Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

A repository for custom reload animations. Version 3: Cleaned several old animations. Revised a couple of old animations. Laser Rifle Reload added.

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Permissions and credits
Changelogs
At this point, I must be realistic with the state of this mod. It will no longer be receiving updates. I've enjoyed making all of these animations, and I am still quite partial to a lot of them, but I have moved on to what I believe are animations that fit in better with the vanilla game and that are bug-free, unlike this mod. Still, I have learned a lot from making these animations, and all of them were necessary and exciting steps forward. This page will always remain up for those of you who still want to download these animations.

I am still, of course, animating. You may find my new mod here. Thank you all for your continued support.


~ DESCRIPTION ~

This mod page is intended to be a repository for first person animation replacers that are made for vanilla idles. Work on this was inspired by Januuz's excellent first person animation replacers. Having some previous animation experience with Morrowind, but never getting it off the ground, I decided to use my free time to actually follow through with what little knowledge I had and watch tutorials, ask questions, and generally get this project off the ground.

As for the animations themselves, well, I'll let the videos speak for them. Suggestions and criticisms are welcome (so long as they're constructive). Hopefully, they'll improve with time.

As a further note, most of these animations are far longer than the vanilla animations. I, personally, am all right with that - I've always been annoyed with how fast reload animations are in video games, and Fallout NV/FO3 is one of the worst offenders out there. This does put you at a bit of a disadvantage if you use my animations - I haven't touched third-person animations (I'd like to!), so NPCs will reload faster than you. This, however, is balanced out by the fact that you, as the player, normally have the advantage in these sorts of games anyways since you have a functioning brain (and that you can become statistically superior to most NPCs with level ups and perks). Furthermore, I believe this makes the reload increase from agility more noticeable and meaningful, and also gives you a reason to pick the otherwise useless Rapid Reload perk.


~ ANIMATION VIDEOS

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10MM PISTOL
  |   Completely redone from scratch.
Finished Animations:

·    Reload (main)
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I decided to redo this animation for the fact that it didn't really reflect with where I've come as an animator. The first iteration was a starting point and, while I'm fond of it, it is pretty inconsistent with the rest of my animations. The new animation is, appropriately, longer, and has more detail and a slide pull reminiscent of Fallout 4's 10mm equip animation (which I've always loved).

·    Jam
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The video no longer reflects the reload animation that is included in the default pack, but the jam animation is, for now, the same. I now realize (thanks to Jaanusz and jmajero) that I will need third-person animations to make the frames all match up correctly. Fun.


FLARE GUN  |  Pull the barrel down, pull the flare out and stuff a new one in. Snap it back into place with a snazzy animation.
Finished Animations:

·    Reload
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Note that this animation replaces the ReloadK slot, which will replace the animation for any mod-added break-action revolvers (generally speaking). I have another file that's ready to go for this, but I'm having some trouble with the nodes. Still, if you don't use mod added revolvers that use the ReloadK slot, you'll be fine. And even then, you'll be fine - it might just look a little odd.


·    Jam
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Again, a strange issue with the sound - I'm starting to think that there is something different with how jam animations play sounds, because all thesounds are properly keyed. I do like how this animation turned out, though. Regardless, I'll likely put jam animations on hold until I figure out what's up with the sound and if there's anything that can be done about it (it could be that I'm screwing something up. Very real possibility).


SAWED-OFF SHOTGUN   |   Frankly, very similar to the vanilla animation, but with way more detail and with snappier, more reactive, and (in my opinion) more satisfying animations.
Finished Animations:

·    Reload
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The quivering hinge has been fixed, as in the update file (now removed, as its obsolete). The shells, too, have better alignment than they previously did. This is more or less how the animation should look - some things could still be better lined up, but nothing you'll notice in normal gameplay (and barely in the video). Not touching this animation again for a while - this gave me a real headache.


CARAVAN SHOTGUN   |   Tons more detail than the vanilla animation (at the cost of it being a much longer animation). You can more clearly see your character move the slide, pull down the barrel, and load each individual shell. Took a while to get the finger movements right.
Finished Animations:

·    Reload
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Fair warning: it's much longer than the vanilla reload. It's always bothered me that, in video games, shell-loaded shotguns have lightning fast reloads.


