Steak Barbare Posted August 8 Posted August 8 I had a bug with the Nervous Stance, the animation (weapon drawn with aimed, not relaxed stance) remained after the panic dissipated, even after save/load and even after complete uninstallation of the mod, all other animations returned to normal.
Samhsay Posted August 8 Posted August 8 51 minutes ago, Steak Barbare said: I had a bug with the Nervous Stance, the animation (weapon drawn with aimed, not relaxed stance) remained after the panic dissipated, even after save/load and even after complete uninstallation of the mod, all other animations returned to normal. As I understand it, this is a standard Bethesda issue. It occurs with any mod that changes the animation archetype.
Steak Barbare Posted August 8 Posted August 8 1 hour ago, Samhsay said: As I understand it, this is a standard Bethesda issue. It occurs with any mod that changes the animation archetype. Okay, so if I disable the feature in the MCM, I shouldn't have this problem anymore, but it's a shame, it's part of the immersion that this mod offers.
Samhsay Posted August 8 Posted August 8 6 minutes ago, Steak Barbare said: Okay, so if I disable the feature in the MCM This might actually be a bug in the mod itself. Usually, if an archetype gets stuck, it won't change at all unless you revert to a previous save.
Steak Barbare Posted August 8 Posted August 8 43 minutes ago, Samhsay said: This might actually be a bug in the mod itself. Usually, if an archetype gets stuck, it won't change at all unless you revert to a previous save. Yes, that's what I did, I always test mods before permanently integrating them.
cakefroster9 Posted August 10 Posted August 10 If you implement your calm items as formlists in the esp it lets people override them with patches to add joints or mod-added alcohol without compiling a papyrus script. 2
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