If you enjoy the mod, please do consider endorsing it. Creating these things takes an enormous amount of time.
All good faith criticism/feedback is very much welcomed and encouraged.
FAQ
Spoiler:
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Q: Not lore friendly/incorrect b/c realism/etc. A: I don't care.
Q: This model doesn't have a bolt release! A: Look, buddy: I don't care.
Q: Will you make condition-dependent jams for more weapon sets? A: Unlikely, but you never know.
Q: Please make a version without the weapon-condition dependent jams. A: I really don't feel like it. Just delete all of the lines in the .json that have scripts attached.
Q: Why did you remove the Rockbiter locomotion option? A: Because they're located here now.
Q: Lever-action rifles?!? A: .357 first. Then Lever-Action. If these mods do well.
Q: What FOV should I use? A: Should be fine with whatever disgustingly high FOV you want to use, but lower FOVs are always going to look better (I set my FOV to 70), which is kind of the point of these animations, no?
Q: Will you make third-person animations? A: No.
Q: Will you apply these to other vanilla weapons/mod-added weapons? A: No. If you do a little bit of reading and have Notepad on your computer, though, you can do make and release patches yourself.
Q: I don't like this style of animation. Will you change it? A: No.
Really like the animations but when i ADS with my Service Rifle it is quite misaligned, can you help me with this issue? I don't have any other weapon mods installed except for your animations and both part 1 reborn and iron sights alignment are installed
Why did you replace the first one, where you pull the weapon up aggressively and juggle the mag a bit on the left? It looked way more alive and cooler...
If the jam animation plays while your are crouched the camera will jump to the "standing" height in both third and first person. Its rather jarring when it happens.
Glad it's not just me. The animation is great but the sights are like WAY off. To the point that you have to use a dot that comes with the gam or you'll never hit where youre aiming with the irons
So I have this weird bug with your animation this time, the firing effect when ADSing bugged out, the fx comes out in the same position where hip firing would, there's a slight clipping with the mag when reloading, and the 3rd person animation is weird, it fixes itself after playing a jamming animation somehow. I do have the WAP Year One mod though, so maybe sth from that mod is messing with your reanimation, if you have any suggestions do lemme know though!
The FX coming from the hip-position is a consequence of how I make the AttackIS animations. It really shouldn't be that noticeable, though, and I have no idea why your tracers are so distinct.
The clipping is 100% due to you using the WAP mod. It's a really good mod and model, but the animation has a lot of problems with that model, unfortunately, as that model doesn't match the proportions of the vanilla model very well (which is what I made this animation on).
No idea what's going on with your third person. It can't be this mod at all, though, since this mod in no way touches third person animations.
Sorry for the late reply Nexus didn't notify me of your comment, my tracers being bright is probably because of a vfx mod I have (I do have a few), but I'm curious as why you made the AttackIS animations like that? Is there any particular reason? And would there be a chance of you making like a WAP Compatibility patch or version since I really like how the guns in that mod looks.
I make the AttackIS like that simply because that's how I was taught how to make it. I've been shown how to do it the other way, where that problem doesn't exist, but I decided not to adopt it to spare myself from the task of going back to every single animation set I've ever made to remake the AttackIS--because I know that's what I would want to do.
The way I do it also does have the benefit of eliminating the "weapon hanging in the middle of the screen bug" when you release the aim button while firing, and the other method does not. So, it's a trade-off. This game will never be fully de-jankified, so it's a matter of picking your poison.
As for a WAP patch: unlikely, honestly. I suppose it's not entirely outside the realm of possibility if there's enough demand for it, but it's already quite a bit of work to get these working for vanilla weapons.
Thanks for responding, looks like I found the source of the problem and it seems to be the WAP Year One mod thay replaces the models. Which is strange since I found your mod from a video thay showed case it using the model from said mod.
Can confirm that WAP Year One does interfere with the animation from this mod as I have made all "service rifle" animations hidden with the exception of this mod and only by disabling WAP Year One do the animations play.
