

Also keep in mind that beta and especailly alpha releases are not meant for production use. Do keep in mind however, that all of the functionality in 2.93 should also be in 3.0. The Blender 2.93 release notes are available here and contain several more changes and improvements. In perhaps more exciting news, Blender 2.93 Beta was released yesterday. x releases, such as Blender 3.1, 3.2, 3.2, etc. This means going forward we will only see. One significate development with Blender 3.0, is it is going to be the first new release under the new Blender numbering system discussed last year. You can read the (rather empty) release notes for Blender 3.0 here. This is literally just the next version in the sequence and as of right now, the only new feature is the new Asset Browser. Both have various options like movement slowness while drinking and NPC drinking.In what sounds like a massive release, but really isn’t, the Blender Foundation have just released Blender 3.0. Both have movement enabled potion drinking. Zupa chooses bottle based on magic effect and AP based on Json list + fallback to a generic potion. Potion effects are delivered at correct time, not like vanilla instant effect when potion is consumed (this is coming to AP). SKSE dll plugin based mod, which are known to be more stable and responsive under heavy script load in large load orders. What Zupa has that Animated Potions doesn't: MCM with different options (adjustable movement speed, toggle sound, toggle stagger etc.) Possibly LE support if/when po3 tweaks is released for LE. Sheathed animation has cork animated as well. Zupa has potion category models (health, magicka, stamina, skill and other, so 5 different models) Correct potions mesh models for every potion. What Animated potions provide that Zupa doesn't: Q: I have a lot of custom potions and mod added potions, will they work?Ī: Animated Potions has fallback system for not yet patched potion mods to play animation with generic potion model.ĭifferences between Animated Potions and zxlice's ultimate potion animation - ZUPA Q: Potion mesh or animation is misaligned? Due to limitations of FNIS when consuming potion in combat or drawn, player redraws two handed weapons (scripted), this is because otherwise the weapon model gets stuck in hand and player is in non-drawn idle state.Ī: To my knowledge FNIS can't add 1st person animations, so no.Ī: Try on a new save, make sure you have all requirements and correct versions of them and read mod page for compatibility.Ī: When/if PO3's tweaks gets released for LE, then I'll make an LE version.Ī: DAR just swaps animations on the fly and does not add animations like FNIS or Nemesis does via behavior edits.Minor = compatibility updates, mesh changes or texture change etc.Major = major changes to scripting, animations or overall mod.Skips the animation when trying to drink with bound shield in hand. ⛔Not compatible with Bound Shield with FX. ⛔Not compatible with Separate Power Attacks, use the alternative One Click Power Attack (only works for SE). ⛔Any mod that changes vanilla potion EditorFormIDs or adds new potions needs patching. ⛔Any mod that adds animation for potion drinking is incompatible. ⚠️CACO added potions have not been added yet. Temporary fix is to use Patch for All Potions. ⚠️Incompatibility with Smart Optimal Salves when you have NPC animations enabled. ⚠️Mesh changing potion bottle replacers will need separate patch to display correct meshes for animations. ✅Potion bottle texture replacers will work out of the box. ✅Animated Potions has fallback system for not yet patched potion mods to play animation with generic potion model.