.45 AUTO SMG  |   Revised and based off the Riot Shotgun reload I completed earlier. See spoilers for more details. The drum magazine reload is also included.
Finished Animations:

·    Reload
Spoiler:  
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(Nexus doesn't want to display the Youtube video in page so, fine, take a link. Tired of fighting the mod page editor.) (Nexus doesn't want to display the Youtube video in page so, fine, take a link. Tired of fighting the mod page editor.)

·    Reload (drum magazine
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(Nexus doesn't want to display the Youtube video in page so, fine, take a link. Tired of fighting the mod page editor.) Again, based off the riot shotgun reload. Not much else to say here.


12.7MM SMG  |   Had a lot of fun with this one, and it's quite a bit different from the vanilla reload. There's lots of different motions with your left hand: you pull the mag out a little, push it out, stuff a new one in there and then bang it in. Then the charging handle, of course.
Finished Animations:

·    Reload
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Clipping has been fixed. 


9MM SMG  |   Extremely pleased with how this one turned out. Probably my cleanest animation so far, and with lots of fun bits: whipping the magazine away, tossing a new one in the air and catching it, and a pretty satisfying lever pull that lets you see the chamber open (which was wholly missing from vanilla). Supports both the default stick mag and drum mags with two separate animations.
Finished Animations:

·    Reload (Default w/no weapon mods)
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(Nexus doesn't want to display the Youtube video in page so, fine, take a link. Tired of fighting the mod page editor.) Finding a way to get the lever pull in there in a way that didn't look dumb was actually the most difficult part of all of this - I sympathize with the developers who had to find a way to get it in there without switching hands. This, along with the animation below, is certainly my new favorite.

·    Reload (Default w/no weapon mods) (Alternate)
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For those of you who don't like the version where you stare at the magazine for a couple frames then whip it away. Quick and dirty edit. Should look and play fine, though.


·    Reload (Vance's 9mm SMG/Drum Magazine Mod)
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This is a modified version of the above reload. It wasn't my aim to make it feel dramatically different - it is the same gun, after all - but I think the tweaks I did make do make it feel quite a bit different and very satisfying.


MINIGUN  |   This very well may be the first Minigun reload animation released on the Nexus (someone chastise me if I am wrong). It's an often overlooked weapon and, to be frank, I can see why: it's big, clunky, and ugly, and animating it is about as pretty a process as this gun is. Still, it needed to be done; with my animations taking hundreds of frames (evening out to 3 to 4 seconds), it didn't make sense that this huge weapon would be able to reload faster. So I've rectified that. No longer will you casually lift this weapon up with one arm to pull out the ammo box at lightning speed. Disclosure: pretty big jump from the weapons I've been animating, so the quality of this animation is, in my opinion, not up to par with the last few updates. See the caption text for more thoughts on that.
Finished Animations:

·    Reload
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I'll be honest: I don't believe this is my best work. It's lacking some of the detail that I think most of my other animations have, and the pulling out of the ammo box is not quite right yet. Still, I believe it's a hell of a lot better than vanilla's lazy-looking reload, and it'll keep a weapon that's overlooked by most animation mods consistent/semi-consistent in animation quality (someone needs to redo that awful fire animation, though). I may return to this in the future and refine it.


RIOT SHOTGUN  |   Nothing fancy here: just an animation that's more quality than the vanilla reload, and with an extra sound added in to make the pushing of the magazine in more satisfying. The bolt pull is pretty satisfying, too, in my opinion. A caveat: this animation shares an animation slot with the Light Machine Gun (the vanilla animation itself is reused across several weapons, even though it sucks; this is the only case where it forces two weapons to actually use the same slot). However, this animation was tailored for the Riot Shotgun. See the below video for details on the LMG reload.
Finished Animations:

·    Reload
Spoiler:  
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A return to form with this one - I think it looks quite good. I used the animations from wardaddy's mod for Fallout 4 as inspiration. Also - and I'm sure he's probably sick of me thanking him constantly - but a big thank you to Januusz for helping me out when I thought I cocked up the whole animation after finishing it.


