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
Description says it doesn't work with Improved Camera yet - is this still up to date? Wait for 2.0 update? Do you know when Improved Camera will get updated?
Hi there, Looks like nemesis screws up sometimes while updating/launch engine. A Possible Solution for everyone if the mod is not working, even if all requirements are met: 1. simply delete the nemesis cache at: "Skyrim Special Edition\Data\Nemesis_Engine\cache\" 2. Check/copy/backup the "mod settings" file inside before deleting cache (It lists all your current choosen nemesis mods). 2b.reselect your needed mods in nemesis or paste your "mod settings" file in cache folder. 3. run nemesis tool 4.update engine 5. Launch Nemesis Behavior Engine. 6. You should now (inside the log window) see a difference because more animations will be loaded then before.
Amazing mod brother, I write this because I think I found an incompatibility, I went to check the "know incompatibilities" space and i didn't found this mod. The mod "Skyrim Souls RE - Unpaused Menu" doesn't work with your mod.
When both installed, the character go to reach the potion but the animation stops there and nothing happens, the effect don't even apply.
I removed every mods except the requirements and the 2 mods.
Again, Amazing mod and sorry if this was already assessed in the passed, have a good day.
Hello, I am on the same as you, the lastest one (1.6.1170).
The problem for me is the fact that the menu is unpaused, not the mod itself. When unpaused, like I said, the character reaches his pocket and the animation stops there. I went through the .ini file of Skyrim Souls and I removed the fact that the inventory menu is unpaused, now it works.
It seems like for you, both mods work fine, is there something I do wrong ?
Thank you for your awnser brother and have a good one.
Create an animobject as you normally would. Use x,y coordinates from vanilla potion animobject (or any one in this mod)
I tried to look how to "normaly" make a animobject with no avail. Do I need creation kit or nifscope? is there a tutorial? Im trying to make it work with "small potions of blood" but i don't know the correct way to edit the DLC01BloodPotion.nif. Could anyone help me out please?
I also noticed that the tumb in the animation looks way to bended. The potions are technicaly floating inside the hand. Can I adjust the grip to make it tighter?
UPDATE: I managed to fix the nif to work but the tumb question persist
if I use (Awesome Potions Simplified by Revoith) to replace the potions, can i use this mod? I try to use but seems not work . I cant use any potions :( (i already run the nemesis to load UPA NG patch)
663 comments
Install Animation Queue Fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Smart NPC Potions - Enemies Use Potions and Poisons at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) - Fully compatible
NPCs use Potions at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) - Now fully compatible with latest version!
Ultimate Animated Potions NG - ElSopa - Potions Redone patch - thanks to urbon
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
Looks like nemesis screws up sometimes while updating/launch engine.
A Possible Solution for everyone if the mod is not working, even if all requirements are met:
1. simply delete the nemesis cache at: "Skyrim Special Edition\Data\Nemesis_Engine\cache\"
2. Check/copy/backup the "mod settings" file inside before deleting cache (It lists all your current choosen nemesis mods).
2b.reselect your needed mods in nemesis or paste your "mod settings" file in cache folder.
3. run nemesis tool
4.update engine
5. Launch Nemesis Behavior Engine.
6. You should now (inside the log window) see a difference because more animations will be loaded then before.
This fixed it for me.
I can totally live with this. Can I do anything about it though?
Amazing mod brother, I write this because I think I found an incompatibility, I went to check the "know incompatibilities" space and i didn't found this mod. The mod "Skyrim Souls RE - Unpaused Menu" doesn't work with your mod.
When both installed, the character go to reach the potion but the animation stops there and nothing happens, the effect don't even apply.
I removed every mods except the requirements and the 2 mods.
Again, Amazing mod and sorry if this was already assessed in the passed, have a good day.
The problem for me is the fact that the menu is unpaused, not the mod itself. When unpaused, like I said, the character reaches his pocket and the animation stops there. I went through the .ini file of Skyrim Souls and I removed the fact that the inventory menu is unpaused, now it works.
It seems like for you, both mods work fine, is there something I do wrong ?
Thank you for your awnser brother and have a good one.
- Create an animobject as you normally would. Use x,y coordinates from vanilla potion animobject (or any one in this mod)
I tried to look how to "normaly" make a animobject with no avail. Do I need creation kit or nifscope? is there a tutorial? Im trying to make it work with "small potions of blood" but i don't know the correct way to edit the DLC01BloodPotion.nif. Could anyone help me out please?I also noticed that the tumb in the animation looks way to bended. The potions are technicaly floating inside the hand. Can I adjust the grip to make it tighter?
UPDATE: I managed to fix the nif to work but the tumb question persist
I try to use but seems not work . I cant use any potions :(
(i already run the nemesis to load UPA NG patch)