Struggling With Animation Mods

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Lord_of_Cats
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Struggling With Animation Mods

Post by Lord_of_Cats » Tue Nov 27, 2018 2:24 am

Hey everyone, I'm kinda of new to modding TTW, but not NV on it's own. I've been really going crazy with my modding of TTW. Everything seems to playing together nice until I started trying to throw in some animation mods like Diagonal Movement, B43 Weapon Inertia, and Asurah Reanimation Pack. I'd really like to keep these mods in as they really improve the gun-play for me alongside PN and Bleed. My game will crash however if I have Diagonal Movement or Asurah's Pack installed, does anyone know why TTW isn't playing nice with animation mods and a possible solution?

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RoyBatty
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Re: Struggling With Animation Mods

Post by RoyBatty » Tue Nov 27, 2018 2:58 am

Diagonal Movement should be fine.

Animation replacers are incompatible atm.
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Lord_of_Cats
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Re: Struggling With Animation Mods

Post by Lord_of_Cats » Tue Nov 27, 2018 4:38 am

So I've been continuing with troubleshooting... I don't think it's an issue with animation anymore. I have Arusah's Animation Pack working just fine with B43 Inertia, however when I add any more mods on top of it, then it won't load. Does TTW have a smaller plugin cap than NV?

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Risewild
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Re: Struggling With Animation Mods

Post by Risewild » Tue Nov 27, 2018 4:51 am

There is no actual "definitive" plugin cap in either FNV or TTW. It varies from person to person, from hardware, from mods, from how Cthulhu is feeling that day.

It can be 130 for someone one playthrough, it might change after reinstalling the game later. It might be 120, it might be 110... My suggestion is always keep it 100 plugins max. That will probably prevent the "too many plugins" "engine failure". :lol:

Also. Like Roy said, animation replacers are not compatible, so be careful with that. :?
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Lord_of_Cats
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Re: Struggling With Animation Mods

Post by Lord_of_Cats » Tue Nov 27, 2018 7:15 am

Well, I love muh animations, so I'll keep them around for now. I got 46 plugins at the moment and it seems to mostly be fine.... Right now the game crashes whenever it loads after death, so I'm thinking I should probably finish optimizing my game in the way Gamer Poets suggests.

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RoyBatty
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Re: Struggling With Animation Mods

Post by RoyBatty » Tue Nov 27, 2018 10:41 am

Read our FAQ, be sure to skip the parts that TTW already does.

And yeah, animation replacers are NOT compatible. All the animations are different in TTW due to fixing the iron sights and adding animations that were missing for the FO3 weapons.
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vyfvyf
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Re: Struggling With Animation Mods

Post by vyfvyf » Fri Dec 07, 2018 6:45 pm

Asurah is fine if you remove only main archive and delete aim anims, like on mods description on nexus
If you don't want to patch every mod - delete every 1hp\2haAimIS, AttackIS in _1stperson folder. This will revert your aiming and aimed shooting to vanilla.
in our case TTW compatible anims not vanilla

burner9875
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Re: Struggling With Animation Mods

Post by burner9875 » Mon Mar 25, 2019 1:39 am

would you mind uploading your "patched version somewhere?

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