LIGHT MACHINE GUN  |   This animation comes to you courtesy from the poor decision to have two completely different weapons with distinct magazine share the same animation slot. The vanilla animation gets away with it but having it move so fast and so quickly off screen that you won't notice, but that's not the case now. In the future, I plan on making a custom animation for this weapon and an optional .esp (with instructions on how to do it manually so you don't mess up your LO - it's actually quite simple). For those of you who don't want to muck around with .esps in your animation mods (understandably) - this should be good enough; only about 25% of the animation ends up looking a bit weird with the shared slot.
Finished Animations:

·    Reload
Spoiler:  
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In all honesty, it doesn't look that bad - the magazine grab is just a look dopey looking. But the rest of the animation looks pretty good, I think; I'm uncertain if I'll just edit the magazine grab in the future, or make an entirely new animation that makes use of that handle on the barrel to give the weapon some extra heft.


9MM PISTOL/.45 AUTO PISTOL/SILENCED .22 PISTOL  | 
  I had honestly considered not animating this weapon, as I really there are already so good options for it from other packs animation for it. However, I was struck by an idea this morning, so here we go. It's meant to be pretty flashy, but I think it turned out well: the bar push back (I recognize this isn't wholly necessary), mag release catch, and pushing back of the bar via the button (not sure what the proper term is) are all, in my mind, very satisfying.
Finished Animations:

·    Reload
Spoiler:  
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I made this animation primarily for the 9mm Pistol, but it looks good with all of the effects weapons in my opinion. It looks a little off with the Silenced .22 Pistol - likely I will be adding that gun to the nether realm in terms of alternate animations I intend to make but that will require an .esp. 


PLASMA RIFLE  |   The cell gets popped out and stuffed back in. Smooth and satisfying.
Finished Animations:

·    Reload
Spoiler:  
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(Nexus doesn't want to display the Youtube video in page and wouldn't let me undo my accidental deletion of the previous description, so take a link instead. Tired of fighting the mod page editor.)This animation also has the benefit of being the same length as the vanilla animation! 


LASER RIFLE  |   This one took me a while for the fact that I accidentally mucked up the file, and had to redo parts of it by hand. You can't really tell, I don't think, but it is still a little unclean. Will probably get fixed up in a later update, but I am really happy with how it turned out.
Finished Animations:

·    Reload
Spoiler:  
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The cell spins.




~ LEGACY ANIMATIONS ~




~ ANIMATION LIST, FURTHER DETAILS, & COMPATIBILITY NOTES ~
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ANIMATION LIST
The following list should allow you to select only the animations you want from this mod. You'll have to manually extract them from the archive, though.
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1hpReloadA: 10mm Pistol
1hpJamA: 10mm Pistol
1hpReloadD: Sawed-Off Shotgun
1hpReloadK: Flare Gun/.32 Pistol (if using TTW)
1hpReloadL: 9mm Pistol/.45 Auto Pistol/Silenced .22 Pistol
1hpJamK: Flare Gun/.32 Pistol (if using TTW)
1hpReloadO: 9mm SMG
1hpReloadN: Vance's 9mm SMG/9mm SMG w/Drum Magazine Mod
2haReloadB: Plasma Rifle
2haReloadH: 12.7mm SMG
2haReloadI: Riot Shotgun/Light Machine Gun
2haReloadK: .45 Auto SMG
2haReloadL: .45 Auto SMG w/Drum Magazine Mod
2hhReloadE: Minigun
2hrReloadB: Laser Rifle
2hrReloadI: Caravan Shotgun


NOTES & FUTURE PLANS
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·    I will be animating weapons that I am interested in and that I have ideas for, which is subject to change. I did the 10mm pistol first because it was readily available in the rigs supplied to me, and I've always wanted a 10mm pistol animation where you can see yourself yanking on the slide.

·    I intend to do jam animations for all my animations that don't jive well with vanilla jam animations. EDIT: Jam animations on hold. They way they play sounds is quite strange, and I'm going to need to look into it.

