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This page was last updated on 29 August 2024, 12:17PM
- Changelogs
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Version 1.78
- Safe to update mid-game. Small fix.
- The Divines hate dogs. Yes, you heard that correctly. Petting a dog would remove the blessing of the divines. Why? BECAUSE THEY'RE MORE INTO CATS. Or something. I don't know. It's been fixed now. Kudos to RakNarr for identifying the issue, and to GiraPomba for the fix!
- Immersive Interactions should now work flawlessly with the mod "Animated Potions".
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Version 1.77
- Safe to update mid-game. No need to re-run Nemesis for this update, unless you're installing one of the recommended mods below.
- In 1.77, I've significantly improved how the sitting animation works when you "wait". Before, you had to manually set in the MCM an "alternative key" to stand up if you were using a controller, this is no longer needed. In previous versions, you also had to first save/load for the sitting to work. This is no longer needed. On top of this, you will now no longer be able to "break" the animation by going in first person like a maniac before the sitting animation finishes playing. In short: sitting on the floor has been improved significantly. Praised be.
- The mod no also includes a couple of support systems for a few mods that depend on Immersive Interactions.
- One of these mods is the super impressive "First Person Interactions" by GiraPomba. It's like Immersive Interactions... but covering First Person. Amazing stuff. You can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/123129
- Gira has other Immersive Interactions addons, such as : "Immersive Interactions - Eating ingredients and apply poison animations" and a lot of animation mods that carry on the spirit of Immersive Interactions. If you haven't checked out his profile yet, do so now, you won't regret it.
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Version 1.76
- Safe to update mid-game. No need to re-run Nemesis if you're coming from the previous version.
- This update adds Immersive Interactions support for my latest mod: Stress and Fear:
https://www.nexusmods.com/skyrimspecialedition/mods/116522 - The compatibility is automatic so it's safe to update to 1.76 even if you don't use that mod.
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Version 1.75
- Safe to update mid-game. No need to re-run Nemesis if you're coming from the previous version.
- Fixed a bug that would make the point of view not switchable if you saved while waiting/sitting unless you sat down again. This bug has been immersively CRUSHED!
- Removed ladders from playing the open animation. Because 1) ladders are doors only when it comes to the engine, the animation is not really fitting anyway... 2) SeaSparrow has released a super cool mod that adds a climbing animation to ladders via EVGAT. Get it here: https://www.nexusmods.com/skyrimspecialedition/mods/108900
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Version 1.74
- Small update - No need to re-run Nemesis if you're updating from the previous version. Also, it's safe to update mid-game.
- So, I recently learned how to animate. Yes, you read that correctly. I've decided to get started by... re-doing the dog petting animations!
- You can see a preview of the new animations here. Not perfect, but a big improvement I'd say: https://www.youtube.com/watch?v=Q3uCLlllozU
- Made this mod compatible out of the gate with other mods that have you play as a werebear. Nice!
- Also: Happy anniversary, Skyrim. I have a little something to celebrate your birthday: https://www.nexusmods.com/skyrimspecialedition/mods/103440
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Version 1.73
- Hey everyone! I hope you've been interacting immersively all this time since the last update. Safe to update from the last version.
- Most important change is that this mod is now compatible with my latest release: "Press E To Heal Followers": https://www.nexusmods.com/skyrimspecialedition/mods/101823
- Wardrobes now get their own animation, as opposed to using the chest animation.
- Fixed a bug that could make the camera jitter when using a key to open a door or container.
- Disabled note reading animation, as it could still cause the camera vault bug. For now the book animation will be used for notes as well.
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Version 1.72
- Safe to update. You only need to re-run Nemesis if you're updating from a version below 1.70.
- Fixed a possible issue that would stop kegs/woodpiles animations from playing when holding E near them.
- Are you a "Quick Loot" user? Get this while it's hot! Thanks to GiraPomba for making the patch: https://www.nexusmods.com/skyrimspecialedition/mods/96894
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Version 1.71
- Pretty big update!! Safe to update mid-game. HOWEVER: You must run Nemesis again for this update. No need to tick anything, just install the update, open Nemesis, update Nemesis, and run the tool. Done!
