This is actually kind of a big deal, especially if you're like me and love adding new guns to the game (particularly old revolvers), but don't know how to make/tweak animations.
FOR THE UNAWARE: 1. The vanilla flare gun has a cool, unique, break-action-reload animation, with the rest of its animations coming from the .44 pistol (like cocking the hammer, firing, etc.). 2. In theory, this would mean that the animation set for the flare gun would be PERFECT for adding break-action revolvers or pistol-grip sawn-off shotguns to the game. 3. In reality, this was only half-true. It turns out, if you give the flare gun (or anything with its animations) more than a magazine of 1 shot, then, while in 3rd-person camera, every time you cock the hammer between shots, your character will suddenly teleport about 15 feet or so to the left. It's not something you can easily ignore, since I think it even happens whenever VATS goes into 3rd-person. 4. The only workaround to this was to un-check the "bolt action" option in the Creation Kit (or un-flag it in FO4Edit), so that the gun would be double-action/semi-auto instead of single-action. No hammer-cocking meant no teleporting. 5. This was fine enough for a while, especially for sawn-off shotguns, but eventually modelers/modders started getting better at adding historic break-action revolvers to the game, and very few people have the animation chops to even just fix the vanilla animations, let alone make their own full custom sets. 6. Until now.
I will cap this wall of text by HIGHLY recommending "The LeMat Revolver" and "Schofield No.2 Revolver", both available here at Nexus, now made perfect with this animation fix (and adding the bolt-action flag on the LeMat).
dear god I'm sorry this is my first post I promised I'd never post and this is why
Thank you for the explanation, 15 feet would be 4 and a half meters. It's weird that I did not notice this in the heat of battle, even though my char reloaded the Derringer in VATS several times now. Moving away from enemies can even be beneficial sometimes. :-P
6 comments
THANK YOU!!
This is actually kind of a big deal, especially if you're like me and love adding new guns to the game (particularly old revolvers), but don't know how to make/tweak animations.
FOR THE UNAWARE:
1. The vanilla flare gun has a cool, unique, break-action-reload animation, with the rest of its animations coming from the .44 pistol (like cocking the hammer, firing, etc.).
2. In theory, this would mean that the animation set for the flare gun would be PERFECT for adding break-action revolvers or pistol-grip sawn-off shotguns to the game.
3. In reality, this was only half-true. It turns out, if you give the flare gun (or anything with its animations) more than a magazine of 1 shot, then, while in 3rd-person camera, every time you cock the hammer between shots, your character will suddenly teleport about 15 feet or so to the left. It's not something you can easily ignore, since I think it even happens whenever VATS goes into 3rd-person.
4. The only workaround to this was to un-check the "bolt action" option in the Creation Kit (or un-flag it in FO4Edit), so that the gun would be double-action/semi-auto instead of single-action. No hammer-cocking meant no teleporting.
5. This was fine enough for a while, especially for sawn-off shotguns, but eventually modelers/modders started getting better at adding historic break-action revolvers to the game, and very few people have the animation chops to even just fix the vanilla animations, let alone make their own full custom sets.
6. Until now.
I will cap this wall of text by HIGHLY recommending "The LeMat Revolver" and "Schofield No.2 Revolver", both available here at Nexus, now made perfect with this animation fix (and adding the bolt-action flag on the LeMat).
dear god I'm sorry this is my first post I promised I'd never post and this is why