·    If you have any suggestions of what to do next, feel free to ping me or drop them in the comments, and I'll consider them. I'm at the
whims of my desires right now, so feel free to try and influence those.

Below is a list of weapons I intend to do next:
·    Up next: Trying to get this break-action revolver reload to work properly in-game.
·    Remaining shotguns. Single shotgun and lever (low priority on lever, since it looks decent and I still have no idea how to do the "looping" reload).
·    Plasma Pistol. The current reload isn't bad, but it's pretty dorky looking. And the jam animation is terrible. A redo is an order, and I'm open to suggestions on how to do this one.
·    Plasma Rifle. It's a pretty wimpy looking reload for a pretty badass weapon, but it's going to be hard to fix, as the mesh doesn't allow for much more than one vanilla has. I can certainly just do a "vanilla redo," and add in some more weight and snap, but I'm open to ideas here, too. I've had the idea of a magnetized microfusion cell, and/or an automated cell release to make it feel more futuristic.
·    Guass Rifle. Honestly it's likely it won't be dramatically different from Januusz's recently released version - my idea was to add a twist to pulling out the cartridge to slow it down a bit (it's a really powerful weapon) and make it feel weightier. Will likely wait on this one.
·    Hunting Rifle. Should be a safe next step, although I'm not sure. Either way, vanilla's is awful, and it'll be fun to see that bolt yanked back.


PREVIEWS
Some WIP gifs. A look into the mind of a madman.
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·    Break-Action Revolver Reload
It's all working in game except, even though you see yourself kick the shells out, the shells still remain in the revolver. Weird.

·    Plasma Pistol Reload
Another crack at it, still rough, and still not great. But getting there. Thinking this will look more like a "vanilla plus" reload.


COMPATIBILITY
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·    Any mod that edits the same animation files will conflict, obviously.  I've included the animation list so that, as this mod grows, you can select the animations that you want and mix and match them with other animations.

·    While not techincally incompatible with large packs such as Asurah's (barring the obvious conflicts for individual weapons), these animations will look strange when coupled with them, as they are intended to return to vanilla idle positions, and not custom ones. This is besides the fact that it will conflict with many of Asurah's animations.

·    Works fine with WMIM and WRP. I use both myself. I cannot confirm compatibility for WMX, as I no longer use it. It should work fine, but if it doesn't, let me know and I'll update the description.


RECOMMENDED MODS
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The following animation mods compliment my animations nicely:
Iron Sights Recoil Animations
Subtle Camera Motion
Fire Animation Variants
Anniversary Anim Pack


The following animation mods are in the spirit of this mod, and may provide additional animations not covered by this mod or alternatives for animations you don't like from this mod:
1st Person Animation Replacers
Some Reload Anim Replacers




~ INSTALLATION ~
Drop the files in Data/Meshes/Character/_1stperson. If you're not a weirdo manual installer like me, just use your mod manager.


~ PERMISSIONS & CONTACT ~
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The assets in this mod are provided under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. For more information, please visit https://creativecommons.org/licenses/by-nc-sa/4.0/.

I furthermore reserve the right to request the immediate takedown of my assets in any mod/project that endorses or is authored by someone who endorses the following: bigotry of any form, hate speech, sexual abuse to humans or animals, animal cruelty, etc.

I am also perfectly aware of the differences between something using hateful language/physically violent for story-telling purposes and something endorsing it. Please don't make a thing of this, or I'll just lock up permissions, which I'd rather not have to do.


~ CREDITS & THANKS ~

Obsidian: for making the game.
Bethesda: for creating such a malleable - if wonky - game engine for us all to muck around in.
hitman47101: for supplying the vanilla rigs and answering questions.
Januusz: for the inspiration and answering questions.
DecerBW (Asurah): for answering questions and troubleshooting.
jmajero: for answering questions and troubleshooting.
ShinyHax: for their tutorial.

All of these users are talented animation modders in their own right, and you should absolutely check out their work, regardless of your interest in mine. To all of them, if they are reading this: sorry for the incessant and sometimes inane questions. I'm in the US, and I've been locked inside for a while. Makes you a little unhinged.