- New mod requirement: Dynamic Activation Key will enable a lot of new behaviors that benefit the mod greatly. It's marked ESL and will be a requirement in many of my mods going forward: https://www.nexusmods.com/skyrimspecialedition/mods/96273
- Applauding bards, petting dogs, waving to children and petting horses is no longer tied to the activation key. Instead, you will need to press SHIFT + E (or your activate key) for these behaviors. Pressing shift updates the text (Instead of TALK it will say PET, for example) and ultimately means these options will be out of the way. No more petting the horse before riding it unless you want to.
- This will increase the compatibility of Immersive Interactions with other mods significantly, as besides from the 3 cases mentioned above, Immersive Interactions will "stand down" for other SHIFT + E activations. For example, if you're using "Take a Peek", Shift + E will allow you to "peek" through the door, 0 conflicts with Immersive Interactions. So if you've got a mod conflicting with Immersive Interactions, you can press SHIFT + E and it will be like Immersive Interactions is not installed and the other mod will take precedence.
- Added support to "Unpaused Menus" to the lockpicking animation. You guys were asking for it since forever. Here it is, enjoy! Don't forget to tick the "Unpaused" option in the MCM if you don't have it activated and you use "Skyrim Souls".
- Replaced the "excuse me while I cut my own hand" animal looting animation. There's now a more fitting animation, with support for unpaused menus. Yay.
- Fixed an issue that could make the reading note animation have the camera go crazy on you. If you know, you know. It was annoying AF.
- Teleports should now be a thing of the past. If you've experienced teleports using this mod or any other mod with animations, please, download this and run Nemesis to fix this annoying vanilla bug: https://www.nexusmods.com/skyrimspecialedition/mods/92795
- Changed how vampire activation works while sneaking, so you shouldn't get the "menu with only one option" any more.
- Added priorities to the perk activation ranks, so it's actually easier to make patches for the activations.
- Compressed some animations. It probably doesn't do anything, but it allows me to close a bug report. WIN WIN!
- 1.71 update: Removed 3 animations that were meant to be there (nothing spicy, just stuff from older versions, sorry to disappoint lol).
- 1.71 update: Added more robust condition to the function that determines if the player is in "favor mode" with a follower.
- Pro tip: Using the latest Improved Camera version, I've found that enabling the "3rd and 1st person" option in the MCM works wonderfully.
- Pro Tip 2: Yes, this mod works fine with OAR :)
- Thank you to Araviss for testing the update! Thank you to Styxx, PO3, wskeever and NoahBoddie for their input too. Thank you to the Shift key for existing.Thank you too for reading changelogs and playing with my mods. Stay safe, stay cool, stay immersed!
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Version 1.67
- Hello! It's been a while. Safe to update mid-game. No need to re-run Nemesis to update from a previous version. Enjoy!
- Made the looting for NPCs/animals more efficient resource-wise.
- If Beggars are sitting, they won't stand up to take money.
- A certain child won't trigger the hello animation anymore. I need this change for an upcoming quest expansion. Wink, wink. - https://www.youtube.com/watch?v=zzx3ig4ydmw
- Got rid of some expected but useless lines in the log (Thanks BenInAU for suggesting these changes!)
- Added a possible fix for some players that "float" after furiously pressing the sit down/stand up animation key without letting the poor character finish the animation first. Chill, players, chill.
- If using the mod "Dragon Claws Auto-Unlock", added automatic detection for your preferred settings so the right animation plays. This makes the patch by Blackread obsolete (https://www.nexusmods.com/skyrimspecialedition/mods/53745) - Hey, don't look at me that way, I'm innocent! They were the ones that asked me to include this in the main file.
- You can now pet wolf familiars. Yay.
- Automatic compatibility with mods that add new races. (Think Bruma expansion, for example, with their goblins... minotaurs, etc.) The correct animation will now play automatically when looting them (as long as they give the new races the correct tags, which should be the case for 99% of the mods out there)
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Version 1.66
- This is a small bugfix update. Please, check changelog for 1.65 for all the new features and fixes added recently.
- Fixed a bug that would get you stuck in 3rd person if you waited after disabling the waiting animation.
- Fixed a bug that could get you stuck in-place if you interacted with empty hay or mead kegs.
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Version 1.65
- It's been a bit! Safe to update to 1.65 from recent versions.
