Fallout 4
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The Shiny Haxorus

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  1. robersonb1
    robersonb1
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    Thank you guys for bug testing these, as well as the kind words. They mean alot! Also, let me know if any of the esps crash your game.

    Edit: PLEASE DELETE THE "separatedsubmachinegun.esp". I didn't duplicate the keyword correctly, and that's why people are having problems.
  2. Alindain
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    Please mate reanimate this one https://www.nexusmods.com/fallout4/mods/10669
    PLEASE! Is the damn Deckard Blaster, it needs no other description!
  3. kbowen
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    Wheres the deagle anims please ? I see a video but no download
  4. DragonSlayer667
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    That's some nice anims there, robersonb1, the scar-h anim hits right next to home since it looks so much like a reload anim for the AK in Black from the playstation 2.
    With black's stylish reload anims in mind, i wonder if you could manage to have alternate reloads while in combat just like in Black.
    In Black for instance, when you are out of combat, you slap a MP5 mag onto the receiver before inserting it onto the mag well, probably to make sure it won't stick, but when you are in the middle of a shootout, you simply shove the mag in quickly, and i find that a nice touch of attention to detail!
  5. TimothiousMaximus
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    dang, still want that double action revolver but i'm not seeing the file.
    1. PavelSmirnov
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      Me too =(
  6. jangove
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    Rob/Hax: First, and, I just want to say how impressive I find all the models (and animations) that you've created. They are obviously incredibly painstakingly made and the level of care that goes into them shows. It makes me feel a little silly, but I've caught myself just watching my PC go through her idle's with your P90 or FN SCAR in her hands; the models are so good that it almost makes the characters look like they don't belong in the same software. So good work.

    However, what actually brought me here is this: I recently found that I needed to make some more room in my load list (like you do) and so I opened my whole list of currently activating .esps in xEdit and went looking for any low-hanging fruit that I could easily consolidate into my master merged-plugin patch. During the course of this, I came across reloadsounds.esp, and then tracked down its origin to the submachinegun reload animation package I downloaded from you. And the thing is, I don't understand that file at all.

    All it has is a set of five sound descriptor entries. Two of the sound descriptors change the audio file used for some operations by the deliverer (I assume; its "wpnpistolcovert", in any event) as well as ever-so-slightly altering its attenuation. So, fair enough; it seems like an odd way to go about doing what it does. But it does do something.

    But the other three baffle me; they aren't overwrites; they are just three sound descriptors that as far as I can tell. They don't have any keywords associated with those descriptors, though, so I don't see how they could be used (even if the "reload sounds.esp" was being used as a master by... anything. Which it is not).

    Believe it or not, this is not just me going "ha-ha, you left stuff behind in your mod, you're a dumb-dumb head". For one thing, I know for sure that you know a good deal more about how these pieces hang together than I do, so I'm not at all sure that I correctly understand what I'm looking at. In this instance, I guess my curiosity boils down to: is this file in there intentionally, and if so what purpose does it serve?

    For the moment, I've copied the two sound descriptors into the aforementioned consolidated patch and removed your .esp from the directory. But I can't shake the feeling that having done so is going to bite me in the ass.
  7. RlGOR
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    I don't add any of the modern weapon mods since, they don't exist in the Fallout verse. I would like to add weapons that were created before and during the 1950's but all of those weapon mods show basically new out of the box weapons. Even the people who created their custom "worn" textures for them are not nearly worn enough. 200 years of being worn, these weapons should be almost completely rusted, as well as something like an M1 Garand which would be impossible to find. Only should be one in the game either hidden or in a case at a museum if you would want it somewhat in good condition but to add it to leveled lists? I don't get these modders lol. Nice mod btw, this really had very little to do with this mod.
    1. Godzillafan93
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      Have you actually played Tactics or [/i]New Vegas[/i]? Both games feature lots of AR derivatives, alongside AKs (which are in 3), alongside a bunch of other guns (like the Glock 86 Plasma Pistol) which are clearly derived from 21st weapons. I understand wanting guns which look worn, but the Great War happened a long time after the 1950s, and it's absurd to assume weapons stopped being developed then.
  8. ILoveOblivion123456789
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    You should make animations for every gun in the game if you have the time
  9. AKingDoggo
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    Anyone have a link to the revolver animation? The video is in error and I've been looking for a kickass revolver reload change.
  10. Grisbane
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    small suggestion. a general, generic modern firearm animation replacer for the mods that use the SMG animations. for those of us using oddball mods like the 2216, service rifle, etc, etc. I only use weapons generally that would actually be in fallout (like the m16, ak47, m1 garande, 1911, P90 [it was in Fallout 2] etc etc.) but outside the STG44 (because animations were already made for it) all the animations for more modern weapons look horrible. I know many don't even use the vanillae SMG itself and like me wouldn't mind if it is borked in favor of weapons actually used. your SCAR animation would work great on things like the M16.


    So I guess the Suggestion is make a general SMG animation replacer with your SCAR animation.
    1. ghostgrin666
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      I have edited subgraphs to give the sub it's own reload so you can easily replace the original animation path to whatever reload you wish and keep the vanilla sub machine gun animations. Just go download that? Sorry rob for unwarranted solicitation.
  11. ghostgrin666
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    Is there anyway you could release a .esp file that has been updated and possibly fix the power armor animations. I am using the old .esp with surprisingly little issue and doing so allows me to run Grab the Damn Mag mod which essentially resolves 60% of the standalone weapon reload animation issues and gives me bitchin' submachine gun animations at the same time. The only downside is being completely unable to use a submachine gun in PA. I hardly use PA or the submachinegun but it drives me nuts knowing I can't use them both at the same time. I love the animations and appreciate all you have done so far, but i really believe this could be one of the most popular mods on the nexus if the bugs were squashed and there was an updated .esp file. It's a quick and easy work around for one of the most annoying factors of most weapon mods. Thanks again! Endorsed even if i do have to use the old .esp
    1. ghostgrin666
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      Update it seems it's just the third person animations broken all together, though funny enough while in PA if i equip a weapon that uses submachine gun animations and switch back to the submachine it seems to mimic the previous animation. This works in both first and third person "fixing" the third person animations. This works only in PA as well. I am not sure if you would be coming back to this mod but here is some useless info for you or whoever else sees this.