Last update for some time well that was a lie :v dropped the idea to make all animations with 3rd person (again) cuz i simply dont play in 3rd person so i have no incentive to make these, instead i made animations for some quirky and forgotten weapons and all with jams and unequips this time
No matter how many new Animations(NVAO, etc.) being released to the current time, I always go back to this animation as it is always a great animation mod for me. Though, the Police Pistol still has that reload bug but can be solved with using different anim for it instead.
Hope you are doing alright out there, man. Take your time in doing what you are doing and can't wait to see more of your work if you are still at it. ^-^
eyy, thanks for kind words, yea there are these old bugs that i havent fixed cuz i abadoned FNV almost completely since i got a job, but from time to time i'll sprinkle in some anim mods, like that hunting shotgun i did... almost a year ago XD
Ohh, wow. Its great to hear from you again, mate. And I can't blame you since I also almost abandoned FNV cuz... its just the same old thing over again, even with new mods as I got into Manga and reading fics. It just gets boring... until I come back and got my spark into it again once I redo my modlist. xD
And ah, I can't wait to see more of your work in the future, mate. This animation along with your 3rd person animations meshes well with the abandoned Asurah Reanimation Pack. I let Anniversary + FNV Clean -Anniversary version win as I will enjoy seeing a 3rd person animation in play with NPC's.
Take your time, man. IRL stuff is more important than modding and gaming.
Hello! Love the mod but it's kinda funny the 40mm grenade launcher's fire rate and reload animations too slow (even at around 6 agility and fast reload) the 25mm is almost instant and dropping a fresh missile into the launcher is faster than having to rack the grenade launcher
So I've been looking for a solution to the 'quickscope' bug that your mod claims to fix for YEARS now across multiple New Vegas playthroughs. In my opinion it is one of the jankiest bugs in the game, specifically on the plasma pistol and plasma rifles as they have really long firing animations.
Most other weapons I don't even really notice it on and consider it a non-issue, but it completely ruins the plasma weapons for me. In my newest playthrough I am using New Vegas Animation Overhaul - Guns, but I would have no problem replacing just the plasma weapons with a different animation pack if it meant fixing this issue. Only problem is this animation pack (the only one I know of that claims to fix this problem) does not have the plasma weapons included.
How much work did it take to fix this issue and would you mind going into a little detail on how you were able to fix it? I work in 3D software and have a little bit of animation skills. I'm wondering if there is anyway I can modify the NVAO plasma weapon animations to squash this bug once and for all lol
no lol, its not fixable from the outside, u need the blend files and actually bake animations from there, cuz this bug is just vanilla bug on how the game is handling the animations, and u need a very specific animation method for taht bug to not occur which wasnt used in the pack u r using, so basically nothing u can do, the easiest way - and im not being mean or anything - is literally just making a set by yourself or commisioning someone (anyone that isnt hitman or rock knows about that method, just isnt always using it for some reason) to do that set for u
my whole pack relies on that quickscope method and there's not a single gun that isnt made that way, cuz its like u said one of the jankiest s#*! that u can ever experience in a game, really i hate it xd, that's why i stick to this abandoned and unfinished pack that i did lol
I may look into making one myself just for the plasma weapons as those are the only ones that bother me personally. Would I have to re-do literally all of the animations or is it like 1-2 specific animations that lead to this bug?
