Update 1.3: Okay guys, I have finally found a way to edit the "humansubgraph" without editing the vanilla one. So this means many user's issues should be resolved now. Please download the latest update.
Hello I don't know if I made any alteration to the vanilla file, but I think I didn't. You removed the vanilla animation keyword and add your animation keyword, Super Mutants that spawns with the Assault Rifle will resort to punches now, as there are no animations for them. I added both keywords, vanilla and yours, tested and the Super Mutants are firing and the Player can use the new animations, including Tactical Reload. I didn't test if it will have long term effects though. If it does and one wants to use your animation, the only solution I can think of is to remove the Assault Rifle from the Super Mutant weapon leveled list.
You'll have to use FO4Edit or the Creation Kit. I'm not used to the Creation Kit so I'm going to tell you how to do it via FO4Edit. Open the Assault Rifle Reanimated.esp with FO4Edit, and look for a region that says KWDA - keywords (sorted). The old keyword is AnimsGripRifleAssault. Just drag it from the left pane to the right pane and now it should have, among others, AnimsGripRifleAssault and AnimsAssaultRifleReanimated keywods.
So, animations work great, but I cant manually reload. It will reload when it runs dry though. From skimming through the comments here only problems I could find were sound issues but mine are fine.
Update fixes the human RaceSubGraph though the funny thing that is happening now is super mutants cannot use the assault rifle. Was funny as I loaded from save with mutant armed with it and he just stood there frozen! lol
tested it on others saves with mutants armed with it and they only punch. It is working correctly with humans armed with it.
Thank you so much for making these aminations. I wish other Nexues users would not be self intitled/selfish and expect mod creators to make everything on demand.
A heads up for anyone using the Weapons Overhaul Systems mod with this. Make sure you put the animation mod up higher in the load order than the T6M main. You can also try replacing the Main Animation esp with the No Tactical Reload esp if it still is giving you issues. Some other people lower down explained how to do that if you need to see how.
not sure that matters unless you're watching the npc's animations extremely carefully, in which case, just play the game and stop being hyper fixated on the npc's animations
236 comments
I don't know if I made any alteration to the vanilla file, but I think I didn't. You removed the vanilla animation keyword and add your animation keyword, Super Mutants that spawns with the Assault Rifle will resort to punches now, as there are no animations for them. I added both keywords, vanilla and yours, tested and the Super Mutants are firing and the Player can use the new animations, including Tactical Reload. I didn't test if it will have long term effects though. If it does and one wants to use your animation, the only solution I can think of is to remove the Assault Rifle from the Super Mutant weapon leveled list.
Im using all the tac reload mods suggested below and its still broke
Update fixes the human RaceSubGraph though the funny thing that is happening now is super mutants cannot use the assault rifle.
Was funny as I loaded from save with mutant armed with it and he just stood there frozen! lol
tested it on others saves with mutants armed with it and they only punch.
It is working correctly with humans armed with it.
I wish other Nexues users would not be self intitled/selfish and expect mod creators to make everything on demand.
Cheers and kudos given with endorsement.