Fallout New Vegas

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Blooper Reel

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BlooperReel

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23 comments

  1. redcatisthenewblack
    redcatisthenewblack
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    meaty
  2. deleted113397473
    deleted113397473
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    Trippy Doc Mitchell approves
  3. Sassafrass112
    Sassafrass112
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    does the meat prep animation for the white gloves check whether or not they've returned to being cannibals? 
  4. vladtod78
    vladtod78
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    How can I install this mod manually? getting crash dump error in FMM
    1. jarhead505
      jarhead505
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      Put the esp in your fallout NV data folder then active the esp with your mod manager.
  5. edherpington
    edherpington
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    it's nice, but has to be checked with xEdit for collisions (it does collide with a lot of stuff in my load order so editing the esp is a must)
  6. weijiesen
    weijiesen
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    Excellent job! I like these details.
  7. Fugalism
    Fugalism
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    Randomly ran into this animation in Westside, looks cool!
  8. Rakocako
    Rakocako
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    Looks cool. I'll be sure to add it to the mod list. Glad to see more flavor stuff like this being modded in
  9. edherpington
    edherpington
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    Why do people never check their mods for errors?

    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [13] BR_MeatPrepAnimations.esp
    [00:00] BRPrepareMeatB [IDLE:13000ADF]
    [00:00]     IDLE \ Conditions \ CTDA - Condition \ Function -> <Unknown: 6361>
    [00:00] BRPrepareMeatC [IDLE:13000AE0]
    [00:00]     IDLE \ Conditions \ CTDA - Condition \ Function -> <Unknown: 6361>
    [00:00] Done: Checking for Errors, Processed Records: 153, Errors found: 2, Elapsed Time: 00:00
    1. BlooperReel
      BlooperReel
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      As far as I've looked into it, this isn't an error. xEdit can't parse new functions added in by JIP and as a result attempting to read them in the program just brings them up as unknown functions. I know it's specifically this because the two records cited by xEdit as 'errors' are the two cannibal preparation animations that have a JIP-exclusive function to tie them exclusively to a formlist of factions that are allowed to use the additional animations. It's very likely this is a false positive. 
    2. edherpington
      edherpington
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      Ok then, sorry if I sounded a bit tense. I am fixing a lot of different mod esp's right now; there's bugs everywhere...:/
      there should really be some sort of code for modders to check their stuff before publishing, there is just too much crap out there which needs constant fixing and I am tired of it
    3. BlooperReel
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      No worries, that's absolutely understandable. Especially with older mods before things were better documented

      miguik was also able to shed some light on why you were receiving error reports instead of functions scanning this mod. xedit has the ability to detect new functions added via script extender plugins but it's just not updated to account for a lot of them. JIP included. 
  10. Gemoll
    Gemoll
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    This may be part of a larger project to integrate all of the various unused FO3 DLC animations in NV's BSAs;
    That would be great! I was playing The Pitt just earlier today and noticed all the bespoke animations Bethesda made for that expansion. There are a couple promising ones (sawing with a big circular saw, operating a furnace) that could be used for construction sites and stuff. Plus there's a "beating a person cowering on the ground" animation that I don't think is used anywhere else. Even if they aren't left in NV's files, Tale of Two Wastelands makes them accessible.
    1. BlooperReel
      BlooperReel
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      thankfully ALL of the pitt's animations are available in NV's files; the only fo3 DLC with missing animations in NV is Broken Steel.