- Eating ingredients now triggers a quick "grab and eat" animation. This allows for movement. The animation is a slightly changed animation originally made by NickaNak, who kindly gave me permission to use it here. You may remember him as the person that ALSO gave us the amazing "poison your weapon" animation a couple of updates ago. THANK YOU! Animation can be seen over here: https://www.youtube.com/watch?v=W7UMfaanF4s
- Not part of this update, but VERY much related. To get the chewing mouth movements, you'll want to install the latest update of Conditional Expressions.
- Hug Toggle: So before this update, we had two options that included hugs. "Hugging Spouse" (only for your spouse, duh) and "Interacting with Followers" (The little salute they do + rare chance of hugging). With this update, "Hugging Spouse" options becomes "Hugging", and it affects followers AND spouses. This means you can now have follower interactions WITHOUT hugs. You can all blame TactlessNinja for this, they HATE hugs :(
- Jumping support for standing up (sigh) -> You win! Yes, you win! Now jumping is a (somewhat) supported method to exit the sitting stance. It reverts time if Real Time Waiting is enabled. Shoutout to Blackread for the tip on how to implement this.
- Jumping from sitting animation bug: I've added a sort of failsafe in case you get the "blacksmith animation bug" as a result of jumping while sitting. Before, there was no way to exit this stance, now it reverts automatically and lets you continue playing. This would all be solved if you stopped jumping while sitting, but I know you guys can't help it haha.
- Blocked camera switching (From 3rd to 1st person) while sitting on the ground. This should help with some bugs related to "sliding" and moving while sitting while in first person. Shoutout to ArranzCNL for the suggestion!
- Unrelated to the update, but feel free to check my latest mod, that allows you to look through door keyholes, Dishonored style: https://www.nexusmods.com/skyrimspecialedition/mods/66908
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Version 1.60
- If you have Campfire installed, using the "Instincts" ability (the one that allows you to track your surroundings) will activate a super cool "tracking prey" animation. This animation has been made by the talented juhaaaaa, so huge thanks for allowing me to include it here. If you haven't already, check out VITRIUM - SPELLS AND TOOLS PACK (https://www.nexusmods.com/skyrimspecialedition/mods/57242), since it's full of animated actions that I KNOW most of you are going to absolutely love.
- Fixed a compatibility issue with the latest version of Go To Bed. Thanks to the author Andrelo1 for reaching out with the solution. And streamer Meji for shaming me constantly in front of hundreds of people into fixing this.
- Fixed an issue where loading an automatic save created while sitting and waiting could result in you not being able to sheathe your weapons until you sit again.
- Made sitting while waiting FORCE third person, unless you're using Immersive First Person View. It's not enforced though once you're sitting, so you can switch afterwards. This might help with people that can slide while sitting.
- Fixed an issue that could result in you pickpocketing Serana while sneaking, even if she's your friend. How dare you.
- Added a warning: Using the keg animation if using Improved Camera can result in a weird player floating bug. I recommend deactivating this option in the MCM if you're using the mod.
- Also, I don't want to lock player controls while sitting, just... please do not STAND UP using the JUMP key. No one JUMPS out of sitting, stop being a weirdo, just press forward (or CONTROL) to stand up like a decent citizen of Skyrim.
- I've recently released a new mod (Bandit Lines Expression: https://www.nexusmods.com/skyrimspecialedition/mods/63733) that adds cool interactions with bandits, feel free to check it out!
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Version 1.55
- Better timed lockpicking animation -> I've tweaked the timing so the animation matches better, but also made the animation faster overall so it's not as annoying as before.
- Coughing: Ingesting terrible ingredients (bugs... bone meal and similiar) has a chance to produce coughing in your character. This is just a short animation with no gameplay implications. It can be disabled in the MCM.
- Everyone asks where is the MCM, no one asks HOW is the MCM: I've returned to the previous method of the MCM. This means it will load as fast as it loaded before... No more missing MCM! But... (THANOS: WHAT DID IT COST?) it also means that updating from 1.24 or below to 1.50 or above will result in some MCM options missing. A small price I think. Most people already updated to 1.50, so it should be fine. If you were still in an earlier version, then better to wait for a new playthrough.
