скайрим мод immersive interactions
Совместимость:
Выбирайте режим анимаций от 1-го лица, если у вас есть Immersive First Person View, если как и я используете Enhanced Camera то включите анимации только от 3-го лица.
Вещи, которые могут конфликтовать: автономный Pet The Dog (поскольку он уже является частью этого мода) и альтернативные моды, упомянутые выше (поскольку они делают аналогичные вещи). Dynamic Things Alternative (официально нет на LE), вероятно, будет частично пересекаться, когда дело доходит до особых взаимодействий, но вы можете в каждом конкретном случае решить, какие взаимодействия вы хотите, через MCM мода, поэтому не должно быть больших проблем с использованием обоих.
Требования:
Skyrim LE
SkyUI LE
Skyrim Script Extender
FNIS (или Nemesis)
Dynamic Animation Replacer (скачать с Нексуса и установить через менеджеры или вручную, папку SKSE в Data в игре, в этом плагине всего один файл DynamicAnimationReplacer.dll)
Установка:
* Перед установкой данного мода сделайте резервное сохранение игры, чтобы потом можно было вернуться на это сохранение, если надумаете удалить мод, сообщается что мод при удалении ломает сохранение игры.
* Автором запрещено распространение мода в целом виде, поэтому у нас на сайте только файлы с переводом.
1. Скачать оригинальный мод со страницы автора на Нексусе в разделе MAIN FILES и установить в игру через менеджеры модов или вручную.
2. Скачать у нас на сайте архив с переведенными файлами и скопировать в папку Data в игре с заменой.
3. После запустить FNIS и обновить анимации (или Nemesis), все.
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About this mod
See your character perform context-aware animations when interacting with the world. Animated greeting of NPCs, pickpocketing, lockpicking, and more!
DLC requirements
Nexus requirements
Mods requiring this file
Credits and distribution permission
Author notes
Reach out and say hello!
File credits
— This mod wouldn’t be possible without FLipdeezy. He not only allowed me to use the offset arm animations he generated, but also the whole code foundation for all the animations. Seriously, huge thanks to him. Make sure to check out his other mods cause you might be missing out in some really awesome gems.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 1.24
○ When giving a hug to a friend or spouse, the hugged NPC will now smile during the hug, then return to normal a couple of seconds later. The smile is subtle, but should be noticeable. This prevents them from looking ungrateful or awkward during the hug. I’m not sure if this is realistic, because I’ve never seen the face of anyone I’ve hugged DURING the hug. Maybe it’s normal to look very neutral when being hugged. shame you can’t «Force 3rd person view» in real life. It would also help in a lot of situations, like when the wind messes up with your hair or you have food leftovers. Okay, I’ll stop now. You get the idea though, SMILES DURING HUGGING TIME.
○ Fixed a bug that could make the camera stuck in first person after pickpocketing in first person. Thanks to the person that reported this, it was a silly mistake from my side.
○ Some levers would not trigger the proper animation (dwemer levers, levers on walls, etc.) so I reclassified them with a different animation so at least there’s some movement from the player, it looks good. Also, made it so puzzle levers do not play an animation in first person (unless you choose to play animations via the MCM, in which case you should have installed a mod like Immersive First Person View if you don’t want to teleport)
○ MCM option for disabling the detection of low/high objects was not working correctly, this is now fixed.
1.21:
○ Missives/Board Notice Support with New Animation: After you open the MCM of Immersive Interactions (after the update or for the first time), the mod will detect if you have Missives or The Notice Board installed. If you do, interacting with those items will result in a new animation (thinking/reading). This applies to the Ledger too, cause numbers and thinking go together.
○ Namira’s Ring: When equipped, you will no longer be able to play the «looting body» animation. The vanilla menu will appear as usual and you can decide the fate of your victims. Bon Apetit!
