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ballsy

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  • Birthday 07/29/1990

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  1. you can try the usual things like waiting a bit or starting a new game to see if it shows up. Also moving it further up in the load order might help
  2. It's been a while. Things got really busy on my end and one thing just sort of led to another Anyways, I had a chance to play a bit of Skyrim recently and I've found a minor adjustment to when the mod can trigger to be necessary. It'll be it's own seperate download for now but it probably will be packaged together with the main file in the future. You can ignore this file if you use mods that completely disable player perspective switching (1st to 3rd or 3rd to 1st). Everyone else will want this update installed. cheers everyone. The next update might take a while since I've forgotten a lot of creation kit/papyrus stuff
  3. it is prevented both in theory and in practice on my install users who have this issue will need to provide more info or it's unlikely that it'll ever be "fixed"
  4. it wont work, but you can still try planned but no eta
  5. newest update requires rerunning FNIS also with this update I've resolved what was causing minor variations in actor rotational alignment - in other words the animation pretty much lines up to the parameters I've set correctly no matter the situation now
  6. if you are using the debug version over the normal install uninstall the debug file first. Then play the game normally until a slap event occurs. Wait 15 seconds, save, then overwrite
  7. probably not If I'm understanding this correctly the biggest issue I see with using paired animations is that by combining the two animation files it then becomes impossible to move actor A without also moving actor B
  8. the latest debugging esp is included in the AIO it’s a separate zipped file since the best way to test it is to 1) install the mod normally 2) install the debugging file underneath it (overwriting position in your mod manager) then install/uninstall when needed
  9. fixed in 162 included in 162, the fade is bruteforced currently (no observable impact on script load) and will most likely be reworked in the future will probably be added sometime after mcm implementation
  10. update: change in plans, 1.6 will be the final 1.x version before version 2. remaining details in the above post remains the same
  11. 1.4.0 release announcement As of this update, the visual workaround mentioned in the 1.3.0 release post is no longer needed. NPCs will now disengage from the animation and resume their vanilla duties at the same spot without teleports or transitions. 1.4 is the last major release before this mod moves onto version 2, which will not radically change the contents of this mod, but will begin to include new animations and functions beyond the original mod. As far as I can tell, 1.4 is bug-free, to the extent that it works completely as advertised in the description page and to the detailed conditions written out in a post on page 3. 1.4.x releases will work on fixing currently undiscovered bugs, alignment behavior updates, and minor script optimizations. In the meantime , I will be taking a break and spending the majority of my free time on other games, like Elden Ring and other non-game hobbies. Major work for this mod is estimated to release sometime in between the span of 2 to 5 weeks. Additionally, any posts that I don't directly reply to is very likely answered in the FAQ section of the file description page
  12. Nice mode, but 1.32 has not yet been uploaded.  

    1. ballsy

      ballsy

      hello, there was an overlooked bug with 1.32 so i removed it earlier. It was only up for 15 or so minutes. I am posting 1.33 right now which is 1.32 but fixed.

  13. I am writing a separate post to explain something that is in the new update update 1.3.0 includes a workaround to prevent the NPC from moving back on top of the player character at the end of their animation. However, users will see the NPC disappear, then reappear for a brief moment (0.5 seconds hardcoded). This is only a temporary measure and will be removed in a future major update. A proper fix will require a slightly altered version of the existing animation file and the original creator SirNibbles has graciously agreed to help as soon as possible. In the meantime, the slapper NPC is set to invisible during the repositioning process at the end of the animation to make it less jarring
  14. these will be true for version 1.3.0 vanilla greeting condition (when you talk to them [E], when you walk up to them or they walk up to you and say hi) no location or time of day requirements has a 0.1 hour cooldown dieroll has just under a 1 in 5 chance of succeeding cannot activate when player is mounted cannot be activated when player is in a combat state cannot be activated if the npc is already in the middle of a sentence checks npc gender checks if npc is in a scene checks to see if npc is notchild cannot activate when player is sprinting cannot activate during freeflycam cannot activate if any one of these are true: looking, combat, or movement controls are disabled
  15. It's limited to just this mostly because this was how the original mod was. The only thing I did was figuring out porting it from SE to LE, and then I published it as its own file after obtaining the permission to. Right now I'm just making sure it's working right in LE and ironing out the bugs, additionally I am also making a few non-complex additions to the mod I am considering ways to integrate more than just the current set of animations to the mod but I am still coming up with more concrete plans on this edit: I also believe that there is merit that this remains a functionally simple mod
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