- Looting Compatibility Message, AKA, that annoying message when you loot -> I've decided to mark this as disabled by default, because many of you use some sort of incompatible mod that makes it so this message comes up every time when you loot, when it shouldn't. For most people it just comes up when you have MORE than one option. So I definitely recommend ENABLING this if you don't get the annoying message, as this will ensure you always get several options when they're available, but it shouldn't be a big deal either way.
- Added missing interactions for some things and creatures: Scrolls are now covered, chaurus and other monsters too.
- Waiting key: Before you needed to press "T" to sit down, now it's whatever your "WAIT" key is.
- No more need for the "controller" waiting patch: "Stand Up Key" can now be chosen between "W" (Move Forward key) or "Sneak" in the MCM. This saves us the need for the patch that was needed for those of you using a controller. Just note that controller users will need to tick this in the MCM instead. This toggle works too for keyboard users, if you prefer the sneak key.
- Bugfix: Loading a game where you were sitting on the floor would mean you couldn't use the "stand up key" to get up. This is now fixed, as I will return you to the default position when loading a game where you were sitting on the ground.
- Unrelated to the Immersive Interactions, but feel free to check my latest mod: House of Horrors - Quest Expansion: https://www.nexusmods.com/skyrimspecialedition/mods/57285/?tab=description
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Version 1.50
- Important notices:
* Check out this video for what's new: https://www.youtube.com/watch?v=hWC9_o55GMQ
* Safe to update mid-game from version 1.30 or above.
* If the MCM is not showing up, save and load the save and it should show up.
New features:
- Locked doors you have a key for play a different animation (Grab key, put it on door). This should be better than the more suspicious "lockpicking" animation that played before.
- Waiting Mode! Press T (wait) to sit down, meditate or lie down, press forward to stand up. It can be configured or disabled in the MCM. I've also released a different mod that adds some variety into sitting animations, check it out: https://www.nexusmods.com/skyrimspecialedition/mods/54193
- New animations while sneaking: lockpicking and looting high containers or corpses all play a different animation that is more suited for someone who is sneaking :)
- New MCM options, among others: you can mark custom dead NPCs as lootable (so they trigger the normal NPC looting animation).
Bug fixes/Improvements:
- Some types of NPCs have been added to the looting list (spriggans, DLC creatures and the like)
- Some fixes for incorrect interactions while being a vampire
- Some mods or even vanilla quests bring an alternative menu when looting an NPC (Like: Draw Blood / Loot) or (Eat / Loot) when equipped with Namira's Ring for example. My mod should detect this and offer the options by default. Hopefully this works for everyone, it's been working great for me. It can be toggled off in the MCM in case this automatic detection system gives you any issues.
- Game detects Missives/TNB automatically now, no need to enter MCM for this
- Important notices:
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Version 1.36
- Improved the "poison your weapon" animation, as it didn't trigger for some people. The latest version should be more consistent.
- Decreased the ratio of follower hugs. I know, I'm a monster, but I felt I was hugging Lydia a bit too much. Previous chance of a hug upon interaction with a follower was 1/10, now it's 1/14. This means you will probably not see it as often and be more of a surprise. Hugging for spouses still remains more likely to happen.
- Safe to update midgame from 1.30 (Milkdrinker update) and above.
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Version 1.35
- The BLACK MAMBA update
- Poisoning your weapon now comes with an animation. This plays ONLY when you have a weapon equipped. Enabled by default, it can be disabled in the MCM. The animation was made by the talented NickaNak! Thanks so much for creating such quality content and sharing with us <3
- Ash piles/ice wraith piles/ghost remains and other piles are covered with an animation and handled as a container
- Barenziah Stones also trigger an animation
- What's next? Earlier this month I released "Leaps of Faith" and "Nilheim - Quest Expansion" just yesterday. Feel free to check them out! I have a couple of additional mods in the works, but it might be some time until they're ready. Enjoy the update and my other mods!
