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File credits
Big thanks to: GiraPomba (u/20507499) for script improvement suggestions. MaskedRPGFan (u/22822094) for script improvement suggestions and settings loader.
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If updating: replace 5.1.0 version and you are good to go.
Fixed stack error causing bug
optimized code
Version 5.1.0
Short video of new features in Posts
If updating: Uninstall any previous version as instructed in main page. Remove settings loader as it needs to be updated to current version.
powerofthree's Papyrus Extender, powerofthree's Tweaks and Address Library for SKSE Plugins are no longer needed.
Added poison splashing visual effect (toggleable in MCM)
Added spawning empty bottles to the ground after poison use. You can melt these bottles at smelters for Heartfire glass (toggleable in MCM).
Improved detecting when to not play animation.
Script improvements and fixes. Can be found in source files.
Added wait for menu close option in MCM so Skyrim Souls users can apply poison while in menu.
Fixed crossbows not working
Added DLC arrows, poisons and bolts
Version 5.0.2
If updating: replace 5.0.1 version and you are good to go
Fixed redraw bow after poisoning arrows toggle now working in MCM.
Sidenote: Separate Power Attacks now works on 5.0.0+ versions
Version 5.0.1
If updating: Replace 5.0.0 version and rerun FNIS/Nemesis after.
Updated behavior file so that FNIS/Nemsis generates only one animation instance instead of previous 188.
Version 5.0.0
If updating: Uninstall any previous version as instructed in main page. Remove mesh patches and settings loader as they need to be updated to current version. Rerun Nemesis/FNIS.
Refactored code for better readability and performance.
Fixed stack error causing bugs
Improved detecting when to not play animation.
Changed the way how deciding what ingredient to display for consumed ingredient by using formlists. This improves mod compatibility with mods that change EditorIDs for items. Also removes the need of having to make each animation instance for each ingredient. Now instead of 188 generated animations we only have one generated by Nemesis/FNIS.
Force close menu removed, because its implementation may interfere with other mods using the same function.
Added ReverBackToFPS that will revert camera back to first person if person was in 1st person before applying poison and ToggleForceThirdPerson was on.
Removed poison dose mechanic as it was out of scope for this mod. maybe separate mod for it if there's demand.
Updated how weapon is being handled.
Fixed ToggleSound not being checked, which lead to sound always firing.
Fixed sprint stop not checking if sprinting was already prevented, so that we don't interfere with some other mechanic that wants to control that.
Added redraw bow after poisoning arrows.
Removed the ability to adjust slow spell strength as its pretty useless at values that vary a lot from default 50.
Version 3.2.1
Safe to update from 3.2.0
Arrow poisoning now uses generic iron arrows for arrows not yet added (previously player didn't held any arrows).
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Version 3.2.0
⚠️New or cleaned save is required for changes to take effect.
Note: Remember to check requirements Skyrim version compatibility.
Changed OnHit (=when player gets hit) event to po3's skse based OnHitEx. This reduces VM stress, which translates to less script lag.
Changed slow effect related inventory item to be invisible. Previously there was a visible potion item in inventory during drinking.
Fixed a bug which would have resulted in misinterpreted poison consuming.
NPC implementation has still some issues, can't say when I get it ready.
Version 3.1.1
Fixed player getting stuck when poisoning in knocked down state.
Version 3.1.0
Fixed MCM functions.
Added on hit event options in MCM.
Version 3.0.2
Fixed bow handling (again). Bows now sheathe and draw even in combat to avoid false equipping.
Version 3.0.1
Fixed condition check, so that player won't get stuck on when consuming potions during riding.
Fixed bow handling and arrow poisoning
Script improvement that reduces VM stress.
Version 3.0.0
Added requirement: SkyUI
Script improvement that reduces VM stress.
Added player sprint stop option. Toggle option in MCM.
Added player force 3rd person option. Toggle option in MCM.
Added player force close menu option. Toggle option in MCM.
Added player slow movement option. Toggle option in MCM.
