This page was last updated on 16 October 2024, 7:45AM
Changelogs
Version 1.10
- Small tweak to locomotion reload blending to use the left shoulder bone from reload animation instead of locomotion animation.
- Removed sync flag from locomotion bolt charge to remove animation snap for initial fire.
- Fixed a small error in forward/backward direction distribution substate for relaxed locomotion state to match vanilla locomotion.
Version 1.09
- Fixed a bug that caused full body animation freeze on these transitions: JumpInPlace --> LandInPlace --> MoveStart (Not vanilla bug).
- Smoothed out SingleFire, FireAuto, SingleFireLocomotion ending transitions to Idle. Smoothed/Removed snapping (zero transition time) for semi-auto firing while moving in ADS. TL;DR Single-Fire guns should look less junk when firing and moving at the same time.
- GunBashing:
*Fixed an issue that caused player/npc being rooted in place for short while AFTER gun bash ends. This also disables unwanted micro-movement which happens on its own AFTER gun bash ends, even if you dont have any movement keys pressed. Because that movement is still being registered by the game as actual player input movement, it can trigger movement-only events even when visually standing still.
*Added Locomotion and Sneak states to Gun Bash and enabled Aim Mode for it. TL;DR you can now freely move in all directions while Gun-Bashing and standing Gun-Bash doesnt root you in place for eternity.
Version 1.06
- Fixed lower body being frozen after jumping in power armor. (Not vanilla bug).
- Fixed bolt-action guns causing brief movement acceleration whenever bolt charging animation plays in ADS locomotion mode. Affects all weapons that use WPNBoltCharge animation: bolt-action, pump-action, single-action, etc.
- Smoothed turning in-place when rotating with a mouse. Talking about the horrendous lower body jitter/shaking/tremble as if the animation has x100 compression.
- Enabled Aim Mode when in Jump State. (The actor spine will bend when aiming up-down).
Version 1.04
- Fixed cocking (BoltCharge) reset for real this time. Because of my mistake it was still happening when entering sneak mode and also when you would stop moving while boltcharge animation plays.
- Fixed an issue that would cause weapon to be directed at wrong angle when firing semi-auto weapons while falling and firing automatic weapons while landing (JumpFall, JumpLand).
- Fixed locomotion reset when tap-firing automatic weapons. (Actor legs will continue to cycle)
- Fixed "first shot glitch" when entering sneak mode from relaxed idle and firing weapon. On some weapons it causes the shot to be skipped completely.
Version 1.01
- Removed fix #14 as it caused issues with modded animations where the gun becomes directed at wrong angle.
- Removed tweak #1 as it caused the character to lower their gun to chest level whenever you move in ADS mode. This is especially noticeable on custom animations.
- Optional 2 became Main File, removed obsolete optionals. Please check description under Optional Files for details.
Version 1.0
- Fixed my own mistake that caused direction locks on certain events during walk-run transitions.
- (Controller) Restored two direction animation variations mostly used in controller stick controls that i previously disabled to fix moving in wrong direction with shoulder-mounted type weapons. Movement with a controller stick is back to look normal, but without causing moving in wrong direction. (Hopefully)
- Fixed bolt-action guns not reloading automatically upon reaching zero clip outside of ironsights mode.
- Fixed spine twitching backward-forward at the end of certain reload and bolt charge animations.
Version 0.97-beta
- Fixed direction lock when using AnimObject while moving (like using stimpak animation).
- Fixed 3rd person semi-auto fire rate (WPNFireSingle) inferiority compared to 1st person version. As you might have noticed semi-auto fire is less responsive in 3rd person while it works perfectly in 1st. Fixed issues like shot-delay, fire sound overlap when firing in a certain rhythm (When timing your shots instead of spamming fire key as fast as you can).
Version 0.95-beta
-Re-implemented smooth walk-run blending transitions by swapping broken "speed" variable with a different one. Increasing ironsights movement speed to fix bad transitions no longer required and so ADSMoveUnLock_SightedOnly.esp no longer needed.
Version 0.94-beta
- Fixed movement direction lock when entering ironsights mode from relaxed idle and moving after that. Basically you stand still in relaxed state (weapon down) --> aim your gun to enter ironsights state and start moving immediately after that. The window to get direction lock is about 0.5 seconds after entering ironsights. In my case this bug rarely happens in normal gameplay, but i'm not taking any chances.
- Fixed inability to fire weapon after briefly entering ironsights mode while WPNFireSingle animation is playing.
- Fixed ironsights camera break or cancel out when entering ironsights at the same time as your character lands (after jumping). In game's logic you're still in ironsights mode, but the camera is not there.
- Broke down tweaks into optional files.
Version 0.91-beta
Added missed fixes from 3rd Person Behavior Fixes: Sprint FOV, Sprint reload reset.