Fallout New Vegas

File information

Last updated

Original upload

Created by

rockbiter68

Uploaded by

rockbiter68

Virus scan

Safe to use

689 comments

  1. rockbiter68
    rockbiter68
    • premium
    • 708 kudos
    Locked
    Sticky
    I'm back.
    (More details tomorrow.)


    --------------------------------------------------------------------

    Notice: Video demonstrations are in the description. Click on the animation file name. You can find my visual mod list below, for those of you who are asking.

    Thank you to everyone who voted for this mod to be Mod of the Month for December!


    If you are still confused on how to set up an install with multiple animation mods or on how to make reload variants out of multiple animation mods, click on the below spoiler. This is copied and pasted from a conversation in the comments section.
    Spoiler:  
    Show

    Third-person animations: the third-person animations should go in meshes/characters/_male, which is the same spot they should have been extracted from. I'll be sure to go back and clarify that.

    Suffixes: It does not matter which mod you give the suffixes too. For example, if you like my 2hrReloadB and Januusz's 2hrReloadB, and want to use them both, then you need to name one of them 2hrReloadB_A, and one of them 2hrReload_B. It doesn't matter which one gets name which, as they'll now function as variants.* Again, keep in mind that both of these will need a third-person reload in order for them to play properly, but that's why you're extracting the third-person animations and renaming them in the same way that I just described. Your third-person reloads will look no different, of course, but it will allow both of these animations to play. Also remember that you will need StewieAITweaks and the appropriate setting activated in its .ini file.

    Suffixes, part 2: you only need to do this for reloads where there is overlap in the files. So, if you only have one 2hrReloadB, and that's the only one you want, then don't rename it. Just drop it in meshes/characters/_1stperson like you normally would.

    Vanilla reloads: you mentioned that you wanted to use the vanilla reloads, too. All of these will be in the .bsa and will need to be extracted to meshes/characters/_1stperson. If you want a list of all of the vanilla reloads, see Asurah's mod page, go to the Modding Info section, and click on the Reloads spoiler. Keep in mind that, if you're making variants out of all of these, you will need to extract, make copies of, and rename the corresponding third person animation files from meshes/characters/_male. They should have the same names as the first-person animations.

    TL;DR: this is all honestly less work then I'm making it sound like - I'm just trying to be thorough since you were confused. Every animation variant needs a suffix, can have suffixes up to _C, need a third-person animation file with the same file name/suffix, and needs StewieAITweaks + the appropriate .ini setting activated to run. First person animations go in meshes/characters/_1stperson. Third person animations go in meshes/characters/_male.

    Overwrites: please also keep in mind that if you're not concerned about reload variants, and simply want to use different packs together, overlapping files will overwrite each other and will keep one mod author's animations from playing. So if you let me 2hrReloadB overwrite Januusz's 2hrReloadB, you'll only see mine. This is pretty standard modding stuff, but I'm putting it here anyways. Either install the mod whose animations you like most last, or consult the file list on pretty much everyone's mod page to pick and choose the files you want.


    Notice:
    My mod does not effect weapon meshes or textures in any way. It does not change any weapon records. It adds .kf files and some .wav sound files and literally nothing more. This mod will not mess up your weapon mods/textures/fixes.

    Mod List:
    Also, a lot of people have been asking for the visual mods I've been using, which I didn't expect, because it's nothing too fancy. Posting them in a spoiler, though, for those of you who are interested. EDIT: I have since realized that Viva New Vegas has stripped out many of the visual mods I used. Sorry. I don't quite remember all of the visual mods I used, but I'm putting in what I remember.
    Spoiler:  
    Show

    FALLOUT: NEW VEGAS

    • I largely followed the Viva New Vegas guide for the core of my install.
    • For weapons, I use WMIM, WRP, and EVE. Of those, I believe that EVE is the only one that VNV does not recommend. All other weapon textures were recommended by VNV.
    • I use Millenia's Environment Map Shader Fix to make the weapons look nice, too.
    • For the landscape and architecture, I use NMC and Ojo Bueno. I do not remember which one I let win conflicts. Sorry.
    • There may be some other retextures I use, too - I think one for rocks/mountains, and one for bricks/ruined bricks, and probably one for sandbags. Unfortunately, I cannot remember the names of these mods. You might have to poke around a bit.
    • For trees, I use Wasteland Flora and Terrain Overhaul. I did not let any of the landscape textures overwrite the ones I already had. 
    • For grass, I use Enhanced Grass. I use the plugin without vertex lighting.
    • For LOD, I used FNVLODGen. I think. There might be a pack out there that just pre-packages LOD for vanilla + DLCs, but I'm not sure about that. If such a pack exists, I probably used that, since I'm lazy and don't use mod-added locations/quests anyways.
    • For weather and lighting, I use George's ENB. A link to the necessary weather plugin can be found on its mod page.

