Notice: Video demonstrations are in the description. Click on the animation file name. You can find my visual mod list below, for those of you who are asking.
Thank you to everyone who voted for this mod to be Mod of the Month for December!
If you are still confused on how to set up an install with multiple animation mods or on how to make reload variants out of multiple animation mods, click on the below spoiler. This is copied and pasted from a conversation in the comments section.
Spoiler:
Show
Third-person animations: the third-person animations should go in meshes/characters/_male, which is the same spot they should have been extracted from. I'll be sure to go back and clarify that.
Suffixes: It does not matter which mod you give the suffixes too. For example, if you like my 2hrReloadB and Januusz's 2hrReloadB, and want to use them both, then you need to name one of them 2hrReloadB_A, and one of them 2hrReload_B. It doesn't matter which one gets name which, as they'll now function as variants.* Again, keep in mind that both of these will need a third-person reload in order for them to play properly, but that's why you're extracting the third-person animations and renaming them in the same way that I just described. Your third-person reloads will look no different, of course, but it will allow both of these animations to play. Also remember that you will need StewieAITweaks and the appropriate setting activated in its .ini file.
Suffixes, part 2: you only need to do this for reloads where there is overlap in the files. So, if you only have one 2hrReloadB, and that's the only one you want, then don't rename it. Just drop it in meshes/characters/_1stperson like you normally would.
Vanilla reloads: you mentioned that you wanted to use the vanilla reloads, too. All of these will be in the .bsa and will need to be extracted to meshes/characters/_1stperson. If you want a list of all of the vanilla reloads, see Asurah's mod page, go to the Modding Info section, and click on the Reloads spoiler. Keep in mind that, if you're making variants out of all of these, you will need to extract, make copies of, and rename the corresponding third person animation files from meshes/characters/_male. They should have the same names as the first-person animations.
TL;DR: this is all honestly less work then I'm making it sound like - I'm just trying to be thorough since you were confused. Every animation variant needs a suffix, can have suffixes up to _C, need a third-person animation file with the same file name/suffix, and needs StewieAITweaks + the appropriate .ini setting activated to run. First person animations go in meshes/characters/_1stperson. Third person animations go in meshes/characters/_male.
Overwrites: please also keep in mind that if you're not concerned about reload variants, and simply want to use different packs together, overlapping files will overwrite each other and will keep one mod author's animations from playing. So if you let me 2hrReloadB overwrite Januusz's 2hrReloadB, you'll only see mine. This is pretty standard modding stuff, but I'm putting it here anyways. Either install the mod whose animations you like most last, or consult the file list on pretty much everyone's mod page to pick and choose the files you want.
Notice: My mod does not effect weapon meshes or textures in any way. It does not change any weapon records. It adds .kf files and some .wav sound files and literally nothing more. This mod will not mess up your weapon mods/textures/fixes. Mod List: Also, a lot of people have been asking for the visual mods I've been using, which I didn't expect, because it's nothing too fancy. Posting them in a spoiler, though, for those of you who are interested. EDIT: I have since realized that Viva New Vegas has stripped out many of the visual mods I used. Sorry. I don't quite remember all of the visual mods I used, but I'm putting in what I remember.
Spoiler:
Show
FALLOUT: NEW VEGAS
I largely followed the Viva New Vegas guide for the core of my install.
For weapons, I use WMIM, WRP, and EVE. Of those, I believe that EVE is the only one that VNV does not recommend. All other weapon textures were recommended by VNV.
For the landscape and architecture, I use NMC and Ojo Bueno. I do not remember which one I let win conflicts. Sorry.
There may be some other retextures I use, too - I think one for rocks/mountains, and one for bricks/ruined bricks, and probably one for sandbags. Unfortunately, I cannot remember the names of these mods. You might have to poke around a bit.
For grass, I use Enhanced Grass. I use the plugin without vertex lighting.
For LOD, I used FNVLODGen. I think. There might be a pack out there that just pre-packages LOD for vanilla + DLCs, but I'm not sure about that. If such a pack exists, I probably used that, since I'm lazy and don't use mod-added locations/quests anyways.
For weather and lighting, I use George's ENB. A link to the necessary weather plugin can be found on its mod page.
FALLOUT 3
I remember far less of what I did to get my Fallout 3 looking the way it does. I believe 90% of it is from this guide, but it's very possible I may have made some alterations.
Thank you very much for your incredible mods, They've really changed how I enjoy new vegas.
I was wondering if there is a solution to a minor issue I have, The reload sounds for the .357 revolver don't play in first person for me when ejecting rounds.
There is sound for interacting with the loading gate and for when I use B42 inspect it plays all the proper audio. It also plays the correct audio if I go 3rd person when reloading a .357 revolver, just not first person.
I've installed the mod, along with the kNVSE Animation Plugin and xNVSE 6.3.5b, both of which said they were needed for the mod to work properly, but the animations are still just the same as the vanilla ones for me, do you know what's wrong? I installed the mod and the animation plugin with the Vortex installer and it says there both enabled. This is my first time installing a mod, but I can't think of anything I did wrong. If you have an idea for what's going on, could you tell me? And do you know if there might be any common mistake I might be making?
I don't know anything about Vortex, but my general understanding is that you should install xNVSE manually, not through a mod manager. That'd be my first (and likely only) guess in this case.
EDIT: Wait, this is the original Clean Animations. You should still be seeing new animations regardless, as most of these are just straight up vanilla overwrites. So in that case: no, I have no idea what's going on. Again, I don't know anything about Vortex--maybe someone who does use it can help out, though.
