People have been really dissatisfied with the camera sway on release, so was I when I realized how annoying it was days after the release. So here I have fixed everything that's mentioned about animations so far as well as including some more edits to this animation update:
- Fixed left shoulder showing on screen problem(I had to go back and fix every single animation) - Fixed left hand and fingers offset problem during grenade and mine throw animations - Fixed Mine throw sound effect out of sync(forgot to test but hopefully) - Redone Walking/Running animations(unsighted and sighed) - Removed idle camera “breathing” animations - Removed 70-90% of camera movements on all animations(depending on which) - Increased weapon movements on all animations - Sped up some animations(equip and unequip etc) - Slightly Reduced overall recoil
I think this gun is even pretty lore friendly (ok except maybe of the brand new factory finished look, which looks like it's just freshly build)
Because in the fall out universe they don't know about nowadays modern firearms build with polymer and else, but was how people in the 50th had imagined how the future would look like. In FO3 we even had HK G33 so a WW2 Weapons would fit into it, even more since we got even such abdominations like the vanilla" Assault Rifle", which is looking like a mix of a WW1 machine gun but mixed with lazy proportations and animations, and the combat rifle which is most likely an adaption of the Browing auto Rifle (just using wrong calibers...)
Polymer weapons exist in Fallout, withe the newest game featuring them being New Vegas. Fallout 1, 2 and Tactics all had polymer Weapons. Only 4 really didn't have them.(The Infiltrator had polymer parts)
Great mod! Definitely a 10/10 for me as far as weapon mods go. Is there any chance I could know what the outfit from photo #4 is called? Looks amazing. Anyway thanks for the great mod!
For those interested in changing the weight themselves it weighs ~11 pounds when loaded. To make sure it stays close to that weight you need to edit the attachment multipliers and add a zero between the decimal point and the number. Completely removing the weight modifier works as well, I do this for things that wouldn't realistically change the weight like the base receiver and whatever you choose to be the standard barrel.
Ex: if it is a multiplier of 0.500000 change it to 0.050000
Personally I change every modded weapon I use from mul+add to add for weight and adjust values as needed to simulate real world weight values. I don't understand why Bethesda thought a multiplier system was a good idea for weight calculation. Like hey this weapon plus this mod equals this mod times the weapons weight plus this arbitrary percentage-based weight value... no sorry, that's not how math or physics works. A fully loaded rifle might be heavy, but your average AR-style rifle is more like 10lbs, not the 15-30 that most of these mul-add values end up with. Absolutely idiotic way of doing math, what is this common core? :rolls eyes:
The point though, was you can easily fix it in FO4Edit if weight is that big of a bother... it's an insanely easy thing to do without bothering mod authors. Can edit an entire weapon omod list in 2 minutes or less (or use a sorter like M8r's to do it for you).
198 comments
People have been really dissatisfied with the camera sway on release, so was I when I realized how annoying it was days after the release. So here I have fixed everything that's mentioned about animations so far as well as including some more edits to this animation update:
- Fixed left shoulder showing on screen problem(I had to go back and fix every single animation)
- Fixed left hand and fingers offset problem during grenade and mine throw animations
- Fixed Mine throw sound effect out of sync(forgot to test but hopefully)
- Redone Walking/Running animations(unsighted and sighed)
- Removed idle camera “breathing” animations
- Removed 70-90% of camera movements on all animations(depending on which)
- Increased weapon movements on all animations
- Sped up some animations(equip and unequip etc)
- Slightly Reduced overall recoil
I love everything especially the meaty sound
btw what coat is the girl in the 4th picture wearing? It looks hella cool
also happy new year!
Because in the fall out universe they don't know about nowadays modern firearms build with polymer and else, but was how people in the 50th had imagined how the future would look like.
In FO3 we even had HK G33 so a WW2 Weapons would fit into it, even more since we got even such abdominations like the vanilla" Assault Rifle", which is looking like a mix of a WW1 machine gun but mixed with lazy proportations and animations, and the combat rifle which is most likely an adaption of the Browing auto Rifle (just using wrong calibers...)
I like this mod so much I'm in the process of downloading all of your other weapon's mods for my highly molded run.
Keep up the good work.
Ex: if it is a multiplier of 0.500000 change it to 0.050000
The point though, was you can easily fix it in FO4Edit if weight is that big of a bother... it's an insanely easy thing to do without bothering mod authors. Can edit an entire weapon omod list in 2 minutes or less (or use a sorter like M8r's to do it for you).