Fallout 3

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Yodunheim

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Yodunheim

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About this mod

A 1st person animations replacer specifically made for Fallout 3, features working reload sounds!

Permissions and credits
If you don't play Fallout New Vegas or go on that side of Nexus, there's this really neat thing called "kNVSE". Basically that mod makes it so you can bind specific animations to specific weapons, pretty awesome right? Thus, the age of surplus animations had begun!

Only thing is... Fallout 3 got left behind in the dust like the outdated game it is. Regardless, I scavenged what I could and came up with a pretty reliable set of animations. It's not perfect, some of the reloads don't align back up 100% but it's barely even noticeable (especially when you're in combat).

If you're completely new to modding Fallout 3 I would HIGHLY advise you download RH_Ironsights first and then overwrite with this mod. There's a link right below, seriously though, download RH_Ironsights.

The 32 pistol is glitched so I've included two options to (somewhat) fix it:

- Optional File: 'Weapon Fixes' sets the attack animation to 'attack right' so the reload works but the mechanisms don't move. For full details read the update log for 2.6.

- Old File: Replaces the 32 pistol with a new one and uses 44 magnum animations, it works properly but you don't get the uniqueness of the original 32 pistol.



All the credit goes Roguehallow, Hitman47101 and Rockbiter68 for their amazing animations.


You can find the original RH_Ironsights mod here: 
https://www.nexusmods.com/fallout3/mods/6938


You can find some of Hitman's popular mods here:
Season 1 - https://www.nexusmods.com/newvegas/mods/73856
Season 2 - https://www.nexusmods.com/newvegas/mods/75208

You can find some of Rockbiter's popular mods here:

Clean Animations Part 1 - https://www.nexusmods.com/newvegas/mods/75518
Clean Animations - https://www.nexusmods.com/newvegas/mods/70599




- Just a reminder that these are FIRST person animations, third person animations can be found here:
https://www.nexusmods.com/fallout3/mods/25139/



-The first person (Pistol) holding/aiming/attack animations used in my collection are primarily from the Hitman port found here: https://www.nexusmods.com/fallout3/mods/22407


-The first person (Assault Rifle/Rifle) holding/aiming/attack animations use RH_Ironsights as my base. Personally I have no problem with these over hitman's animations, for some reason it just never came together the way I wanted.


-Many of the reloads were done by Rockbiter/Hitman and there shouldn't be any problems with them being too long or over eccentric.


-ALL of my gun mods have been built around these animations, so everything should (relatively) fit like a glove. Granted for instance, the "two handed automatic" Reload E doesn't always align with every pullback.

- Having iron sight woes? Take your broken weapon down to my repair hub and I'll fix it right up!
You can find that, here: https://www.nexusmods.com/fallout3/mods/25091



For player reference, here is a list of reloads and their assigned weapons:

1hpreloadA - 10mm Pistol
1hpreloadB - Dart Gun
1hpreloadC - Chinese Pistol
1hpreloadD - Sawed-Off Shotgun
1hpreloadE - 44 Magnum
1hpreloadF - Laser Pistol
1hpreloadG - 10mm SMG
1hpreloadH - Plasma Pistol
1hpreloadJ - Alien Blaster
1hpreloadK - 32 Pistol
2hareloadA - Assault Rifle
2hareloadB - Plasma Rifle
2hareloadC - Sniper Rifle
2hareloadE - Chinese Assault Rifle
2hrreloadA - Hunting Rifle
2hrreloadB - Laser Rifle
2hrreloadC - Lincoln's Repeater
2hrreloadD - Combat Shotgun

2hrreloadF - Railway Rifle
2hrreloadG - Double-Barrel Shotgun
2hrreloadH - Alien Disintegrator Rifle

2hhreloadB - Flamer
2hhreloadC - Gatling Laser
2hhreloadE - Mingun
2hlreloadA - Fat Man
2hlreloadE - Missile Launcher


-Updates-


v1.1 - Two new reloads have been added for the "Chinese Pistol" and "Plasma Rifle". I'm currently working on a second set of animations, reload sounds, 32 pistol glitch and other minor bugs. No promises though.

v1.2 - Quick upload, I had meant to place in a new pistol unequip animation, should look a lot better.
Included an optional file for a 32 pistol replacer. It's a solution, not the best.


v1.3 - Included a new optional file which contains extra reloads aside from the main pack. These are ALL created by Rockbiter68 so kudos goes to him.


v1.4 - Main file now has new "Sniper Rifle" and "Combat Shotgun" reloads, bonus reload file has also gained a new (partial) Combat Shotgun reload. I don't personally use the Combat Shotgun so those reloads haven't been fully tested. Let me know if there are any issues.


v1.5 - Added two new reloads to the bonus pack, included you'll find a new "Plasma Rifle" and "Sawed-Off Shotgun" reload.



v2.0 - I finally fixed the missing reload sounds with help from this .kf file extension: 
https://filext.com/file-extension/KF


So basically what I did was re-format the reload sounds to match up with the specific files the animations were calling for. Once I figured that out it was no sweat, although the .44 magnum reload gave me a headache.


v2.1 - Went back to double check everything and I really did forget to give you all the required combat shotgun reload sounds, my bad. But there's an update file and the main file should be all good now too. 



v2.2 - There's now a fresh new esp to make the reload sounds actually work, woah! I had an epiphany, a sudden realization thanks to XDVanquisherXD. I already have a mod that adds New Vegas Weapons in my game, hence why it worked for me and (apparently) no one else. Hopefully this solves any issues.


v2.3 - Cleaned up the esp and added more sound files so I'm feeling confident that at least 90% of the missing reload sounds have been accounted for.


v2.4 - Renamed the main file, removed the magnum reload from the main file and swapped it out for the one previously found in "bonus reloads". 


v2.5 - Added a new Combat Shotgun jamming animation. Removed the alien disintegrator rifle reload animation "2hrreloadH" as the sound did not work and it's practically the same as vanilla.

Added a new Zeta Addon optional file that uses roguehallow's zeta mod. This is a standalone version. If you are already using the RH_Ironsights mod then all you have to do is set the alien rifle firing animation to "attack right".


v2.6 - Removed the double barrel shotgun reload (2HRreloadG) from the main file as the sound didn't work and it's practically the same.

Added a new optional file that makes some weapon improvements. After extensive research on editing the meshes/animations for the hunting rifle and 32 pistol I have determined that they will need all new, freshly made animations. Even after I got the pullback/chamber to work and stay in place there were still more complications that I simply cannot fix.

I don't have the time to learn animating from scratch just to fix two weapons. So I've included an optional file with an esp to incorporate these changes:

- The 32 pistol firing animation was set to attack right, the reload works but the mechanisms don't move. I also renamed it to "Service Revolver" but you can always use Fo3 edit to change it. Wild Bill's sidearm was also adjusted so you'll need The Pitt DLC.

- The hunting rifle was set to use Jim's replacer but I edited the mesh, the attack animation multiplier was also tweaked to 1.2 so it feels a lot better to use.

- The Zeta Addon was merged with this so the Alien Disintegrator Rifle works properly. So you can toss that old Zeta Addon out the window, obviously requires Mothership Zeta DLC.

v2.7 - After playing I realized the hunting rifle in the "Weapon Fixes" optional file was not set correctly. I increased the fire rate of the weapon but was actually supposed to increase the animation multiplier. That has been corrected now so the hunting rifle will work as intended.



Bonus reloads file includes:

-Assualt Rifle
-Plasma Pistol
-10mm Pistol
-Combat Shotgun
-Plasma Rifle
-Sawed-Off Shotgun






Credit: roguehallow
hitman47101
rockbiter68