Fixed Mortar and Pestle from campfire breaking animations
Added Whitelist. Any Alchemy Items editor ID can now be added to the ini file. Potions from other mods etc. can be covered easily
Added Blacklist. Any Item editor ID can now be added to ini file blacklist. This will prevent items from other mods that shouldn't trigger this mod to process them.
Fixed notification option in ini
Added option to spam potions - note the first potion will stay in your inventory until the animation is played and potion is actually consumed
Refined skooma Animobjects a bit
Fixed double potion sound bug when spamming potion key with bSpamPotions disabled.
Cleaned up logging. Refactored code, fixed some minor bugs
2.3 Issue with using non alchemy related items breaking animations should be fixed now. Got my SKSE IDE setup again so can hopefully provide more timely updates
i have issue where 2 potions are consumed if used when sneaking (the animation only played once as intended), can anyone confirm? or is it only on my end.
Yeah I had it working before but now it just wont work lol. I cant use a potion at all with it installed. (Ive tried reinstalling several times and it just wont work). So sad. I really liked using this mod.
Anyone else still having issues with campfires mortar and pestle? It works fine when I disable this mod. I will see in the coming days whether i can replicate this on a clean install. I am on 1.6.640 with the corresponding skse version if that matters
Method: I removed all mods (except the ENB binaries, because I'm a bit lazy and don't think they could mess with this)
Version: As I said I am on Version 1.6.640 Skyrim AE (SKSE 2.2.3). If this is the problem then I am sorry for bothering you. I had a glance at your source (bless you for making this open source) and don't know why the version should matter here? I did not test this on newest version since upgrading and downgrading would take quite some time and I am only interested in 1.6.640 anyway. So again if this is the problem sorry for bothering and I will have to find a workaround for my version I guess
What happens: When I start up the game with only this mod and its dependencies as well as Campfire, give myself the mortar and pestle and activate it from inventory the inventory closes but nothing happens. Also this locks me out of using potions until I restart the game (loading a save does not fix the lock)
This is what the log has to say [2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:387] -----------------Logging AnimObject Path---------------------- [2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:388] Updated AnimObject model path does not exist: Data\meshes\NULL [2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:317] -----------------Logging Potion Equip event------------------- [2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:318] Equipping potion: Mortar and Pestle Actor: 'Tester' [2024-08-23 13:41:10.847] [log] [error] [function_library.cpp:346] ERROR ++++++++++++++++ Failed to cast TESBoundObject to AlchemyItem for actor 'Tester'Interestingly enough the Logging AnimObject Path event does only happen on this, not on normal potions.
Additional infos. I played around with the Ini a bit and found the following behavior 1. The [BlacklistedPotions] part does not seem to work at all. I couldn't even manage block a minor health potion from firing the animation. I added its EditorID RestoreHealth01 and also tried adding formIDs with no luck 2. I played around with the other settings. I can confirm that the ini is read by the plugin. Setting bEnableSpamPotions to 1 allows me to actually use the Mortar & Pestle since activating it once seems to break the scripts and then activating it again actually opens the Alchemy Screen. However this also deactivates all Potion Animations :C
Conclusion: From looking at everything I suspect the fix you mentioned for the Mortar & Pestle was to Blacklist it, right? However since the Blacklist functionality seems to be broken (at least for me and that one guy who posted on the bugs section) the problem still occurs.
If I find a workaround that does not involve complete reworking the Mortar & Pestle or parts of this mod I will share it here.
ok found a workaround. its not as elegant as i would like it to be but i spent far too much time on this instead on playing the damn game. So for some reason the Campfire Mortar & Pestle has the VendorItemPotion Keyword. Probably that's used to distribute it to Alchemy Vendors? I really don't know. Long story short using SSEEdit making a small esl-flagged plugin to remove that Keyword fixes it since the EquipObjectOverRide function under src/equip_object_override.cpp allows all items with this Keyword. (make sure you already have one before implementing this or you might need to console it if that stops distribution via vendors) If anyone needs a workaround for blacklisting items that actually are potions I don't have a answer to that since those will probably be flagged by the IsObjectAPotion function regardless of Keywords...
Thanks for this idea, removing the VendorItemPotion keyword from some mod potions actually worked for me. It'd be better if the blacklist function was working, but in lieu of that this will work for my purposes.
623 comments
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Issue with using non alchemy related items breaking animations should be fixed now. Got my SKSE IDE setup again so can hopefully provide more timely updates
its working fine, no problems so far, just wondered if there was a MCM i should be seeing? thanks!
I will see in the coming days whether i can replicate this on a clean install. I am on 1.6.640 with the corresponding skse version if that matters
I did not test this on newest version since upgrading and downgrading would take quite some time and I am only interested in 1.6.640 anyway. So again if this is the problem sorry for bothering and I will have to find a workaround for my version I guess
[2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:387] -----------------Logging AnimObject Path----------------------
Interestingly enough the Logging AnimObject Path event does only happen on this, not on normal potions.[2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:388] Updated AnimObject model path does not exist: Data\meshes\NULL
[2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:317] -----------------Logging Potion Equip event-------------------
[2024-08-23 13:41:10.847] [log] [info] [function_library.cpp:318] Equipping potion: Mortar and Pestle Actor: 'Tester'
[2024-08-23 13:41:10.847] [log] [error] [function_library.cpp:346] ERROR ++++++++++++++++ Failed to cast TESBoundObject to AlchemyItem for actor 'Tester'
1. The [BlacklistedPotions] part does not seem to work at all. I couldn't even manage block a minor health potion from firing the animation. I added its EditorID RestoreHealth01 and also tried adding formIDs with no luck
2. I played around with the other settings. I can confirm that the ini is read by the plugin. Setting bEnableSpamPotions to 1 allows me to actually use the Mortar & Pestle since activating it once seems to break the scripts and then activating it again actually opens the Alchemy Screen. However this also deactivates all Potion Animations :C
If I find a workaround that does not involve complete reworking the Mortar & Pestle or parts of this mod I will share it here.
So for some reason the Campfire Mortar & Pestle has the VendorItemPotion Keyword. Probably that's used to distribute it to Alchemy Vendors? I really don't know.
Long story short using SSEEdit making a small esl-flagged plugin to remove that Keyword fixes it since the EquipObjectOverRide function under src/equip_object_override.cpp allows all items with this Keyword.
(make sure you already have one before implementing this or you might need to console it if that stops distribution via vendors)
If anyone needs a workaround for blacklisting items that actually are potions I don't have a answer to that since those will probably be flagged by the IsObjectAPotion function regardless of Keywords...
according to the change Log this was fixed in version 1.0.4 of Immersive Camera. it works in my heavily modded game with no issues.