○ Static Skeletons now trigger the looting animation. (Static skeletons are the skeleton corpses you find in tombs and stuff, not the ones you fight, those were already added)
○ Barrel Animation: Barrels now always use the higher animation for looting containers if using the «realistic container animation» option. (Per user feedback, detecting the location of barrels would often result in the player thinking the barrel is lower than it really is, making them «crouch», fixed now)
○ Torches hanging on walls now trigger the «take» animation.
○ Neutral messages: Messages from this mod were in first person before (I), but vanilla uses second person (You), but some people mod it back into «I». So I decided to use impersonal messages. (Old: «You don’t find anything to interact with.» New: «No nearby items to interact with»)
I recommend watching this video to see the most important stuff added in this update in action: https://www.youtube.com/watch?v=-MpjW_cSHj8
○ First a reminder: Do NOT use the camera option in the MCM for «Play all animations» if you don’t have Immersive First Person View installed. Just don’t or you’ll get teleports. Choose one of the other 2 options.
○ New detect item location system: If an item is above your character, they will reach out their arms high up to grab it. If an object is too low, they will bow down to grab it.
○Reworked the whole «force third person» camera system. I am happy to report it should be 99.9999% reliable now, no more teleports!
○ Faster «pick up object» animation.
○ «Realistic» container animations: Before, the container animation was very short (and was shared with that of opening doors). Now they have their own animations, which will play differently depending if you’re sneaking, if the container is tall/short, etc.
○ New MCM options: All of the options above other features can be turned off for those that want it. Other options have been added to the MCM. (When updating mid-game, MCM might glitch, rest of the mod should continue working though)
○ Classifiable lists in MCM: You can, for example, classify a cat as a «small animal» so they can be petted, directly from the MCM. Once done on one, it will apply to all cats in the game (provided they’re the same race, etc.) You can also classify animals as «tall» or as a «harvestable dead animal» for modded creatures you want to play the «loot animal» animation on. If you have classified an animal/NPC by mistake, you can now clear the classification from the MCM too.
○ Added more races to the «loot with animation» list: Now Hagravens, Giants, Falmers, Draugrs, Dwarven constructs, Wisps, Skeletons, Spriggans, etc. can be looted with an animation.
○ Added an optional «well-timed» object pick up option in the MCM. Without this, objects get picked up immediately, and the animation happens afterwards. Enabling this option syncs the timing of the animation with the object disappearing. HOWEVER: it’s disabled by default and marked as «Beta» because enabling this option makes it incompatible with mods such as «Blocksteal» and similar. It can also lead to some issues like grabbing stacked items (like a bunch of arrows) to be picked up as just ONE arrow. This is of course not good, but you have the option to use it if the animation delay bothers you. Just be aware of drawing your weapon before picking stacked items.
○ When wearing namira’s ring, no looting animations will play (so you can do cannibal stuff in peace)
○ Praying when using the «force third person» camera option could sometimes glitch the player. Fixed.
○ «Pick up» animation wouldn’t play in first person, even if you selected «Play All Animations» in first person. Fixed.
○ Opening the MCM will detect if you have Wintersun installed, if you do, praying will be disabled automatically.
○ Smaller tweaks/fixes I dealt with on the fly and didn’t fully document, sorry.
Version 1.11
IMMERSIVE INTERACTIONS
Those that know my previous mods know I’m a sucker for realism and making your characters feel more alive.
I approached this mod with a clear goal: Increase immersion by seeing your character perform context-aware animations when interacting with the world organically. Organic here meaning: without menus, spells, etc: Simply as a natural part of your gameplay adventure.
Most animations work this way: If your hands are free (no weapons/magic/fists), activating items in the world will play a short animation.
Huge Thank you to FLipdeezy for his help making this mod possible, and for TheFakeEmpire for helping with the LE port.
Heavy Burns was amazingly kind to provide an amazing mod showcase you can watch above. I consider him the best when it comes to Skyrim video content, so if you’re not following him already, you’re really missing out.
Performance:
Short explanation: Mod only runs when you need it, and even then, it does its thing (which is pretty lite) for a couple of seconds then disappears. No background, looped or timed scripts. Should have no performance impact at all.
