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Idles and behaviours - Fallout New Vegas


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Posted

btw... i notice something really awkward... can you make the animation not to come out when the player are drawing out weapon? as you know, when the animation played when holding a weapon can be awkward....

Posted

apparently, it clash with YOUR other mod.... and need to put this in the bottom of your running(sprinting) mod

 

It clashes with any mod that invoke an animation using playidle. Some examples are Belthan's mods (Quo Vagis, Coito Ergo Sum), DoctaSax's SOFO, my sprint animation, or any of my animators. Even vanilla, when you push brahmins.

 

The load order is not important. To make them work again they must be resetted, invoking a special kind of animations, like sitting on a chair, or the sneeze I did some time ago.

 

 

can you make the animation not to come out when the player are drawing out weapon? as you know, when the animation played when holding a weapon can be awkward....

Sure, but I usually use pistols and uzies and they don't seem awkward to me. If you provide me examples (which idle + which weapon) I can filter them to not trigger with that combination.

Posted

Maybe you could focus on the mod that save the setting we set instead of have to set it after every load...

 

It's already done, it's just not uploaded because other features are not completed

Posted

If it's okay with you AJ, I'll put the version I fixed myself here until you upload your real update. The only things that are changed are the two variables that initialize the pip-boy animation after every reload.

 

(If that's not cool, I understand and I'll remove it from here)

 

aMo.esp

Posted

oh no thank you :) or maybe for more clarity I could put it on the first post, what you think?

 

EDIT: no wait, you know what, I could at least remove the mistake where every MCM option is resetted, that's definetely annoying. I'm going to take your esp and make that modify too, then put as your update in the first post (if you think it's ok)

Posted

oh no thank you :) or maybe for more clarity I could put it on the first post, what you think?

 

EDIT: no wait, you know what, I could at least remove the mistake where every MCM option is resetted, that's definetely annoying. I'm going to take your esp and make that modify too, then put as your update in the first post (if you think it's ok)

 

It's your mod, you can do with it what you want. :lol:

 

I haven't played with the other settings, since I was happy with the standard settings as they were (sans the pip-boy animation).

  • 11 months later...

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