About this mod
Complete reanimation and revision of previously release Grenade Rifle set. Uses and requires kNVSE.
- Requirements
- Permissions and credits
- Changelogs
- Donations
FEATURES
- The sight is animated. It lays flat when you're hip-firing, and raises when you're aiming. It also jiggles.
- Covers all unique variants, including the Mercenary Grenade Rifle.
- Comes with aligned sights out-of-the-box.
- Gameplay-friendly.
- For use with any locomotion set available on Nexus.
- Recommended to use with this set.
- Recommended to use with this set.
DESCRIPTION
There's not a ton to say here. The old set was starting to bother me, because it was a remnant of my old, pre-"reborn" animation pack--it simply was moved to a new idle. It was never bad--hence this being a separate file--but it was overdue for an update, in my mind.
The second reason for this being its own file: I had the wonderful Hopper31 give the flight sight a node. This allowed me to do some fun stuff, like having the sight only be raised when you're aiming down the sight. Yet, I know that you'd need to physically take action to do that in real life. This isn't real life. The animation system we have also would not allow for that.
Other than that, it should be slightly more gameplay friendly than the previous set. I broke my self-imposed frame limit, because I had some cute ideas which lengthened it, but whatever.
Cheers.
REQUIREMENTS
RECOMMENDED MODS
COMPATIBILITY
- Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the same animations.
- Does not overwrite vanilla animations, allowing you to safely switch back.
- Uses a plugin to apply mesh/handgrip changes. Safe to merge or edit, and/or remove mid-game.
SUPPORT
- If you enjoy this mod in any capacity, please do consider endorsing it.
- If you wish to support me and my animating habits further, donations are very helpful. Small, one-time donations are especially helpful.
DISCLAIMER
This disclaimer is up simply to avoid being associated with a group whose beliefs I pointedly do not share, and so that public perception of me--limited as it is--can at least be somewhat accurate.
This said, animating these weapons so often has forced me to learn a bit about them. Please know that, by the time an animation set is released, I have done any research I deem necessary. Do not offer me corrections as to the "accuracy" of a weapon; if you seem something that you wouldn't considered 1:1 realistic, know that I already am aware of this, and deliberately omitted it for gameplay,technical, aesthetic, and/or time constraint purposes.
Please note that I am fully open to feedback--the above is simply here to state that I do not conflate 1:1 real-life weapon accuracy with a "good" animation, and to also clarify that I do not shoot for realism in my animations (although I do take inspiration for it in order to create a believable animation). Any critiques animation-side, such as things regarding timing, pacing, anticipation, weight, movements, etc. are extremely welcome and hugely beneficial to the craft.
I will not be commenting on any posts regarding this disclaimer, specifically about anything political. It is not my intention to make people angry, but to simply clear me of any unwanted associations.
Thank you.