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Rohnald

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Rohnald

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55 comments

  1. Mac80ad
    Mac80ad
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    • 1 kudos
    What mod is the retexture from?
  2. RingoAteMyBaby
    RingoAteMyBaby
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    • 19 kudos
    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?
    1. DonJunk
      DonJunk
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      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.
    2. RingoAteMyBaby
      RingoAteMyBaby
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      Got it. Thanks very much.
    3. DonJunk
      DonJunk
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      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.
    4. Zarandok501
      Zarandok501
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      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.
    5. Doomlurker42
      Doomlurker42
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      And where do i find that file?
  3. LargeScrotumMan
    LargeScrotumMan
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    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, 
    1. LargeScrotumMan
      LargeScrotumMan
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      I fixed this. Put VRP Shared and other mods below MergedRoot.
    2. Zarandok501
      Zarandok501
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      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.
  4. Dragonscoils
    Dragonscoils
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    • 4 kudos
    Not downloading multiple dependencies for a vanilla animation.
  5. ORIONOX
    ORIONOX
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    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?
    1. Rohnald
      Rohnald
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      Custom behavior makes weapon have standalone tactical reload implemented by Fx0x01

      Not used on these animation pack, but there's more features for animations
    2. ORIONOX
      ORIONOX
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      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. 
    3. Rohnald
      Rohnald
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      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)
    4. ORIONOX
      ORIONOX
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      I will have to try again and see if I can get fatigue to work. I don't see why that should break the mod if it's supposed to improve compatibility
    5. Rohnald
      Rohnald
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      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. 
  6. MrDaninaom
    MrDaninaom
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    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
  7. ostuskristus
    ostuskristus
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    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
  8. deleted29960265
    deleted29960265
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    fantastic mod can confirm everything is working on 1.10.163
  9. JoshuaGra
    JoshuaGra
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    big problem with this is that it seems to have aiming into the animation, so I can't use toggle ads mod
  10. INeedyI
    INeedyI
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    Will there ever be a compatibility patch for Dak's MG69 Remesh? or do you not make patches and just leave that to everyone else?