Really like this one, the new style with weapons being closer to the character looks quite nice. Sadly the iron sights are so off that even ISControl can't make them functional. I'll do some additional movement changes in Nifskope to fix it and I can send the meshes to you to upload them here as an option.
I'm more than happy to see mesh changes, but that really should not be necessary at all. My sights are perfectly aligned in my game, and ISControl Enabler should be more than sufficient. Are you using the latest version?
Yes, Ich bin using the latest ISControl. Here's a screenshot of how it looks in my game: https://ibb.co/B6STd9n I might have moved the mesh in the past to align it to previous animations, but I don't recall. Guess I'll have to do it again for this version. Interestingly, it's dead accurate with your old Service Rifle version that you have inside the Reborn Part 1 pack, the one I'm desperately refreshing every hour of every day, hoping to see the fixed 9mm pistol vanilla fire rate xDD
Oh, yeah, that's not bad. Just follow the instructions on the mod page to re-align them. You just have to hold one of your shift keys and then move the sights into place, and you're all set.
I don't know why sometimes sights are different for different people. They were perfectly aligned in my game from the get-go.
And oh, yeah, I'll be updating that soon. I have a fairly large update planned for it, so that little fix got rolled in.
Heh, you're talking to a veteran sight tweaker, one of the first things I was doing and still do when it comes to modding. The con with ISControl is that it only moves the sighting node, not the weapon itself (as you already know), so when sights are more complex (like with the Service rifle), it won't look functional or aesthetically pleasing. Thus, Nifskope movement edits become neccessary. Here, have a look: https://streamable.com/n6807e
Btw, I kinda like your original Service rifle IS attack more, feels punchier, so I'm glad you added the update as a separate file :) Thanks for the Reborn update too!
No problem with the updates and whatnot. My old IS bothered me a lot, and I'm surprised to hear someone liked it, so maybe I'll keep it around as an optional in the future.
As for your sights problem: you can move the whole weapon around now. That's why I asked if you have the latest update. You have to hold Left Shift after going into sights adjuster mode, and you can move around and center the whole weapon. :)
Great, now I feel really sheepish. Looks like I missed the memo, had the newest version, but didn't know about the new implementation. Currently using the older .esp version that also has it because I somehow broke the current one - went to turn on the GeForce Experience overlay to record that IS video while the game was open, the screen went to black and upon restarting (and after multiple mod reinstalls) it's not working anymore. Just a heads-up.
I think part of the reason I like the older attack a bit more is that the front sight somehow stays in the center during shots, while in the new one it goes up and back to the center.
Thanks for all the pointers, now could you please delete this comment chain because I feel embarassed :P
Lmao, no worries, it took me longer than I care to admit to figure that out, too.
As for the other issue: I'm an AMD peasant, and also know nothing about the finer details of how ISControlEnabler works. That's old Xil's purview, not mine.
And yeah, that's fair. The old IS attack felt a bit jerky and sloppy to me, but maybe I can reach a middle ground with it.
Anyways, yeah, I can hide this comment chain if you're really that embarrassed, but honestly, it might help other people learn the same thing, since I think a lot of people missed that feature.
Joking about the last one, let people see my shame and rightfully judge me for my ignorance, for I hath forsaken the ways of diligence in reading descriptive ways of the Nexus people who present us with their gifts of hard labour, yet demand no reward to be bestowed upon them.
Personally, the attacks are fine as you made them, I wouldn't stress about making a third version.
dont know whats up with it, but my iron sights are really misaligned. i have iscontrol installed, so i dont really know whats going on. might have to do with the fact that i have clean anims reborn part 1 installed?
The simplest solution for everyone involved is just going to be to re-align the sights yourself with ISControl Enabler installed. There's instructions on the mod page to do it, and it's bone simple.
43 comments
All good faith criticism/feedback is very much welcomed and encouraged.
FAQ
A: I don't care.
Q: This model doesn't have a bolt release!
A: Look, buddy: I don't care.
Q: Will you make condition-dependent jams for more weapon sets?
A: Unlikely, but you never know.
