Fallout New Vegas

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Created by

Hitman47101 and Uploader

Uploaded by

CarbonWaffle

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About this mod

Fixed camera jumps, animation snapping, movement lock, broken aim in 3rd person.

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Changelogs
*General*

- Fixed camera jumps, animation snapping and movement lock in 1st and 3rd person.
- Fixed severe aiming issues in 3rd person that were causing player and NPC's alike to sometimes fire straight forward even when aiming straight up or down. (This covers single-action, bolt-action, pump-action, lever-action fire animation variants)
- Rearranged the entire "fire animation variants" file structure and individual animation priorities. This was ABSOLUTELY REQUIRED to fix animation snapping. But dont worry, all animations are all there as Hitman47101 made them. Nothing was lost.
- Fixed and updated 2hrAttack5 Alternative - Optional File from original mod to work with this bugfix.
- Fixed and updated Revolver Fanning - Optional File from original mod to work with this bugfix.
- Fixed Tactical Reloads Addon - Optional File from original mod to work with this bugfix.
- Fixed VANILLA issue when hip-firing lever-action in 3rd person, the first, non-consecutive shot will always miss regardless of weapon spread or Steady chem buff. (Had to include 3rd person 2hrattack5.kf from my personal stash which is a vanilla animation modified by me to fix misaligned aiming, Yes i'm a Steady addict).

*Unfixed* (To do list)
- Frame snapping when firing hunting rifle, cowboy repeater type guns in 1st person and 3rd person. Not sure whats the cause, might be a problem with 1st person animations. Reference here.
Update:
Snapping seems unfixable in 1st person... definitely nothing wrong with animations. Appears to be an engine issue. Its everywhere, not just lever-action guns, but really hard to notice if the gun is one handed.
Seeing how there are no attack variants in vanilla game except for melee and unarmed, no surprise they are buggy when applied to firearms, probably it was never intended to be used for guns.

- Fix character disappearing\rotating 90 degrees for short time during 9mm partial reload in 3rd person in Tactical Reload Addon. Maybe, maybe.
- Nothing.


A note for modders regarding fire variants:
Spoiler:  
Show
Attack variations doesn't work properly. If you take an Attack group and add some variants to it (Attack_A, Attack_B), the Up and Down groups stop working for Attack which leads to broken aiming in 3rd. The game doesn't seem to accept animations without letter suffix to be used in conjunction with _A, _B, _C etc variations. Unlinking NiTextKeyExtraData for Attack group forces the game to safely skip the animation, meaning it will do nothing ingame, but it will still override whatever inside .bsa archive, thus solving the issue.

kNVSE seems to play these properly, without aiming issues, but you still have snapping. Setting different priority for each attack variant solves the problem. Example:
2hrattack5 (Upperbody:55, Lowerbody:26)
2hrattack5_A (Upperbody:56, Lowerbody:25)
2hrattack5_B (Upperbody:57, Lowerbody:24)
2hrattack5Down (Upperbody:55, Lowerbody:25)
2hrattack5Down_A (Upperbody:56, Lowerbody:24)
2hrattack5Down_B (Upperbody:57, Lowerbody:23)
2hrattack5Up (Upperbody:55, Lowerbody:25)
2hrattack5Up_A (Upperbody:56, Lowerbody:24)
2hrattack5Up_B (Upperbody:57, Lowerbody:23)
*AimUp, AimDown anim groups must have a different priority value for lower body than Aim group or else the lower body will snap when blending.

For first person its much simpler, just change overall priority for all bones except Bip01, Bip01 NonAccum, Bip01 Translate, Bip01 Rotate (which should be around 25). Example:
2hrAttack5 - (55)
2hrAttack5_A - (56)
2hrAttack5_B - (57)