Nice mod, thanks for this. I noticed one bug where sprinting in power armor with a laser weapon doesn't cause the FOV to expand like before (might also be w/o power armor, I didn't check). Other than that, works great.
Yeah, honestly I have no idea how to create baked-in fov changes in the anims.
You may notice that many other custom anims also have no fov changes from sprinting or from aiming. Until the community finds out how to do it, I can't help it =/
If it bothers you that much, you can use 1st Person Sprint FOV Remover so at least it'll be consistent across other weapons.
Just to make anyone who might wonder aware, this does not work right now with Laser Rifle Remesh Redux. When you look down a scope and shoot, the weapon shakes, but it doesn't do any damage, or show the shot. But it works in hip fire mode.
Also good to know, if you load MrLame's mod after this one, and use the ba2 version so it doesn't overwrite anything, then you can still have this for Institute Weapons without messing up Laser Weapons since they will use the MrLame Animations, while the Institute guns will be affected by the Robco Patch separately.
The animations while sprinting shake a lot, but I figure that's on my faulty inconsistent FPS.
I wanted to ask, though, because this is the first time I have noticed someone putting a concept I had thought of into a mod. Since you made separate animations for the Institute Laser Weapon, could you do something like it but for the microfusion cells textures?
The black/white microfusion cells look amazing on Institute weapons.
But not so much when it comes to the regular Laser weapons.
(I tried putting both images as Spoilers, but it didn't work. Sorry.)
Nice! I did a before/after of my own. Love how this mod keeps laser rifles a little more out of the way. Even the lowered rifles in first person show the rifle across the bottom of your screen. This is better.
I was just looking for a mod like this days ago, thanks heaps!
Out of curiosity, what tool did you use to adjust the animations and did you have to adjust the camera position for each one manually (roughly 50 animations per weapon)?
I used 3ds Max 2015. Yes, I had to adjust every* animation, however it was the body I moved, not the camera. Otherwise your character would seem to move around when equipping the weapons
*You don't actually need to change the animations ending in "Add", so that cuts down the total number of anims to edit
Somewhat; if you use them both together, whichever comes after will have their Laser Rifle and Pistol animations active, but my Institute anims will always be present (due to robco patcher)
Does this work with modded weapons? Lately I've been using Captain-Ultima's AER14 Prototype laser rifle and aside from mesh tweaks and new textures it uses vanilla animations.
26 comments
You may notice that many other custom anims also have no fov changes from sprinting or from aiming. Until the community finds out how to do it, I can't help it =/
If it bothers you that much, you can use 1st Person Sprint FOV Remover so at least it'll be consistent across other weapons.
I wanted to ask, though, because this is the first time I have noticed someone putting a concept I had thought of into a mod. Since you made separate animations for the Institute Laser Weapon, could you do something like it but for the microfusion cells textures?
The black/white microfusion cells look amazing on Institute weapons.
But not so much when it comes to the regular Laser weapons.
(I tried putting both images as Spoilers, but it didn't work. Sorry.)
Out of curiosity, what tool did you use to adjust the animations and did you have to adjust the camera position for each one manually (roughly 50 animations per weapon)?
*You don't actually need to change the animations ending in "Add", so that cuts down the total number of anims to edit