Added adjust player slow movement strength option. Set value in MCM.
Added player sound option. Toggle option in MCM.
Fixed audio to have better sound model.
Script improvements.
Sound effect stops playing if player gets hit while drinking.
Fixed the bug where there's a change weapon gets stuck in hand when consuming potion in combat or drawn.
Version 2.1.1
Added conditions for when player is swimming or riding, so animation won't be played.
Fixed poison fallback function for poisons yet patched to the mod.
Version 2.1.0
Animations in behaviors reduced from 538 to 83 with new script changes.
Arrow poisoning has correct meshes for every arrow (DLC added arrows will be added later)
New script changes will improve implementation of vanilla poison mesh using mods like Hunterborn (coming soon-ish)
Version 2.0.0
Now only two handed weapons will redraw once poisoning animation has finished.
Fixed few typos in behavior text for CACO added poisons, rerunning Nemesis or FNIS is required.
Added staffs and left handed weapons into left hand unequipping handling.
Overall script changes.
Added customizable doses via Json file.
Version 1.2.1
esl-flagged esp.
Version 1.2.0
Added a small script change that enables skipping the re-equipping of weapons when wielding torch or shield.
Version 1.1.0
New requirement: PapyrusUtil
Both CACO and Apothecary work out of the box with correct meshes included.
Added arrow poisoning animation for bows.
Added left shield, torch and spell unequipping while poisoning weapons.
Added a fallback system for non-vanilla poisons that are yet patched into this mod, so that an animation is played with generic poison mesh.
Version 1.0.1
Fixed a typo in behavior generation file resulting in 1 missing animation error.
Animated Poisons adds a custom movement enabled animation for applying poisons. Animations are 3rd person and player only. Correct meshes are displayed for each poisons model. All vanilla poisons are included (Creation Club poisons soon to come in an update). Effect delivery has not been changed, so they are given instantly as in vanilla. Mod also comes with an MCM for easy customizability. Mod added poisons can be added via patches. Note: After poisoning weapon player will redraw weapon, this is due to limitation of the engine where without redrawing weapon player will not be able to swing the weapon (stuck in other animation state). I haven't found a better way to prevent this, so keep this in mind. Also, the animation is not perfect as it needs to suit multiple situations and player models.
Patches for some poison replacer mods made by myself can be found in downloads section.
Installation
Install with preferred mod manager
Sort load order if needed
Run Nemesis or FNIS (There is no box to tick in Nemesis, just run the Nemesis and you will see the mod installed)
Spoiler:
Show
Uninstalling
Open MCM and untick player animations and leave the MCM.
Then save & quit, uninstall the mod and run FNIS/Nemesis.
Use FallrimTools to clean leftovers off the mod after you have save & quit again without the mod installed.
Updating
Check changelog/posts
Compatibility / Versioning
Compatibility ✅esl-flagged. ✅AE and SE. ✅Animated Poisons has fallback system for not yet patched poison mods to play animation with generic potion model. ✅Poison bottle texture replacers will work out of the box. Mesh changing will need a separate patch to display intended mesh. ⛔Immersive Interactions - Poisoning animation is incompatible, disable it in Immersive interaction MCM. Otherwise compatible. ⛔Soulsy HUD - Animation doesn't trigger when using poisons from the quickbar from this mod. Otherwise compatible. Versioning Major.Minor.Patch
Major = major changes to scripting, animations or overall mod.
Minor = compatibility updates, mesh changes or texture change etc.
Patch= small errors, hot fixes etc.
Q&A
Q: Will you make 1st person animation? A: Unfortunately no, too many obstacles to support 1st person.
Q: Animation won't play? A: Try on a new save, make sure you have all requirements and correct versions of them and read mod page for compatibility. Also match any mesh patch versions and settings loader version.
Q: I have a lot of custom poisons and mod added poisons, will they work? A: Animated Poisons has a fallback system for not yet patched poison adding/changing mods to play animation with generic poison model.