First person IdleStop fix
F4SE plugin to disable the forced "IdleStop" event after playing the idle animation on the weapon.
About this mod Machine translation
F4SE plugin to disable the forced "IdleStop" event after playing the idle animation on the weapon.
Original address:
Prefix:
Address Library for F4SE Plugins:
Fallout 4 Script Extender (F4SE):
Microsoft C++ Redistributable:
AE file updated on September 6th
The latest anniversary version and the previous era moderator files have been packaged and uploaded together. You can choose one of the two to install according to your own game version.
Updated on August 24th:
Version 1.1
Potential fix for plugin ignoring form ID 0 (0).
**This is a resource for the mod author, it does nothing by itself! **
This plugin disables the IdleStop event called after the first-person dynamic idle animation plays, which forces the equip animation to play.
I developed this primarily for my Cyberpunk 2077 - Malorian Arms - 3516 mod, but you can still use it for your own custom first-person animations without touching behavior graphs or keywords, just plug and play.
Pre-Nextgen and Nextgen versions for games
Simple comparison:
Original behavior: "
IdleStop" is no longer valid:
How to use:
- You can use CK or FO4Edit to add a new "IdleAnimation" under any behavior root;
- Create a .txt file with any name at "Data/F4SE/Plugins/FO4IdleStopFix". The txt content should be:
PLUGIN_FILENAME,IDLEANIMATION_FORMID
Example: myplugin.esp, 0x114
From there you should know how to call these animations using Papyrus and the MCM hotkey system.
There is an optional file with a very simple example on how to build basic stuff using this plugin.
Acknowledgments:
The F4SE team is responsible for the script extender, Fudgyduff is responsible for the address library and CommonLibF4
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.