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Version 1.30
- IMMERSIVE INTERACTIONS 1.30 - THE MILKDRINKER UPDATE
Alright, so this update is mostly small features, quality of life improvements and bug fixes. Don't get too excited! - Proud milkdrinker: You can now MILK COWS. Yes, you read that right! MILK COWS! And no, this is not a weird fetish thing, although I'm sure cows are lovely animals, this is a super serious feature. I mean, the milk you see in Skyrim comes from cows, it doesn't come from the supermarket, so I guess it makes sense you can also get the milk yourself in the spirit of the rest of the mod. Right? Right?! Anyway, just activate a cow, your character will have a mini animation, a moo sound will play, you get some milk. Perfect for all the milkdrinkers out there!
- I didn't mean to do that: Sometimes holding E to carry an item around could trigger a "Special Interaction" without you really wanting to do this. This is now fixed, no special interaction will happen while you are moving an item around BUT: if you drop the item and then let go of the activation key, the interaction might trigger. Hopefully this is a rare case anyway.
- I didn't meant to do that - Part 2: Have you ever put off a fire in the middle of a city and thought "Well, I hope it comes back later". Well, I have good and bad news for you! The bad: I'm not super sure if it comes back, I thought it would reset once the cell is reset after 30 in-game days, but I've never waited that long so not sure. The good news: This update includes a MCM button that will re-enable everything you have used via "Special Interactions". This includes, fires, kegs, cows (lol), and everything in-between. Note however... this is NOT retroactive, so this will not restore anything you have used before this update, sorry about that.
- Can you please not?: Activating a follower while sneaking could result in you pickpocketing your friend. Not nice. This is now fixed. Thanks to kjjrt for reporting!
- Looting Dragons: Looting a dead dragon now triggers the looting animation.
- Black magic: Code sorcerer Excinerus provided some improvements to the reading and simply knock patch scripts to make them more efficient, thank you!
- Open up!: When using the simply knock patch, there was a bug that wouldn't let you lockpick a door while sneaking + weapon in hand. Thanks to the amazing Tate Taylor for reporting.
- Skyrim Souls RE is now detected automatically as soon as you open the MCM. Thanks to Vermunds for helping implement this.
- No petting discrimination: Petting animals has been divided in 3 categories. Before we had Dogs/Horses, now we have small/average/big animals. Small animals are cats and small doggos like the adorable mod Gladys by TateTaylorUSA. Average are just your regular dogs, and big are horses and mounts. You can configure what animation each animal should trigger via the MCM (just go near the animal, look at them and access the MCM) or by adding them to the corresponding formlists. Mod authors will know what to do, it's super simple.
- The Thieves Guild secret entrance button: when clicking on this button, the button animation should trigger now. I didn't personally test this cause I'm an honest to Talos man that would never join such a guild! But it should hopefully work. Thanks to kjjrt for suggesting this!
- Small forward from USSEP regarding beggars: my mod was overwriting a small change that makes it so you cannot give money to a beggar if you marry them. This sounds quite sensible (haha) so I forwarded the change. Thanks to Lor4rgon for making me aware of this!
- IMMERSIVE INTERACTIONS 1.30 - THE MILKDRINKER UPDATE
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Version 1.24
- Mini-update. Safe to update midgame. If you're coming from 1.10, please check the sticky for what's new in 1:20. There were big changes.
1.24:
○ When giving a hug to a friend or spouse, the hugged NPC will now smile during the hug, then return to normal a couple of seconds later. The smile is subtle, but should be noticeable. This prevents them from looking ungrateful or awkward during the hug. I'm not sure if this is realistic, because I've never seen the face of anyone I've hugged DURING the hug. Maybe it's normal to look very neutral when being hugged... shame you can't "Force 3rd person view" in real life. It would also help in a lot of situations, like when the wind messes up with your hair or you have food leftovers... Okay, I'll stop now. You get the idea though, SMILES DURING HUGGING TIME.
○ Fixed a bug that could make the camera stuck in first person after pickpocketing in first person. Thanks to the person that reported this, it was a silly mistake from my side.
1.23:
○ Some levers would not trigger the proper animation (dwemer levers, levers on walls, etc.) so I reclassified them with a different animation so at least there's some movement from the player, it looks good. Also, made it so puzzle levers do not play an animation in first person (unless you choose to play animations via the MCM, in which case you should have installed a mod like Immersive First Person View if you don't want to teleport)
1.22:
○ MCM option for disabling the detection of low/high objects was not working correctly, this is now fixed.
