Steak Barbare Posted Saturday at 05:18 AM Posted Saturday at 05:18 AM 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 Saturday at 06:10 AM Posted Saturday at 06:10 AM 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 Saturday at 07:38 AM Posted Saturday at 07:38 AM 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 Saturday at 07:45 AM Posted Saturday at 07:45 AM 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 Saturday at 08:29 AM Posted Saturday at 08:29 AM 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 Monday at 10:58 AM Posted Monday at 10:58 AM 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. 1
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