Want to have a look behind the scenes?
Mod has 2 separate types of activations: special and simple interactions (both listed above in this description). For the simple interactions, you activate, an animation plays and the mod stops. This is achieved via a (hidden/dummy) perk, native engine conditions and fragments. So the animations are not too repetitive, there’s a cooldown period after performing a simple interaction. Dogs and Horses use this cooldown as a separation between the animation activation and the vanilla activation. This means: First time you press E on a horse (while not in combat + not weapon out, etc.) you will pet it, but if you press E again, you will ride the horse.
Special interactions only run when you hold E for longer than one second near the object. This way, there’s no need to constantly scan every room looking for valid objects or to edit all objects causing all sorts of compatibility issues. Go near the object that should be usable, hold the activation key for one second and the mod will then check if you are close to one of the special objects (static items) marked as interactable. If one is found, an animation is played. Mod sleeps the rest of the time, so you «wake it up» on demand. This approach makes it so no objects in the world need to be edited or changed into «activator» objects, which should improve performance, compatibility with custom added spaces or objects and makes patching a walk in the park: Just add statics to the formlists I’ve prepared for fellow modders.
Alternatives to this mod:
If you want to explore alternative mods to this one, check out:
— (Super Fast) Immersive animated Looting (SE Only): Very similar to this mod (they share the core code and a lot of the animations). The mod is a great alternative if you want quicker animations that don’t slow down the game and not having to configure anything. (it works on the fly)
— Animations: A classic. Very similar to this one too and both cover a lot of the same interactions. Animations also does some things in a more advanced manner (detecting positioning of objects, for example). I found it to be incompatible with Skyrim Souls, but might be a good alternative too.
Compatibility:
The mod already comes with some compatibility patches that will auto-detect and be enabled automatically: Simply Knock / Hunterborn should be automatically detected and supported. Skyrim Souls IS supported (and recommended since it enables more interactions), but you must tick the box for it via my mod’s MCM to have full support.
Since most of this mod is togglable, it will be compatible with practically anything via the MCM. For example, if the mod doesn’t detect hunterborn, just disable «Loot Animals», and Hunterborn will take over. Same for all the other options. Or just ready your fists/weapon beroe activating an object, which will let vanilla activations take place.
Things that might conflict are: Pet The Dog standalone (since it’s part of this mod already) and the alternative mods mentioned above (since they do similar things). Dynamic Things Alternative will probably have some overlap when it comes to the special interactions, but you can decide on a case by case basis which interactions you want via my mod’s MCM, so there shouldn’t be big issues using both.
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
See your character perform context-aware animations when interacting with the world. Animated greeting of NPCs, pickpocketing, lockpicking, and more!
Nexus requirements
Off-site requirements
Mods requiring this file
Credits and distribution permission
Author notes
Please, come say hello. I’ve never said «No» to any requests for my mods, but I do want to know what you’re using it for. I’m quite active in the community so you should hear from me quite quickly.
File credits
— This mod wouldn’t be possible without FLipdeezy. He not only allowed me to use the offset arm animations he generated, but also the whole code foundation for all the animations. Seriously, huge thanks to him. Make sure to check out his other mods cause you might be missing out in some really awesome gems.
— Also big thank you to Tsaxaman, a very talented animator that helped with the most complex animations in 1.20. The update wouldn’t be possible without him. He has some amazing DAR animations that are not so well known, so check out his profile cause you’re missing out on some hidden gems.
Translations available on the Nexus
Version 1.50
New features:
— Locked doors you have a key for play a different animation (Grab key, put it on door). This should be better than the more suspicious «lockpicking» animation that played before.
— Waiting Mode! Press T (wait) to sit down, meditate or lie down, press forward to stand up. It can be configured or disabled in the MCM. I’ve also released a different mod that adds some variety into sitting animations, check it out: https://www.nexusmods.com/skyrimspecialedition/mods/54193
— New animations while sneaking: lockpicking and looting high containers or corpses all play a different animation that is more suited for someone who is sneaking 🙂
— New MCM options, among others: you can mark custom dead NPCs as lootable (so they trigger the normal NPC looting animation).