1.21:
○ Missives/Board Notice Support with New Animation: After you open the MCM of Immersive Interactions (after the update or for the first time), the mod will detect if you have Missives or The Notice Board installed. If you do, interacting with those items will result in a new animation (thinking/reading). This applies to the Ledger too, cause numbers and thinking go together.
○ Namira's Ring: When equipped, you will no longer be able to play the "looting body" animation. The vanilla menu will appear as usual and you can decide the fate of your victims. Bon Apetit!
○ Static Skeletons now trigger the looting animation. (Static skeletons are the skeleton corpses you find in tombs and stuff, not the ones you fight, those were already added)
○ Barrel Animation: Barrels now always use the higher animation for looting containers if using the "realistic container animation" option. (Per user feedback, detecting the location of barrels would often result in the player thinking the barrel is lower than it really is, making them "crouch", fixed now)
○ Torches hanging on walls now trigger the "take" animation.
○ Neutral messages: Messages from this mod were in first person before (I), but vanilla uses second person (You), but some people mod it back into "I". So I decided to use impersonal messages. (Old: "You don't find anything to interact with." New: "No nearby items to interact with")
- Mini-update. Safe to update midgame. If you're coming from 1.10, please check the sticky for what's new in 1:20. There were big changes.
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Version 1.20
- IMMERSIVE INTERACTIONS 1.20 - THE TOMB RAIDER UPDATE CHANGELOG
I recommend watching this video to see the most important stuff added in this update in action: https://www.youtube.com/watch?v=-MpjW_cSHj8
○ First a reminder: Do NOT use the camera option in the MCM for "Play all animations" if you don't have Immersive First Person View installed. Just don't or you'll get teleports. Choose one of the other 2 options.
○ New Interactions (Puzzle related) - Animations for: Rotating pillars, pulling chains, using levers, turning puzzle wheels, lifting wooden barriers, pushing buttons and... maybe more? Could there be an easter egg?
○ New detect item location system: If an item is above your character, they will reach out their arms high up to grab it. If an object is too low, they will bow down to grab it.
○Reworked the whole "force third person" camera system. I am happy to report it should be 99.9999% reliable now, no more teleports!
○ Faster "pick up object" animation.
○ "Realistic" container animations: Before, the container animation was very short (and was shared with that of opening doors). Now they have their own animations, which will play differently depending if you're sneaking, if the container is tall/short, etc.
○ New MCM options: All of the options above other features can be turned off for those that want it. Other options have been added to the MCM. (When updating mid-game, MCM might glitch, rest of the mod should continue working though)
○ Classifiable lists in MCM: You can, for example, classify a cat as a "small animal" so they can be petted, directly from the MCM. Once done on one, it will apply to all cats in the game (provided they're the same race, etc.) You can also classify animals as "tall" or as a "harvestable dead animal" for modded creatures you want to play the "loot animal" animation on. If you have classified an animal/NPC by mistake, you can now clear the classification from the MCM too.
○ Added more races to the "loot with animation" list: Now Hagravens, Giants, Falmers, Draugrs, Dwarven constructs, Wisps, Skeletons, Spriggans, etc. can be looted with an animation.
○ Added an optional "well-timed" object pick up option in the MCM. Without this, objects get picked up immediately, and the animation happens afterwards. Enabling this option syncs the timing of the animation with the object disappearing. HOWEVER: it's disabled by default and marked as "Beta" because enabling this option makes it incompatible with mods such as "Blocksteal" and similar. It can also lead to some issues like grabbing stacked items (like a bunch of arrows) to be picked up as just ONE arrow. This is of course not good, but you have the option to use it if the animation delay bothers you. Just be aware of drawing your weapon before picking stacked items.
○ When wearing namira's ring, no looting animations will play (so you can do cannibal stuff in peace)
○ Praying when using the "force third person" camera option could sometimes glitch the player. Fixed.
○ "Pick up" animation wouldn't play in first person, even if you selected "Play All Animations" in first person. Fixed.
○ Opening the MCM will detect if you have Wintersun installed, if you do, praying will be disabled automatically.
○ Smaller tweaks/fixes I dealt with on the fly and didn't fully document, sorry.
