Thanks for another incredible animation mod. If you don't use Tactical Reload do you just disable the esp like some of the others, or is that not an option with this one?
It doesn't matter, this mod's "tactical reload" function works regardless if you have the Tactical Reload mod installed or not. The only requirement for this mod to work is FX0x01's Merged RootBehavior, all that mod does is merge functions from mods that edit the vanilla "RootBehavior.hkx", so confliciting mods such as Tactical Reload, See Through Scopes and many others work together.
Just make sure Merged RootBehavior overwrites and takes priority over any conflicting mods.
I understand that many people have a problem with Tactical Reload (including me), that's why I suggested Ronald to use FX0x01's "standalone" implementation of tactical reload instead, because it pretty much works natively by using vanilla functions and shouldn't conflict with anything. You'll only have problems with this if Merged RootBehavior gets overwritten, that's why a lot of people can't seem to get this mod working...
But yeah, having this implementation is a no-brainer, it's how the vanilla game should have done it. Only downside right now is that Ronald hasn't finished all vanilla anims, so it feels a bit inconsistent.
It only overwrites two files of the Tactical Reload Framework. I told Vortex to load it after TR, but it still doesn't work. The animation is nice though.
This mod always plays the bolt pull-back animation no matter how many bullets are in the mag. I have EWS, STS, Tactical Reload, and the MergeRoot behavior,
I even replaced MergedRoot manually, so that the game has no other choice but to use the new one, and it still doesn't work. VRP Shared is the 198th in the load order, AssaultRifle.esp is the 201st, which should be okay too. XEdit doesn't show any conflicts.
So... how about a version that doesn't have the built-in tactical reload that doesn't seem to work for many of us? Edit: I see now you explained someone earlier why you chose this route, looks like we'll have to be satisfied with a nice animation without TR then.
I know its not your mod, but do you know why your animations would break Fatigue - Enhanced Combat Realism for combat rifle and assault rifle, but not double barrel?
edit: Seems like its related to the GunBehaviorVRP.hkx file. What does this file do in your mod?
I guess I'm unsure what you mean by "Standalone Tactical Reload," is that tactical reload without the tactical reload mod? I love your animations; just wish they were compatible with fatigue.
Yes, and more than just make it standalone, I decide it for better compatibility by using custom behavior(don't remember what It exactly triggered me to decide this)
Oh, yes, I just remember why I did that, Tactical Reload have some issues with changing GunBehavior.hkx, which is most of gun using this, and I don't know why they did it, they actually disable weapon can trigger additive animation: which is used to be animation that should blend in to original animation, and I really annoyed that It couldn't make me do custom firing-stop animation for automatic animation.
unlike vanilla animations, I decide to make automatic fire have more intense move than all of them, and I noticed that problem I mentioned for TR causing make it looks massive unnatural behavior when you decide to stop firing the gun.
you could probably check It one of my animations that still using original Tactical reload required mod such like, 10mm pistol.
Would it be possible to port this animations alongside the rest of the reanimation project to the Bethesda.net PC mods website?, wonderful animations regardless
What happens if you dont have the sharde content mod installed will that just remove the tactical reload feature (Cuz i dont want tac reload) or will it not make the annimations work at all
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Just make sure Merged RootBehavior overwrites and takes priority over any conflicting mods.
But yeah, having this implementation is a no-brainer, it's how the vanilla game should have done it. Only downside right now is that Ronald hasn't finished all vanilla anims, so it feels a bit inconsistent.
VRP Shared is the 198th in the load order, AssaultRifle.esp is the 201st, which should be okay too.
XEdit doesn't show any conflicts.
So... how about a version that doesn't have the built-in tactical reload that doesn't seem to work for many of us?
Edit: I see now you explained someone earlier why you chose this route, looks like we'll have to be satisfied with a nice animation without TR then.
edit: Seems like its related to the GunBehaviorVRP.hkx file. What does this file do in your mod?
Not used on these animation pack, but there's more features for animations
Tactical Reload have some issues with changing GunBehavior.hkx, which is most of gun using this,
and I don't know why they did it, they actually disable weapon can trigger additive animation: which is used to be animation that should blend in to original animation, and I really annoyed that It couldn't make me do custom firing-stop animation for automatic animation.
unlike vanilla animations, I decide to make automatic fire have more intense move than all of them,
and I noticed that problem I mentioned for TR causing make it looks massive unnatural behavior when you decide to stop firing the gun.
you could probably check It one of my animations that still using original Tactical reload required mod such like, 10mm pistol.