I'm going to assume the animation method you're referencing uses a workaround like making the firing animation extremely short and tagging the end of the firing animation onto the beginning of another animation? Or is it something else? It's pretty hard to find any information on why this bug even occurs in the first place
the method is really simple but limiting, u need to have *perfectly* straight weapon bone it cant have any rotation values at all, has to be purely zero'ed out, once u have that set up in rig, u can go ahead and make animations to achieve quickscope, u need to bake the Aim file (hipfire stance) with straight weapon bone, then copy, paste the Aim and rename it to AimIS (ADS animation stance) u do the same for the Attack and AttackIS, so u have basically the same animations for hipfire and ADS, the game simply interpolates to ##sightingNode (a node that indicates where the iron sights are aligned) and that allows to have a smooth and seamless transitions Also - its the best and most accurate way of making the guns being always pin point accurate, notice that NVAO or whatever its called needs a 3rd party mod to align their sights, this mod doesnt need that, cuz with quickscope its solely the sightingnode is the only factor of guns' accuracy, if its aligned properly (which should be if u r using WMIM or TTW) then u dont need to worry about anything
i can invite u to my anim discord server where i teached pretty much all nowadays FNV animators except hitman lol, i created a lot of rigs, from beginners to advanced ones and there's a lot of ppl that can help as well, just lmk in DM, as i dont invite random ppl, just those who'd like to animate
EDIT right, didnt answer how many animations u need, well - all of them xd, i mean Aim, AimIS, Attack, AttackIS, Reload, Jam, Equip, Unequip, so 8 animations in total u cant make just one and call it a day, cuz it will clash with vanilla animations/pack u've downloaded etc, so u need to cover everything
Hello, this does not cover the true-iron sight OFF animations, right ? The affected weapons do not center when aiming with this setting set to Off, they just stay to the side
I am mostly interested in fixing this problem of weapons floating in the middle of the screen, perhaps there's a standalone mod that does so ? Because I only play with true iron sight off
why r u playing with sights turned off, FNV is already fixed, u can reliably use them unlike pre WMIM/TTW and various other fixes
the problem of weapons floating in the middle is done (and its the only way) via making aim and aimIS files being perfectly straight and they are the same files, just renamed, that is why the weapons can easily interpolate between hipfire and ADS, because of that, the AimIS stays the same when u dont have the sights turned on in the settings, FNV is always a compromise, u either play with sights on and without weapon staying in the middle or continue with sights turned off and use some other anims that have standard way of making AimIS files
I don't use ironsights because I don't like how it takes so much space on screen, these iron sights are also not very helpful for aiming anyway, so I turn them off and set just dynamic crosshair to display a simple dot while aiming : Image
I just really hate that this mod makes one handed hands like pistols and smgs two handed guns. I really breaks it for me. Maybe I am too gay but it's how I feel.
They may be old, but to be honest, they are way better than the Anniversary or Clean animations. For some reason, those two have lots of bugs in my game, especially weird things with hands after shooting, particularly with the hunting rifle. Yours are more consistent. I just hid the animations for 1 handed weapons and the caravan shotgun because reloading it was very slow.
It's been very consistent and bug-free. In fact, your animations unexpectedly fixed lots of bugs that were in the vanilla game, especially when quick scoping. (I must have about 80 hours of gameplay with your mod.) So, good work man! Would love to see an update!
Solid but a few reload animations are goofy. Most notably hand guns and the 9mm SMG.
I'm not sure you've ever loaded a handgun but I don't need to whip the gun around to get the clip out, press the button and it falls out. The animations look off because there's too much movement in the right hand. You should hold any firearm steady with your right hand when you load it. The 9mm and .45 are the most egregious of the handguns. What is the PC doing with their right hand? It's just as exaggerated when you take the clip out of the 9mm submachine gun. It's already unlocked, hold the damned rifle steady and pull the clip out, I shouldn't lose control of my gun when I pull a clip.
Whenever I fire a Caravan Shotgun in VATS the bullets levitate above the gun with the barrel still open. It's as if the reload animation doesn't start.
976 comments
FOLLOW THIS TUTORIAL, IF YOU WANT TO MIX AND MATCH THE ANIMATIONS FROM DIFFERENT AUTHORS
OR
SIMPLY DELETE THE FOLDER WITH ANIMATIONS YOU DONT WANT TO SEE IN-GAME, YOU CAN LEAVE JSONs
Last update for some timewell that was a lie :v dropped the idea to make all animations with 3rd person (again) cuz i simply dont play in 3rd person so i have no incentive to make these, instead i made animations for some quirky and forgotten weapons and all with jams and unequips this timeHope you are doing alright out there, man. Take your time in doing what you are doing and can't wait to see more of your work if you are still at it. ^-^
And ah, I can't wait to see more of your work in the future, mate. This animation along with your 3rd person animations meshes well with the abandoned Asurah Reanimation Pack. I let Anniversary + FNV Clean -Anniversary version win as I will enjoy seeing a 3rd person animation in play with NPC's.
Take your time, man. IRL stuff is more important than modding and gaming.