Bug fixes/Improvements:
— Some types of NPCs have been added to the looting list (spriggans, DLC creatures and the like)
— Some fixes for incorrect interactions while being a vampire
— Some mods or even vanilla quests bring an alternative menu when looting an NPC (Like: Draw Blood / Loot) or (Eat / Loot) when equipped with Namira’s Ring for example. My mod should detect this and offer the options by default. Hopefully this works for everyone, it’s been working great for me. It can be toggled off in the MCM in case this automatic detection system gives you any issues.
— Game detects Missives/TNB automatically now, no need to enter MCM for this
Version 1.36
Version 1.35
Both straight donations and premium membership donations accepted
Those that know my previous mods know I’m a sucker for realism and making your characters feel more alive.
I approached this mod with a clear goal: Increase immersion by seeing your character perform context-aware animations when interacting with the world organically. Organic here meaning: without menus, spells, etc: Simply as a natural part of your gameplay adventure.
Most animations work this way: If your hands are free (no weapons/magic/fists), activating items in the world will play a short animation.
Huge Thank you to FLipdeezy for his help making this mod possible. If you haven’t already, check out some of his gems. Animated Eating Redux SE edition and SkyJack Simple Woodcutter are great companions of this mod and they never leave my load order.
Also big thank you to Tsaxaman, a very talented animator that helped with the most complex animations in 1.20. The update wouldn’t be possible without him. He has some amazing DAR animations that are not so well known, so check out his profile cause you’re missing out on some hidden gems like this dagger animation. Go give him some love!
Heavy Burns was amazingly kind to provide an amazing mod showcase you can watch above. I consider him the best when it comes to Skyrim video content, so if you’re not following him already, you’re really missing out.
List of Special Interactions:
Special Interactions are similar to the actions found in Dynamic Things, but this time without editing world elements except the ones you actually activate. Hold E (or activate button) for a second when facing one of these items to activate them:
Performance:
Short explanation: Mod only runs when you need it, and even then, it does its thing (which is pretty lite) for a couple of seconds then disappears. No background, looped or timed scripts. Should have no performance impact at all.
Want to have a look behind the scenes?
Mod has 2 separate types of activations: special and simple interactions (both listed above in this description). For the simple interactions, you activate, an animation plays and the mod stops. This is achieved via a (hidden/dummy) perk, native engine conditions and fragments. So the animations are not too repetitive, there’s a cooldown period after performing a simple interaction. Dogs and Horses use this cooldown as a separation between the animation activation and the vanilla activation. This means: First time you press E on a horse (while not in combat + not weapon out, etc.) you will pet it, but if you press E again, you will ride the horse.
Special interactions only run when you hold E for longer than one second near the object. This way, there’s no need to constantly scan every room looking for valid objects or to edit all objects causing all sorts of compatibility issues. Go near the object that should be usable, hold the activation key for one second and the mod will then check if you are close to one of the special objects (static items) marked as interactable. If one is found, an animation is played. Mod sleeps the rest of the time, so you «wake it up» on demand. This approach makes it so no objects in the world need to be edited or changed into «activator» objects, which should improve performance, compatibility with custom added spaces or objects and makes patching a walk in the park: Just add statics to the formlists I’ve prepared for fellow modders.
Alternatives to this mod:
If you want to explore alternative mods to this one, check out:
— (Super Fast) Immersive animated Looting: Very similar to this mod (they share the core code and a lot of the animations). The mod is a good alternative if you want quicker animations that don’t slow down the game and not having to configure anything. Very much recommended if you find my mod too big.
— Animations: A classic. Very similar to this one too and both cover a lot of the same interactions. It’s been around forever and many of us were using it for years. I found it a bit buggy, but might have been an exception. Might be a good alternative too.