    FALLOUT 3

    • I remember far less of what I did to get my Fallout 3 looking the way it does. I believe 90% of it is from this guide, but it's very possible I may have made some alterations.
    • I use Jacksonelhage's excellent Life After Death ENB for the lighting. No weather mods that I can remember using.
  2. Dantheman1713
    Dantheman1713
    • member
    • 0 kudos
    Will this work for TTW?  Will the animations be the same?
  3. ChickenAlfredo
    ChickenAlfredo
    • member
    • 10 kudos
    .
  4. SlicedNugget
    SlicedNugget
    • member
    • 0 kudos
    What mod is being used to make your characters hands look better quality like that?
    1. rockbiter68
      rockbiter68
      • premium
      • 708 kudos
    2. SlicedNugget
      SlicedNugget
      • member
      • 0 kudos
      Thanks m8! You're the goat.
  5. AlexiousITA
    AlexiousITA
    • member
    • 0 kudos
    I do not understand if this also includes FNV Clean Animations Part 2, Part 3, Grenade Pack, and C4 Bottlecap Mine... 
    1. rockbiter68
      rockbiter68
      • premium
      • 708 kudos
      It doesn't. Those are new mods. This is an old one. This mod also has a description telling you exactly what it covers.
  6. GlowManGaming
    GlowManGaming
    • supporter
    • 4 kudos
    PSA:

    Mod Author rockbiter68 made a new version of this mod sperate from the original here. Please search FNV Clean Animations - Redux Pack or click the link below. 

    Have fun! Cya on The Strip <3

    FNV Clean Animations - Redux Pack at Fallout New Vegas - mods and community (nexusmods.com)
  7. Heisenburger727
    Heisenburger727
    • supporter
    • 0 kudos
    Is there any way to disable specific animations? i want to use this alongside ETJ's guns but these animations take priority.
    1. rockbiter68
      rockbiter68
      • premium
      • 708 kudos
      You can delete the relevant file. The description tells you what file does what.

      Also, priority really shouldn't matter with ETJ's animations, since his animations are kNVSE sets and the majority of these are not. His animations should always override these ones, regardless of load order.
  8. XP47JSuperbolt
    XP47JSuperbolt
    • member
    • 2 kudos
    Loving the work you've done but I've been having issues with the animations with the 2haattackloopIS animations you provide, even the alternate patch file that Hitman's Anniversary pack has. They all have the same issue of my gun recoiling before it actually fires. This causes me to instead have to aim not with my front sight post, but aim with the upper portion of the ring on my rear sight post instead. I've tried flipping around Anniversary and Clean, and reinstalling Iron Sight fix to be sure.

    Not with this specific animation set, but there are people who have mentioned the same issue with the gun recoiling before firing
    Here   and Here 

    Is there a possible way you can release a patch that can fix this issue or make it where your gun fires before you begin to see the recoil? 
    1. rockbiter68
      rockbiter68
      • premium
      • 708 kudos
      There are no 2haAttackLoopIS animations in this mod. That just looks like a vanilla animation to me, but I could be wrong--it's been some time since I've seen vanilla animations.

      Either way, it's nothing to do with this mod. Promise. All of these animations were made well before I ever felt brave enough to handle iron sights animations.
  9. GodwinXD420
    GodwinXD420
    • premium
    • 0 kudos
    some of the animations aren't working when I reload, specifically on guns I got from fallout 3 through TTW.
    1. artengorgz
      artengorgz
      • premium
      • 0 kudos
      same
  10. kazbar37
    kazbar37
    • member
    • 1 kudos
    wanna know what Laser Pistol Iron Sights mod you use in video, thanks,great work!
    1. rockbiter68
      rockbiter68
      • premium
      • 708 kudos
      Is it the one with those red lasers to make up the iron sights? If so, that's from EVE.

      I don't think the mod is generally recommended these days due to some buginess and compatibility issues, but it is a cool mod.
    2. kazbar37
      kazbar37
      • member
      • 1 kudos
      yeah I mean the red lasers,thanks for the info :)
      it's a cool mod for sure!
  11. I3ass
    I3ass
    • member
    • 0 kudos
    Thank you very much for your incredible mods, They've really changed how I enjoy new vegas. 

    I was wondering if there is a solution to a minor issue I have, The reload sounds for the .357 revolver don't play in first person for me when ejecting rounds. 

    There is sound for interacting with the loading gate and for when I use B42 inspect it plays all the proper audio. It also plays the correct audio if I go 3rd person when reloading a .357 revolver, just not first person.