Fallout 4
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103Sakamoto

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103Sakamoto

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About this mod

1st person power armor footstep fix for some weapon mod that I use.

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Description
Thanks to this article by Potato95 and this guide by DrunkenMasterX, I made some patches for some weapon mod I use that don't have proper 1st person power armor animation
.

Currently we have patches for:
Glock 19X - Pistol
SREP REDUX - Service Rifle Expansion Project 
(Yes, we already have SREP REDUX - Quickstep 1st person PA fix, but it has some minor timing problem, plus the weapon mod itself has some animation problem, so rather than be dazzled by the complex file pathes, I redo the patch from scratch)
Details about this one: Fixed vanilla running&walking speed when weapon lowered without PA; fixed existing sprint animation with&without PA; added running&walking animation, aiming while walking animation for PA. All fixed&added animation has variants for different weapon mods like how vanilla has.

Mossberg 500 Pump-Action Shotgun
HK G3 - Battle rifle

Remington Model 700
M1928A1 Thompson - Day of Infamy (You DON'T need 1st Person Power Armor Speedwalk Fix - M1928A1 Thompson, as I redo the patch from scratch to fix both 1st person animation with PA and regular sprint animation.)
Springfield Armory M1A
LAER (Laser Assisted Electrical Rifle)
Ingram MAC-10 
Needs quite a lot tweaks despite that the author already provided file path for PA, and still has a plugin cause for some mysterious reason, the WPNRunGunDown.hkx doesn't work in the vanilla path; also fixed some footstep problem for regular animation.
Heckler und Koch - MP5 Complex
AnotherOne PPSh-41 
Fixes both PA and normal movement footstep issues. Though sprint animation without PA has some minor timing problem, it's not very noticeable, plus fixed version has another problem (Silenced footsteps for first few seconds), so it's not included.
AnotherOne PPS-43 
Mostly identical to the PPSh-41 patch, except with a plugin.
NZ-41 - Automatic Rifle
BOCW Nail Gun
Sjogren Inertia - Swede Dreams are Made of These
Been too long to actually fix this. This one is actually based on the existing one made by mischiefbrew0, but further tweaked. The original mod only fixes the WPNRunForwardReady.hkx, which means lowered weapon, sprinting and ADS are still untouched. After digged through the xEdit, I noticed that animations not made originally by asXas are completed by vanilla combat shotgun animations, so I copied the animation path of power armor combat shotgun to the existing patch and everything works like a charm.
The Riot Pistol - (Linda Pistol) - Commonwealth Weaponry Expansion
The Automatic Rifle (Colt Monitor BAR) - Commonwealth Weaponry Expansion
Grenade APW (25mm Grenade Launcher) - Commonwealth Weaponry Expansion
.38 Machine Pistol (Mac-11) - Commonwealth Weaponry Expansion 
No plugin, only WPNRunGunDown.hkx needs to be fixed.
Might add some more patch if I'd use more weapon mods.

Installation
You should have the according weapon mod first, than use your mod organizer to download and activate, or manually unzip the pack and drag the plugin and folder to your X:\Fallout 4\Data. The plugin is esl-flagged so it would not take up your 255 limit.

Technical Details
First thing, go check the two guides provided above, it's mostly detailed, while I'd like to shared a bit information not provided by these two guide if you'd like to DIY:

WPNRunForwardReady.hkx
is for both running&walking animation when weapon drawn, and is for all directions, you DON'T need to adjust WPNRunLeftReady.hkx, WPNRunRightReady.hkx and WPNWalkForwardReady.hkx. the timing between left&right footstep is 0.5 with PA, and 0.33333333.....without PA.

WPNRunGunDown.hkx is for running&walking animation when weapon is drawn and lowered, which you may need if you use mod like Button Lowered Weapons - First and Third Person. The timing is 0.5 with PA, same as WPNRunForwardReady.hkx.

WPNWalkForwardSighted.hkx
is for aiming while walking&running, the timing is 0.8 with PA. Though notice that even in vanilla game, the timing in 3rd person is still 0.5, same as when running in PA. It's up to you to decide whether this should follow how vanilla 1st person works or 3rd person works.

WPNSprint.hkx is for sprinting when weapon drawn, the timing is 0.43 with PA, and 0.3 without PA.

Take a look at this pic:

See the duration line, the number should always be the timing of your current animation type X the number of steps it shows in below.
For example, the picture showed is WPNSprint.xml for PA, and it shows two steps in total, so the duration number should be 0.43X2=0.86.
And I'd recommend you to always set the time for first step to 0.3333333333, as this is mostly used in vanilla animations. Maybe it helps different animation to blend with each other? I'm not very sure.