Most other weapons I don't even really notice it on and consider it a non-issue, but it completely ruins the plasma weapons for me. In my newest playthrough I am using New Vegas Animation Overhaul - Guns, but I would have no problem replacing just the plasma weapons with a different animation pack if it meant fixing this issue. Only problem is this animation pack (the only one I know of that claims to fix this problem) does not have the plasma weapons included.
How much work did it take to fix this issue and would you mind going into a little detail on how you were able to fix it? I work in 3D software and have a little bit of animation skills. I'm wondering if there is anyway I can modify the NVAO plasma weapon animations to squash this bug once and for all lol
my whole pack relies on that quickscope method and there's not a single gun that isnt made that way, cuz its like u said one of the jankiest s#*! that u can ever experience in a game, really i hate it xd, that's why i stick to this abandoned and unfinished pack that i did lol
I may look into making one myself just for the plasma weapons as those are the only ones that bother me personally. Would I have to re-do literally all of the animations or is it like 1-2 specific animations that lead to this bug?
I'm going to assume the animation method you're referencing uses a workaround like making the firing animation extremely short and tagging the end of the firing animation onto the beginning of another animation? Or is it something else? It's pretty hard to find any information on why this bug even occurs in the first place
to achieve quickscope, u need to bake the Aim file (hipfire stance) with straight weapon bone, then copy, paste the Aim and rename it to AimIS (ADS animation stance) u do the same for the Attack and AttackIS, so u have basically the same animations for hipfire and ADS, the game simply interpolates to ##sightingNode (a node that indicates where the iron sights are aligned) and that allows to have a smooth and seamless transitions
Also - its the best and most accurate way of making the guns being always pin point accurate, notice that NVAO or whatever its called needs a 3rd party mod to align their sights, this mod doesnt need that, cuz with quickscope its solely the sightingnode is the only factor of guns' accuracy, if its aligned properly (which should be if u r using WMIM or TTW) then u dont need to worry about anything
i can invite u to my anim discord server where i teached pretty much all nowadays FNV animators except hitman lol, i created a lot of rigs, from beginners to advanced ones and there's a lot of ppl that can help as well, just lmk in DM, as i dont invite random ppl, just those who'd like to animate
EDIT
right, didnt answer how many animations u need, well - all of them xd, i mean
Aim, AimIS, Attack, AttackIS, Reload, Jam, Equip, Unequip, so 8 animations in total
u cant make just one and call it a day, cuz it will clash with vanilla animations/pack u've downloaded etc, so u need to cover everything
I am mostly interested in fixing this problem of weapons floating in the middle of the screen, perhaps there's a standalone mod that does so ? Because I only play with true iron sight off
the problem of weapons floating in the middle is done (and its the only way) via making aim and aimIS files being perfectly straight and they are the same files, just renamed, that is why the weapons can easily interpolate between hipfire and ADS, because of that, the AimIS stays the same when u dont have the sights turned on in the settings, FNV is always a compromise, u either play with sights on and without weapon staying in the middle or continue with sights turned off and use some other anims that have standard way of making AimIS files
It looks much cleaner this way
I just really hate that this mod makes one handed hands like pistols and smgs two handed guns. I really breaks it for me. Maybe I am too gay but it's how I feel.
For some reason, those two have lots of bugs in my game, especially weird things with hands after shooting, particularly with the hunting rifle.
Yours are more consistent. I just hid the animations for 1 handed weapons and the caravan shotgun because reloading it was very slow.
It's been very consistent and bug-free. In fact, your animations unexpectedly fixed lots of bugs that were in the vanilla game, especially when quick scoping. (I must have about 80 hours of gameplay with your mod.)
So, good work man! Would love to see an update!
I'm not sure you've ever loaded a handgun but I don't need to whip the gun around to get the clip out, press the button and it falls out. The animations look off because there's too much movement in the right hand. You should hold any firearm steady with your right hand when you load it. The 9mm and .45 are the most egregious of the handguns. What is the PC doing with their right hand? It's just as exaggerated when you take the clip out of the 9mm submachine gun. It's already unlocked, hold the damned rifle steady and pull the clip out, I shouldn't lose control of my gun when I pull a clip.
https://youtube.com/clip/UgkxJsyiJqzCbsr07bPmnf3MHCVtofu2D25x
Your animations look super solid but these few really bring it down.