- IMMERSIVE INTERACTIONS 1.20 - THE TOMB RAIDER UPDATE CHANGELOG
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Version 1.10
- This is the full version of the changelog, for a summary of the most important changes, check out the sticky.
As you can see, this is a big update. Unfortunately, I don't think it's safe to update from the previous version to this one in the middle of a playthrough. There are some important changes to how things are working in the background. It might be fine, but I prefer to be cautious when it comes to your precious saves. I recommend waiting for the next playthrough to update.
Also: lots of changes, which also means lots of opportunities for small compatibilities issues to arise. I've included a ton of requested features from you all and fixed a lot of the issues you've reported in the initial release, so this should be in a much better place now, but keep letting me know if you face any issues.
CHANGELOG 1.10
○ You can now activate straw bales with a small animation. This gives you 2 pieces of straw. Object doesn't disappear afterwards.
○ Reduced number of woodlogs you get from woodpiles, because it was a bit too OP.
○ Energized from Training" effect has been decreased from 15 points of Health/Stamina to 10 points. The effect shows up only once in the effect window (per someone's request).
○ Teleporting bug fun times: Removed the optional ESL file for no first person and instead replaced it with a new option in the MCM.
○ The option is "NO ANIMATION DURING FIRST PERSON", which is activated by default now. This should give you the best of both worlds: When you are in third person, you will see your character perform an animation. When in first person, the interaction is immediate without delay, like in vanilla. If you don't like this and would like to always see the animation, you can change it to "FORCE THIRD PERSON" in the MCM. Alternatively, if you are using Immersive First Person View, you can enable all animations, which is also an option and will allow you to see the animations in first person without the fear of being teleported (but again, you require that mod for this).
○ Picking up objects: Mod is now compatible without need for patches with "pick up books" (all versions), "blocksteal" (main version), and probably all similar mods that do their thing when activating pickable objects in the world. This should also ensure there's never any issue with a quest item not activating, or picking-up item bugs since it's literally all left like vanilla. It's all 100% the vanilla activation (or whatever mod handles picking/blocking the picking up of objects in your game.) Only thing I add here is the animation. There's a bit of a delay between the animation and picking up the object (since its immediate), but it's inevitable and hopefully not too bothersome, otherwise, disable it in the MCM. I discovered this trick thanks to Immersive Animated Looting, so again, kudos to the author.
○ "Force Third Person Camera" option will now check if you were in first person originally. If you were, it will return you to first person once the animation is done. (Cause someone asked for this and it makes a lot of sense)
○ Removed one unusued animation that was never used anyway (SSE5edit would say this was an error even though it was never used, but now it will no longer report this as an error)
○ I've taken the liberty of not enabling the "force third person" mechanic on the shortest animations like opening a door or saluting guards, etc. since the animations last for too short and the camera change would be too distracting.
○ New MCM Option: You can now toggle the "There's nothing to interact with" message on/off. (Cause someone asked for this)
○ Faster opening doors (cause someone asked for this)
○ Lockpick animation is now faster, cause time's septims! (Again, user feedback! Thank you for your suggestions)
○ Reduced the time you spend looting bodies, to make gameplay faster. If you use Skyrim Souls, looting time will be customized to last as long as you're in the looting menu. (Skyrim souls MCM option must be ticked for this)
○ Sometimes guards would only salute for half a second, it should be more consistent now.
○ No activation delay on sitting NPCs: Mod would ask qualifying sitting NPCs to perform an animation, which they can't do cause they're sitting. However, the activation would be delayed to allow for the non-triggering animation. Now, the mod detects if the NPC is sitting. If they are, there's no animation and the feedback is immediate. Please note that the game thinks that leaning against a wall or against a table is "sitting", so don't expect animations on NPCs in these states.
○ Enhanced detection for when the follower is performing a favor for the player. When you ask a follower to do something for you like pick up an item, they will do it, but sometimes the player will also perform an animation, which looks kinda funny but iit's nothing game breaking, the activation still goes through. Anyway, this should be fixed now, or at least, the chances of this happening have been greatly reduced.
And I think that's it! Let me know what you think and remember... NEW GAME RECOMMENDED FOR THIS UPDATE (Sorry)
- This is the full version of the changelog, for a summary of the most important changes, check out the sticky.