Compatibility:
The mod already comes with some compatibility patches that will auto-detect and be enabled automatically: Simply Knock / Hunterborn are automatically detected and supported. Skyrim Souls IS supported (and recommended since it enables more interactions), but you must tick the box for it via my mod’s MCM to have full support.
Since most of this mod is togglable, it will be compatible with practically anything via the MCM. For example, if the mod doesn’t detect hunterborn, just disable «Loot Animals», and Hunterborn will take over. Same for all the other options. An alternative way to deal with this, if you don’t want to disable a feature completely is just readying your fists/weapon, which will let vanilla activations take place.
This is coming up a lot, so I’ll repeat: if a mod brings up a menu upon an activation or plays an animation at the same time as my mod, this can be problematic as my mod will want to take over. How do you solve this? You raise your fists to let vanilla activations take over, or you disable the conflicting animation via the MCM. I spent 50% of the development time of this mod (and it was months) doing the MCM. It’s got plenty of options so you can customize it to your game. Don’t ask me for patches, use the MCM. Thanks.
Things that might conflict are: Pet The Dog standalone (since it’s part of this mod already) and the alternative mods mentioned above (since they do similar things). Dynamic Things Alternative will probably have some overlap when it comes to the special interactions, but you can decide on a case by case basis which interactions you want via my mod’s MCM, so there shouldn’t be big issues using both.
You enjoy my work and want more immersion related mods? Check out some of my other work!
Список особых взаимодействий:
* Особые взаимодействия аналогичны действиям в Dynamic Things, но на этот раз без редактирования элементов мира, кроме тех, которые вы действительно активируете. Удерживайте E (или кнопку активации) в течение секунды, когда сталкиваетесь с одним из этих предметов, чтобы активировать их:
Поленницы: будет воспроизводиться анимация, в которой ваш персонаж поднимает дрова. В зависимости от размера поленницы вы получите больше или меньше древесины. Поленница исчезает после анимации (если только это не огромная поленница размером с дом).
Бочонки: воспроизводится анимация, показывающая, как игрок наполняет бутылку элем. Это даст вам две бутылки эля, после чего бочонок будет пустым.
Тушить пожары: при активации возле костра (костра, костровой ямы и т.д.) игрок будет воспроизводить анимацию тушения огня. Это вернет вам немного древесины. Это полезно для реалистичности: если вы используете Campfire / Frostfall и хотите иметь временную базу в пещере с ванильным огнем, это похоже на обман, потому что огонь ВСЕГДА горит и никогда не заканчиваются дрова. Если вы решите сделать это, вы можете выключить его и вместо этого создать свой собственный костер «мега-супер иммерсивного реализма». Эта опция по умолчанию отключена, потому что я понимаю, что она довольно нишевая. Если вам нравится идея отключения костров, вы можете повторно включить это взаимодействие через MCM меню настроек.
Подобрать солому: вы можете поднять солому из тюка, если держите E рядом с одним из них.
Тренировки на манекене: удерживайте E рядом с тренировочным манекеном, чтобы воспроизвести анимацию бокса (спасибо команде Enderal за разрешение использовать эту анимацию). Это сделает разминку, которая «подготовит вас» к битве, дав вам небольшой временный прирост +10 к вашему здоровью и выносливости на 15 минут.
Совместимость:
Выбирайте режим анимаций от 1-го лица, если у вас есть Immersive First Person View, если как и я используете Enhanced Camera то включите анимации только от 3-го лица.
Вещи, которые могут конфликтовать: автономный Pet The Dog (поскольку он уже является частью этого мода) и альтернативные моды, упомянутые выше (поскольку они делают аналогичные вещи). Dynamic Things Alternative (официально нет на LE), вероятно, будет частично пересекаться, когда дело доходит до особых взаимодействий, но вы можете в каждом конкретном случае решить, какие взаимодействия вы хотите, через MCM мода, поэтому не должно быть больших проблем с использованием обоих.