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.
The main files haven't been updated, all that changed was the addition of the Optional file (it must be used in conjunction with one of the main files).
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)
My mod no longer relies on robco patcher, but instead does direct edits to the Institute Record, so the end result is the same.
I'd assume it is safe to overwrite that file, yes. In addition I'd recommend using the BA2 versions since I've been told that having loose animtextdata can cause crashes, which was unknown to me at the time I published these mods.
Hi, finalizing my fallout 4 mod lists and was curious if this mod is compatible with Automatically Lowered Weapons made by Pauderek? or will it not matter as his mod makes the gun sideways while yours is still outstretched, or will your mod make it out of my face when i am in combat. ( his mod is for when out of combat )
has anyone ever figured out what is causing the Institute rifles to have odd ironsights animations? It still shows up regardless if this mod is uninstalled or reinstalled
I believe that is an institute rifle that isn't meant to be playable. It's the one you get in the QAsmoke chest, right? Normal institute rifle should be fine (you can try getting the pistol from the same chest and making it a rifle in the weapon's workbench). But please do tell me if you find that version anywhere in the game and I'll patch it.
Hello As you are updating this, I'd like to inform that the WPNFireAutoSighted.hkx animation from LaserRifleGripStraight is missing the fire annotations. I made a mod that changes the automatic barrel to that of the semi auto barrel and was wondering why there was firing animation but no beam was shooting.
Actually, I've just tested it and found no WPNFireAutoSighted.hkx animation with missing annotations. Even tested the one you mentioned in-game (by changing the gun to automatic in fo4edit) and it is working normally.
Any chance the animation is being overriden somehow in your setup?
Hello Strange, I reopened the animation with Hkxpack and it is still empty. I even reinstalled it through Mod Organizer 2. The version I have is 1.0. Did you fix it in version 1.1.0? I had fixed here by copying the annotations from the vanilla animation.
We need these kinds of adjustments for modded weapons too, as in adjusting the weapon further down and away from the screen, most of them look like the buttstock is on top of the shoulder rather than inside the shoulder pocket (zenit ak is the only weapon mod that does this correctly afaik).
Doesn't work. There was another mod that used to work but it has disappeared from the Nexus. What a shame that I have to, once again, make my own mods for this game. Mods that I will not be sharing.
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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.
It this compatible with https://www.nexusmods.com/fallout4/mods/62410 ???
My mod no longer relies on robco patcher, but instead does direct edits to the Institute Record, so the end result is the same.
Thank You!
Here are some of the cases that I have observed
As you are updating this, I'd like to inform that the WPNFireAutoSighted.hkx animation from LaserRifleGripStraight is missing the fire annotations. I made a mod that changes the automatic barrel to that of the semi auto barrel and was wondering why there was firing animation but no beam was shooting.
Any chance the animation is being overriden somehow in your setup?
Strange, I reopened the animation with Hkxpack and it is still empty. I even reinstalled it through Mod Organizer 2. The version I have is 1.0. Did you fix it in version 1.1.0? I had fixed here by copying the annotations from the vanilla animation.
I redownloaded it, version 1.1, and it is working fine now. It doesn't need my fix.