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Animated clutter (by JackMorris)

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Yup. Only thing I would ditch is boats. They look quite bad in game (the ones from RWT just as well IMO).

 

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The boat meshes are in Dungeon/Ships directory in case you'd be looking for them :)

 

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So does RWT have the same clipping issues as this mod? I don't remember that problem with RWT.

 

Anyways, I liked what I saw, checked out almost everything, has some nice touches. The sacks are kinda wonky, but that just makes it fit in with Bethesda's animations. 

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I checked RWT boats in Windhelm docks only tbh and there was clipping with barrels, my character's feet and with water itself (the latter for one boat only). It killed the immersion for me.

 

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I've used it and like it; a number of the animation mods add a lot of immersion without a big performance hit.

 

SR:LE includes this, and also suggests eliminating the shiplarge*.nif files.

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Just saw this was marked accepted. Is it for Core or Extended?

 

I say core as they fit enhanced vanilla animations going with core mandate.

 

 

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Adding to my Testing install. Where should I put it, near the bottom of animation and effects?

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Top of animations is okay I don't think it overwrites/underwrties anything. Good to finally have another tester back.

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Just updated with a few new animations. Can someone check them out and make sure they don't overwrite/underwrite anything and that they look good in game.

 

1.7 added

Imperial sewer entrance

Imperial well entrance

Imperial trap doors

Katariah trap doors

Noble coffin

Poor coffin

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For those using SR:LE, the meshes from the first 3 new animations (imperial ones) are overridden by Vivid Landscapes-All in one.

Going to place it after VL to see how it goes.

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I don't like the animation for sacks. Can I "hide" the miscsacklarge.nif (and related sack) files in the FileTree? Will this stop the sack animation? Will this cause a bug or something?

 

Well I hid all the meshes>clutter>containers>anything with the word "sack" in it. A quick save game load and I clicked on every sack on the area. No animation, which what I wanted, but have I introduced a glitch?

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