Q: Please make a version without the weapon-condition dependent jams.
A: I really don't feel like it. Just delete all of the lines in the .json that have scripts attached.
Q: Why did you remove the Rockbiter locomotion option?
A: Because they're located here now.
Q: Lever-action rifles?!?
A: .357 first. Then Lever-Action. If these mods do well.
Q: What FOV should I use?
A: Should be fine with whatever disgustingly high FOV you want to use, but lower FOVs are always going to look better (I set my FOV to 70), which is kind of the point of these animations, no?
Q: Will you make third-person animations?
A: No.
Q: Will you apply these to other vanilla weapons/mod-added weapons?
A: No. If you do a little bit of reading and have Notepad on your computer, though, you can do make and release patches yourself.
Q: I don't like this style of animation. Will you change it?
A: No.
Q: Will you make animations for me?
A: No. Sorry.
I don't have any other weapon mods installed except for your animations and both part 1 reborn and iron sights alignment are installed
If the jam animation plays while your are crouched the camera will jump to the "standing" height in both third and first person.
Its rather jarring when it happens.
Example vid
The clipping is 100% due to you using the WAP mod. It's a really good mod and model, but the animation has a lot of problems with that model, unfortunately, as that model doesn't match the proportions of the vanilla model very well (which is what I made this animation on).
No idea what's going on with your third person. It can't be this mod at all, though, since this mod in no way touches third person animations.
The way I do it also does have the benefit of eliminating the "weapon hanging in the middle of the screen bug" when you release the aim button while firing, and the other method does not. So, it's a trade-off. This game will never be fully de-jankified, so it's a matter of picking your poison.
As for a WAP patch: unlikely, honestly. I suppose it's not entirely outside the realm of possibility if there's enough demand for it, but it's already quite a bit of work to get these working for vanilla weapons.
I'm more than happy to see mesh changes, but that really should not be necessary at all. My sights are perfectly aligned in my game, and ISControl Enabler should be more than sufficient. Are you using the latest version?
https://ibb.co/B6STd9n
I might have moved the mesh in the past to align it to previous animations, but I don't recall. Guess I'll have to do it again for this version.
Interestingly, it's dead accurate with your old Service Rifle version that you have inside the Reborn Part 1 pack,
the one I'm desperately refreshing every hour of every day, hoping to see the fixed 9mm pistol vanilla fire rate xDD
I don't know why sometimes sights are different for different people. They were perfectly aligned in my game from the get-go.
And oh, yeah, I'll be updating that soon. I have a fairly large update planned for it, so that little fix got rolled in.
The con with ISControl is that it only moves the sighting node, not the weapon itself (as you already know), so when sights are more complex (like with the Service rifle), it won't look functional or aesthetically pleasing. Thus, Nifskope movement edits become neccessary.
Here, have a look: https://streamable.com/n6807e
Btw, I kinda like your original Service rifle IS attack more, feels punchier, so I'm glad you added the update as a separate file :)
Thanks for the Reborn update too!
As for your sights problem: you can move the whole weapon around now. That's why I asked if you have the latest update. You have to hold Left Shift after going into sights adjuster mode, and you can move around and center the whole weapon. :)
I think part of the reason I like the older attack a bit more is that the front sight somehow stays in the center during shots, while in the new one it goes up and back to the center.
Thanks for all the pointers, now could you please delete this comment chain because I feel embarassed :P
As for the other issue: I'm an AMD peasant, and also know nothing about the finer details of how ISControlEnabler works. That's old Xil's purview, not mine.
And yeah, that's fair. The old IS attack felt a bit jerky and sloppy to me, but maybe I can reach a middle ground with it.
Anyways, yeah, I can hide this comment chain if you're really that embarrassed, but honestly, it might help other people learn the same thing, since I think a lot of people missed that feature.
Personally, the attacks are fine as you made them, I wouldn't stress about making a third version.
The simplest solution for everyone involved is just going to be to re-align the sights yourself with ISControl Enabler installed. There's instructions on the mod page to do it, and it's bone simple.