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Animated clutter (by JackMorris)

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#31 EssArrBee

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Posted 19 August 2014 - 03:38 PM

It will just use the original mesh instead of this mod's mesh. No problem when you do that.



#32 MosAnted

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Posted 07 March 2015 - 06:27 PM

I noticed this mod overrides some meshes from SMIM. Is that expected? Also the link to the thread from the wiki page is pointing somewhere else. 


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#33 DanimalTwo

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Posted 07 March 2015 - 06:52 PM

I noticed this mod overrides some meshes from SMIM. Is that expected? Also the link to the thread from the wiki page is pointing somewhere else. 

If you want the animations, yes it is intended.


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#34 Xaviien

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Posted 08 March 2015 - 07:41 AM

Also the link to the thread from the wiki page is pointing somewhere else. 

Fixed, thanks!


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#35 Zombo

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Posted 09 February 2016 - 05:37 PM

Is the FMOD table left out by intention?


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#36 TechAngel85

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Posted 09 February 2016 - 07:26 PM

No, it hasn't been done yet. I keep meaning to, but the instruction there is simple enough to be easily installed without needing it.



#37 Tukka

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Posted 10 July 2017 - 01:20 PM

The sack meshes seem to alter the hitbox in a way that makes it a lot more difficult to loot a specific sack when they are placed closed together (as they often are). This could be my imagination though, or maybe just a problem on my end.

 

Also, this is more a matter of taste, but the sack animation looks pretty unconvincing to me, like the sacks are made of a rubber/elastic material rather than cloth. It looks out of place to me.

 

Another issue is that it makes looting these containers take a couple seconds, which may not seem like a big deal... however, sacks generally contain poor loot individually but a lot of times there are a bunch of them in one room so collectively they can constitute a decent haul. But the animation times also add up, to the point where a player may ask themselves how much they really want those alchemy supplies. The gameplay impact can actually be kind of significant. Animations on chests, furniture and doors aren't really an issue because they're more spread out so interacting with those objects never feels onerous.

 

For these reasons I've also decided to disable the sack animations.


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