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Genebriss

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Malrama

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167 comments

  1. Malrama
    Malrama
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    Hello everyone,

    I ported this mod with the permission of Genebriss. It is all tested and works fine with SSE.
    If you encounter any issues, please let me know.
    Don't forget to visit the original Mod Side for further information.

    I hope you enjoy this mod :)

    Greetings, Malrama
  2. mpjbay
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    When I eat or drink it always shows the same piece of bread. Is this the expected behavior?
    1. Baron Of Hell
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      Yeah that is how it is. No one is going to make separate animations for every piece of food. Also each piece of food would need it's own script.
    2. KorruptkSwades
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    3. jeromes09
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      Thank you!
    4. Malrama
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      Thank you for pointing this out. I am going to stick this post so people are not going to ask the same question over and over :)

      Greetings

      @Baron, Indeed, this mods goal is not to add a custom animation for every single piece of food in the game. For that, there are many other mods that do a better job in this regard.
    5. deleted19113164
      deleted19113164
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      Can i use this and animated eating redux together?
    6. WanderingBits
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      Great question. ^^^

      I'm going to experiment and try disabling Animations' food/drink potions with that mod. Hopefully it shouldn't be a problem.
    7. deleted19113164
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      i went ahead and tried that, using animated eating redux and disabling the eating and drinking animations in this mod's menu. they work well together. (the fact that no one answered probably meant they obviously would but i had no idea, so if anyone else is wondering, yea, they do)
    8. jwunschie14
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      Thank you for answering!!
    9. Zazzar
      Zazzar
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      "No one is going to make separate animations for every piece of food"

      Hum actually... yes:

      Animated Eating Redux SE
    10. Testarlive
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      Let's just be glad we can use both Animations & Eating animations by disabling the eating/drinking part from this mod.

      Thanks for the port and sharing !
    11. KlausGamingShow
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      No one is going to make separate animations for every piece of food.
      Skyrim modders: "Hold my sweetroll."
  3. ColdH12
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    Hello, for the people who want to use the looting and hunterborn at the same time:
    I've disabled animations in Hunterborn's config menu, and set up process option for the crouch rule.
    All you need to do is to crouch before you activate an animal corpse, and your character won't stay in the animation loop. At least for me this worked for 5 animal corpses with no errors.
    Of course, this way you can't choose to only skin the pelt or harvest ingredients, but better than always going to the MCM to enable/disable looting animation.
    1. Malrama
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      Thank you Cold for pointing this out. I don't use hunterborn so I did not knew it. This is helpfull for other people.

      I am going to stick it so people are not asking the same question over and over.

      Greetings :)
    2. fibrewire47
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      add those animals to exception
    3. Durso
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      tks dude
  4. Afobado
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    Im sorry, but almost everytime i try opening a container, be it a chest, corpse or even when lockpicking, the actual menu container menu or lockpicking minigame opens twice, once shortly after interacting with the objectn then again after im done looting or picking the lock. Also, when picking locks, the doors open normally when i unlock it, then immediately close, then i need to mannualy open it again.

    I tried numerous settings regarding animation lenghts but none of them fixes it.

    Any help would be much appreciated.
  5. ChelovekMolekula
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    Correct me if I'm wrong, but isn't there suposed to be an option in the magic menu -> powers, so when you press Z the character's playing idle animations, bashing a weapon aganist a shield when drawn like an NPC, dancing to bard music in taverns like an NPC and other NPC-like stuff? Because back when I've played LE and had this mod installed I vividly remember doing it.
  6. BatataPreocupada
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    does it includes an animation for getting a shrine blessing?
  7. wellis99
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    Overall I am happy with this mod. It adds some basic immersive animations I wanted (eating, drinking) and ones I didn't know I wanted too (kneeling to loot/harvest, reading, opening doors). What's more is I did not want to start using a chain of required animation programs that I feared might bust my game and this is the only general Animations mod I found that has no significant requirements.

