compatibility with Purchase Items on Display (xNVSE).
Prevent animations from playing on invisible doors such as cave doors.
Fixed issues when coc from main menu.
Version 1.4.1
Prevent the animations from playing when the Player's scale is under 0.5. During the Fallout 3 (TTW) intro when you play as a baby the Player's scale is set to 0.4, so Baby Wanderer will no longer have an adult arm when interacting with stuff.
Version 1.4
Fixed anims issues, courtesy of Sigerious. Animations will now play with big guns weapons.
Prevent animation from playing when a message appears causing double activation (e.g. when trying to devour a corpse with the Cannibal perk).
Added a new option for iDoorsAnim to only play the anims on non-loading doors.
Quick Use - If you use Stewie's Tweaks Quick Use feature make sure to enable bQuickUse in Animated Player Interactions.ini.
Version 1.3.5
Fixed duplicating items when activating the item repeatedly before it's been picked up.
Disable animations on references marked as destroyed.
Version 1.3.4
Fixed error when calling the function on a NULL reference.
Version 1.3.3
Animation will play for placed mines. The mines will automatically be disarmed and picked up, no need to activate them twice, this is a workaround to the original thing I wanted to do (activate anim if the mine is armed, grab anim if disarmed) which is not possible at the moment, if you don't like it you can set iItemsAnim to 2 which will ignore mines.
Animation will play when pickpocketing (not on creatures).
Other things I forgot to keep track of. Mostly polishing, an issue with Brahmin Tipping was fixed.
Version 1.3.2
Fixed issue with Honest Hearts water.
Fixed (another) issue with Just Loot Menu.
Gave the Ignore List its own file so it doesn't get overwritten after an update.
Version 1.3.1
The wrong plugin was uploaded in the last update. Sorry about that.
Version 1.3
New option: iContainersAnim - Plays animation when interacting with containers.
The optional animations can now be selected directly from the INI file.
Added an IGNORE list at the bottom of the INI file. Any EditorID present in the list will be ignored by the mod and the animations won't play.
Animation will play when pickpocketing (unless iContainersAnim is set to 2, which ignores Actors).
Fixed another issue with Just Loot Menu and Ash/Goo Piles.
Version 1.2
Pickable plants will play the grab items animation.
Containers/Bodies will play the doors open/close animation.
Stop UIActivateNothing from playing when Activate is successful.
Animation will play while the Loot Menu is open.
Fixed issue with Just Loot Menu's First Block option.
Added compatibility with Loot Menu for FNV.
Added compatibility with Loot Assist - Autoloot and Shared Crafting.
Version 1.1
Removed ShowOff NVSE dependency, which was the reason some people couldn't get the mod to work (they didn't have the plugin installed).
Animation will now play when using Stewie's Tweaks Quick Use feature.
Added an INI file with options.
Version 1.0.3
Added compatibility with Stewie's Tweaks Quick Use feature.
Version 1.0.2
Fixed Just Loot Menu check condition which caused the anims to not play at all.
Prevent the anims from playing when a TwoHandHandle/TwoHandLauncher weapon is out. Until Sig get the anims working for those.
Version 1.0.1
Added a check to prevent the container menu from opening with Just Loot Menu enabled.
Increased the delay for doors that lead to a different cell. Making sure the animation plays before changing cell.
Plays animations when interacting with objects, opening/closing doors and picking up items.
An INI file is available, Animated Player Interactions.ini with different options to configure the mod to your liking.
HOW TO IGNORE OBJECTS: If you want something to be ignored by Animated Player Interactions you can get the optional file, open API - Ignore.txt and add the EditorID (base form) of objects you want to be ignored.