For who don't wanna get Tactical Reload, For at least this mod You can just disable esp file! There is no additional necessary keyword for this mod unlike 10MM, So I just archive/remove non tr version from Files page.
Please remind this solution.
Next animation will be reanimated is Plasma gun.
Yes, I already complete animation job, Only I need to do is implement tactical reload.
I just started to randomly start experiencing this bug too. I got TR set up perfectly fine and don't have any conflicting esps or files. Really odd issue
So the tactical reload portion of this mod just randomly stopped working today. Lods 2 shells all the time on every reload. Really weird. Works for all the other guns and didn't change load order or anything like that.
It looks like crap, the animation is excellent for any double shotgun, but sights are misaligned by a LOT upwards, and the reload has the player jam in two fusion cells, one being invisible, instead of just one...
You literally can't use this if you use the most popular double barrel shotgun on the Nexus - the Widow Shotgun. You are slamming your hand into a custom shroud that overhangs the rounds and the chamber - each and every time.
I'm not sure I understand the point of "busy" animations that interrupt your ability to use said weapon. Cool doesn't look cool when you are dead....
Reholstering? Sure - you've done the deed, finished the business. All those fancy flip animations to holster your weapon? Ok, not my cup of tea but at least I understand it at that stage of the gunfight (it's over).
Unholstering? Umm, if I'm drawing my weapon I intend to shoot it - not play around with it for 3 seconds. Draw, point, fire - and fire again if necessary. I mean if Fallout 4 was meant to be a meme of They Call Me Trinity and Trinity is Still My Name - then maybe I missed the message.
Reloading? Umm, there is a reason I'm reloading it - and that is to keep shooting it - since obviously I didn't reload it previously or I have more bad guys than a single load can handle. I need it to get back in the fight - with like yesterday speed and with as few wasted motions as possible?
Does anyone know what shotgun sound is being Used in the first video I remember the sound but I forgot the name also great animations very smooth and well done
108 comments
There is no additional necessary keyword for this mod unlike 10MM, So I just archive/remove non tr version from Files page.
Please remind this solution.
Next animation will be reanimated is Plasma gun.
Yes, I already complete animation job, Only I need to do is implement tactical reload.
Endorsed!
I'm not sure I understand the point of "busy" animations that interrupt your ability to use said weapon. Cool doesn't look cool when you are dead....
Reholstering? Sure - you've done the deed, finished the business. All those fancy flip animations to holster your weapon? Ok, not my cup of tea but at least I understand it at that stage of the gunfight (it's over).
Unholstering? Umm, if I'm drawing my weapon I intend to shoot it - not play around with it for 3 seconds. Draw, point, fire - and fire again if necessary. I mean if Fallout 4 was meant to be a meme of They Call Me Trinity and Trinity is Still My Name - then maybe I missed the message.
Reloading? Umm, there is a reason I'm reloading it - and that is to keep shooting it - since obviously I didn't reload it previously or I have more bad guys than a single load can handle. I need it to get back in the fight - with like yesterday speed and with as few wasted motions as possible?
Vanilla Reanimation Project - Double Barrel