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Version 1.03
- Two additional mini bugs fixed, related to the MCM:
- Disabling doors while having simplyknock installed, would play the animation even though you disabled animations. Fixed.
- If you disabled Follower Interactions, you would need to activate the follower twice for dialogue to come up normally. This is now fixed.
Thanks for the support and reporting bugs. Sorry for the constant updates, at least they're safe to install mid-game AND you don't have to re-run Nemesis/FNIS for them to work.
- Two additional mini bugs fixed, related to the MCM:
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Version 1.02
- Safe to update mid-game. Another batch of mini bugs SMASHED.
- Some MCM toggles were bugged. Fixed now. (Thanks to PierreDespereaux for reporting this!)
- Saluting Jarls after completing many of their quests (or using certain mods) could make you SUPER friendly with them, allowing you to hug them. We all want to hug Jarl Balgruuf, but I don't think it's too lore-friendly, so this bug has been fixed. No hugging the jarl!
- Being a vampire, interacting with an asleep follower would not allow you to talk to them, only to feed on them. This is now fixed, for all of you long-fanged creatures of the night.
- Nirnroot animation was missing, now fixed. It uses the "pick up" animation. (Thanks to Ruler0fWorlds for reporting this)
- Safe to update mid-game. Another batch of mini bugs SMASHED.
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Version 1.01
- Small update (safe to update mid-game) fixing a couple of small bugs.
- Pickpocketing when you're a vampire will bring up a message box allowing you to feed/pickpocket. Before, it would choose pickpocket by default.
- Trying to pickpocket a guard of a hold you're a thane of (shame on you btw) would make you salute the guard, not pickpocket them. Should be fixed now. Thanks a lot to Mur4s4me for spotting these bugs so quickly!
- Deleted 1 dirty record from the mod and disabled an unused animation.
- Fixed the optional file, it should work again as intended.
- Small update (safe to update mid-game) fixing a couple of small bugs.
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- Author's activity
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August 2024
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29 Aug 2024, 12:17PM | Action by: jayserpa
File added
'Immersive Interactions - Animated Actions [version 1.78]'
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29 Aug 2024, 12:16PM | Action by: jayserpa
Changelog added
'Change log added for version 1.78'
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29 Aug 2024, 12:00PM | Action by: jayserpa
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'Change log added for version 1.78'
July 2024
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01 Jul 2024, 8:13PM | Action by: jayserpa
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'Immersive Interactions - Animated Actions [version 1.77]'
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01 Jul 2024, 8:07PM | Action by: jayserpa
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April 2024
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28 Apr 2024, 4:13PM | Action by: jayserpa
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28 Apr 2024, 4:11PM | Action by: jayserpa
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'Immersive Interactions - Animated Actions [version 1.76]'
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28 Apr 2024, 4:10PM | Action by: jayserpa
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January 2024
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12 Jan 2024, 8:07AM | Action by: jayserpa
Attribute change
'Mod version changed to 1.75.'
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11 Jan 2024, 1:05PM | Action by: jayserpa
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'Immersive Interactions [version 1.75]'
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11 Jan 2024, 11:56AM | Action by: jayserpa
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'Change log added for version 1.75'
November 2023
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10 Nov 2023, 3:20PM | Action by: jayserpa
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'Immersive Interactions [version 1.74]'
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10 Nov 2023, 3:13PM | Action by: jayserpa
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'Change log added for version 1.74'
October 2023
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31 Oct 2023, 8:12AM | Action by: jayserpa
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'Change log added for version 1.74'
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13 Oct 2023, 4:44PM | Action by: jayserpa
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'Immersive Interactions [version 1.73]'
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12 Oct 2023, 9:34PM | Action by: jayserpa
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'Change log added for version 1.73'
August 2023
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29 Aug 2023, 12:43PM | Action by: jayserpa
Attribute change
'Description changed.'
July 2023
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28 Jul 2023, 2:08PM | Action by: jayserpa
Changelog added
'Change log added for version 1.72'
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28 Jul 2023, 2:07PM | Action by: jayserpa
Changelog added
'Change log added for version 1.72'
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28 Jul 2023, 2:06PM | Action by: jayserpa
File added
'Immersive Interactions [version 1.72]'
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- Mod page activity
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