    I do notice that in the MCM menu, journal and map is by default turned off. I suspect the reason for the journal being disabled is when I toggled the journal on to see how well it worked, it causes the camera to violently spin and shake (like being on board the Enterprise when hit by enemy fire). Probably best I leave the Journal disabled. 

    The Reading animation causes a book to appear in my hands if the book is sitting out. Books do not appear in your hands if you read from a book from your inventory.

    Something annoying I've noticed is with CACO installed (even if CACO's penalties are disabled), a random eating animation triggers at a certain point during the day that aligns with an 8 or so hour increment. I suspect this is triggered by an 8-hour cycle of some sort based on CACO's setting but it isn't a deal-breaker to get some basic animations to spice up an otherwise lifeless player character.

    Eating does not appear to function when sitting, which is unfortunate, and comments state this was the case with this mod in oldrim.

    Wine unfortunately does not animate a tankard (or a bottle) but rather a piece of bread. :/

    Using 1.6.640 AE
  8. RuXDude
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    Hi, this might help or not but I think some of the bugs are related of not having Update.esm and the DLC.esm as masters. This fixed my opening door teleporting bug.
  9. Lyrik89
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    Hy!

    Just want to make sure; this is still working fine without issues on 1.6.640?

    I couldn't play the game since the latest updates and at this point I'm trying to cut my losses and move on, so I'm looking for an alternative to Immersive Interactions, since it's dependency, DAR effectively died and there's soo little hope it will ever be updated, and even if it will, it would probably take many-many more months.

    Cheers!
  10. tinman06
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    I'm seeing 2 warnings in SSEedit on the quest XX000D63 "AnimationsAliasesCrosshair". The warning says "Warning: Quest Alias not found in "AnimationsAliasesCrosshair [QUST:FE1D5D63]". It is on the script "AnimationsOnCrosshairRefChange" on both the harvesting animation properties aliases.

    Can anyone confirm this warning in SSEedit?
    Will it cause any issues? 
    1. Glanzer
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      Those can be ignored. The two properties where those aliases are listed aren't even used in the script.
  11. Skinjack
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    I know this is a silly question, but will this work with Eating Animations and Sounds? I know that mod says it won't work with other mods that affect the eating animations, but what if I turn them off or delete them? I'm just trying to figure out a way to use the other animations that I like here, but prefer the EAaS animations for food. Of course, that kind of defeats the purpose of getting the drinking animations from here since I think they are tied together.

    I've been debating about switching to AE (over and over and over) but I've never pulled the trigger and just done it. ZUPA apparently does not work with AE and the author has pretty much left modding for Skyrim, so this is the only drinking animation I am familiar with. And yes, I know about the Best of Both Worlds downgrade, I'd just rather jump full in if Bethesda is going to "force" me. I'm tired of the headaches and not being able to even verify anymore without it updating me. Not to mention the various mods that are AE only these days.

    Am I spitting in the wind...? Is it even possible to just get rid of the eating animations and keep those for drinking, etc? I'm not seeing anyone jump up to do a ZUPA replacement that works with AE, so I think this is my only option if I want a drinking animation. In AE, anyway.
    1. Glanzer
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      This mod uses vanilla animations which is the thing I like about it the most. You can turn on/off the animations in the MCM. So if you have another drinking, eating, looting, picklock, equipping, whatever animation mod out there, just turn off the animation in this MCM to let the other one work. I've tested this with Immersive Equipping Animations and also Animated Eating Redux and it works fine if you turn off the appropriate animations to let those have precedence.
  12. fierra
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    Is this generally kinda safe to install mid playthrough? I know that it's a bad idea overall but I'm really enjoying my current character..
    1. Retrophyx
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      Its safe. It doesnt replace anything. It uses game scripts.
    2. Malrama
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      @laghettogames714 Right.
  13. wilklord006
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    ae version update?
    1. Glanzer
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      My guess is it doesn't need an AE version because there are no dlls associated with this mod. The only reason it needs skse is probably that it uses scripting functions from that mod. So it should probably work as is under AE.
    2. Malrama
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      @Glanzer That is correct!