ShadowThief Posted July 13, 2015 Posted July 13, 2015 Hello everyone i was installing new mods to my new vegas, and i noticed the animations stopped working, so i uninstalled all my animation mods (animation replaces) but still didn't work. So then i started uninstalling alot of mods that i thought could be causing the problem but i soon found out that while running.. Vault 101 revisited ttw the animations dont work. Just thought i should let some people know.
Guest Posted July 13, 2015 Posted July 13, 2015 any mods that touch animations can potentially have a dirty record that stuck animations. But if you load a "cleaned" ESP after them, it should solve
Odessa Posted July 13, 2015 Posted July 13, 2015 let pos := actor.NX_GetEVSt "Sexout:Started:Actor" if eval (call fnSexoutGetSkeleton actor) != actor.NX_GetSkeleton let modifier := actor.NX_GetSkeleton elseif eval (actor.NX_GetEVST "Sexout:Started::Plugin") == "ZAZ" && (actor.NX_GetEVFo "Sexout:Started::RefSurface") let modifer := "np" else let modifer := "" endif let Anim_Def := call fnSexoutGetAnimDef (Ar_Map "actor"::actor) let idle_anim := Anim_Def["idle"] + pos + modifier actor.PlayIdle $idle_anim Hey, I figured out how to switch from PickIdle to PlayIdle... Next beta may have less compatibility issues .
Guest Posted July 16, 2015 Posted July 16, 2015 if youre using mod organizer would the load order have to be different for the animations to work or is it something else?
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