I mean, if a mod includes an .esp, it includes an .esp for a reason. So, generally, no.
In this case, you'll lose out on sounds for the animations. Not all of them, but a decent chunk of them. I wouldn't recommend it. I'd just merge the .esp instead.
Thanks. I had another question and it's likely to be totally out of your hands so sorry for that: I just realized that the reload (& maybe unholster) times for WAP Series by anonx1987 are not influenced by the Agility mechanic, unlike base FNV. Is there a way to turn on that feature or only use Clean Animations so that the Agility mechanic works with WAP? Or does this mod disables the Agility mechanic?
Edit: Nvm, the Agility mechanic is working perfectly. Turns out you have to switch weapons if you use modav to increase your Agility. In my defense, I was using JSUE and had only one weapon in my inventory at the time. The only gun that feels a little too fast is the Riot Shotgun (even at 1 Agility) but the rest of my arsenal was working fine.
It just doesn't work for me. The game doesn't give me any problems , no crashes freezes or anything. The mod just doesn't work even with all the other files installed
677 comments
(More details tomorrow.)
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Thank you to everyone who voted for this mod to be Mod of the Month for December!
If you are still confused on how to set up an install with multiple animation mods or on how to make reload variants out of multiple animation mods, click on the below spoiler. This is copied and pasted from a conversation in the comments section.
Third-person animations: the third-person animations should go in meshes/characters/_male, which is the same spot they should have been extracted from. I'll be sure to go back and clarify that.
Suffixes: It does not matter which mod you give the suffixes too. For example, if you like my 2hrReloadB and Januusz's 2hrReloadB, and want to use them both, then you need to name one of them 2hrReloadB_A, and one of them 2hrReload_B. It doesn't matter which one gets name which, as they'll now function as variants.* Again, keep in mind that both of these will need a third-person reload in order for them to play properly, but that's why you're extracting the third-person animations and renaming them in the same way that I just described. Your third-person reloads will look no different, of course, but it will allow both of these animations to play. Also remember that you will need StewieAITweaks and the appropriate setting activated in its .ini file.
Suffixes, part 2: you only need to do this for reloads where there is overlap in the files. So, if you only have one 2hrReloadB, and that's the only one you want, then don't rename it. Just drop it in meshes/characters/_1stperson like you normally would.
Vanilla reloads: you mentioned that you wanted to use the vanilla reloads, too. All of these will be in the .bsa and will need to be extracted to meshes/characters/_1stperson. If you want a list of all of the vanilla reloads, see Asurah's mod page, go to the Modding Info section, and click on the Reloads spoiler. Keep in mind that, if you're making variants out of all of these, you will need to extract, make copies of, and rename the corresponding third person animation files from meshes/characters/_male. They should have the same names as the first-person animations.
TL;DR: this is all honestly less work then I'm making it sound like - I'm just trying to be thorough since you were confused. Every animation variant needs a suffix, can have suffixes up to _C, need a third-person animation file with the same file name/suffix, and needs StewieAITweaks + the appropriate .ini setting activated to run. First person animations go in meshes/characters/_1stperson. Third person animations go in meshes/characters/_male.
Overwrites: please also keep in mind that if you're not concerned about reload variants, and simply want to use different packs together, overlapping files will overwrite each other and will keep one mod author's animations from playing. So if you let me 2hrReloadB overwrite Januusz's 2hrReloadB, you'll only see mine. This is pretty standard modding stuff, but I'm putting it here anyways. Either install the mod whose animations you like most last, or consult the file list on pretty much everyone's mod page to pick and choose the files you want.
Notice: My mod does not effect weapon meshes or textures in any way. It does not change any weapon records. It adds .kf files and some .wav sound files and literally nothing more. This mod will not mess up your weapon mods/textures/fixes.
Mod List: Also, a lot of people have been asking for the visual mods I've been using, which I didn't expect, because it's nothing too fancy. Posting them in a spoiler, though, for those of you who are interested. EDIT: I have since realized that Viva New Vegas has stripped out many of the visual mods I used. Sorry. I don't quite remember all of the visual mods I used, but I'm putting in what I remember.
FALLOUT: NEW VEGAS
FALLOUT 3
I don't think the mod is generally recommended these days due to some buginess and compatibility issues, but it is a cool mod.
it's a cool mod for sure!
I was wondering if there is a solution to a minor issue I have, The reload sounds for the .357 revolver don't play in first person for me when ejecting rounds.
There is sound for interacting with the loading gate and for when I use B42 inspect it plays all the proper audio. It also plays the correct audio if I go 3rd person when reloading a .357 revolver, just not first person.
EDIT: Wait, this is the original Clean Animations. You should still be seeing new animations regardless, as most of these are just straight up vanilla overwrites. So in that case: no, I have no idea what's going on. Again, I don't know anything about Vortex--maybe someone who does use it can help out, though.
Frankly, I have no idea how Vortex works, so I can't help in any other way. I tried it once and was immediately confused.
In this case, you'll lose out on sounds for the animations. Not all of them, but a decent chunk of them. I wouldn't recommend it. I'd just merge the .esp instead.
Edit: Nvm, the Agility mechanic is working perfectly. Turns out you have to switch weapons if you use modav to increase your Agility. In my defense, I was using JSUE and had only one weapon in my inventory at the time. The only gun that feels a little too fast is the Riot Shotgun (even at 1 Agility) but the rest of my arsenal was working fine.