Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Clean new animation sets for select weapons powered by kNVSE. New idles, new attacks, new reloads--but no compatibility issues (thanks to kNVSE).

Four weapons included. Intended as a preview of larger kNVSE sets to be released in the future.

Requirements
Permissions and credits
Changelogs


INCLUDED ANIMATIONS (SHOWCASES)
FALLOUTNEWVEGAS.ESM
·   
04333 | Hunting Rifle
·    
E393B | Single Shotgun
·    
E3778 | 9mm Pistol/Maria
HONESTHEARTS.ESM
·   
0996C | .45 Auto SMG


REQUIREMENTS (THESE MUST BE INSTALLED)
·   
xNVSE
·   
kNVSE


RECOMMENDED MODS (TO IMPROVE GUNPLAY/ANIMATIONS)

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·    Immersive Recoil 2.0
Adds dynamic, camera-based recoil to all weapons. As baking camera movement into the iron sight animations will throw aim off, this mod (or a similar mod) will be required for iron sight camera animations.

·   
Viewmodel Recoil:
Similar to the above mod, but adds a dynamic recoil kick to the model of each weapon.


·    FNV Clean Animations + Anniversary Anim Pack:
Clean kNVSE Animation Sets effects a relatively small selection of weapons, so other animations are recommended.
The above two mods are recommended for the most pain-free install experience--as there are very few overlapping files between those two mods and this mod--but any animation pack will do (Dedicated Weapon Animations, Asurah's Reanimation Pack, etc.). See the "Compatibility" section for more details if you plan on using other sets.



DESCRIPTION (WHAT TO EXPECT)
Completely new, high-quality animations for the Hunting Rifle, the Single Shotgun, the .45 Auto SMG, and the 9mm Pistol/Maria. Whereas FNV Clean Animations was a vanilla+ animation overhaul, Clean kNVSE Sets constitutes a total overhaul of each animation for each weapon. As such, there might also be some slight changes to balance. As of right now, the only weapon that adheres to this is the Hunting Rifle, as it's reload time has been bumped from 2 seconds to 3 seconds. Any reload time changes will adhere to the vanilla structure of reload times (i.e. there will not be a 10 second reload for a pistol).

All animations should be as bug free and clipping free as possible. Also note that increased reload times will not result in the bugs they previously did, thanks to kNVSE.

All animations for each weapon are covered, with the following exceptions: there are no jam animations for any of the sets. These will be added shortly. The Hunting Rifle is missing a custom reload to account for the expanded magazine mod. The .45 Auto SMG is missing a custom reload for its expanded magazine mod. The Single Shotgun and the 9mm Pistol have "idle" animations, in which the player adjusts and/or examines the weapon when not firing. Similar animations are missing for the other weapons. All of these animations will be added in the next update.



Consider joining my

to help support the continued development of this mod and upcoming
animations. My goals are time-intensive and ambitious, and any support you can
offer--however small--goes a long ways in helping me develop animations.
In return, you'll get access to information on releases, early access
to WIP animations, and opportunities to request specific weapon
animations.


COMPATIBILITY (WITH ANIMATION PACKS/WEAPON MODS)
ANIMATION PACKS

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This mod utilizes kNVSE to function. What this means is that, as far as other animation packs go, this mod is always going to be technically compatible. This means that you can uses it with Asurah's Reanimation Pack. This means that you can uses it with Dedicated Weapon Animations. This means that you can use it with FNV Clean Animations and this means you can use it with Anniversary Anim Pack (both of these mods are recommended to use alongside this mod).


However: Do note that, in cases where two mods cover the same weapon, there is no way to use both at once. Whatever mod you install last will overwrite the previous mod's animations for that weapon. But, thanks to kNVSE, this will not cause any messy problems with idles, attacks, etc.


WEAPON MODS

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Unlike my previous mod, FNV Clean Animations, this mod will require patches for any mod that modifies vanilla weapon meshes, or adds weapons that have new meshes. Straight texture replacers are fine. This mod only needs a patch if meshes are involved. This is because this mod includes iron sight recoil animations, whereas FNV Clean Animations did not. As a result, I have to had to include mesh replacers based off the vanilla models to have iron sight animations function. I have, however, provided patches for the following: WMIM, WRP, and WMX.


Please note the following: this mod will function fine without the mesh replacers, but you will not receive iron sight recoil animations. Also note that, in the case of WMX, I cannot guarantee that clipping will not happen.

If a mod you use is not patched for IS recoil animations, I would recommend using SNIFF to manually patch them. It is easy to do, very quick, and there is a great tutorial right here. Do also note that any of the patches on the Anniversary Anim Pack page will work for this mod; the patches here are made by me and posted here for user convenience.



MODULAR INSTALL
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Do to the high level of compatibility that kNVSE allows for, you may wish to use only certain sets from this mod in order to use kNVSE animations from another mod author. Alternatively, you may simply wish to only enable certain sets because you don't like other included sets.

Disabling an animation set is as easy as deleting its corresponding weapon ID folder, which you can find listed in the "Included Animations" section above. These weapon ID folders are contained in a folder that describes the plugin they came from (FalloutNewVegas.esm, HonestHearts.esm, etc.). These plugin folders are located in Data/Meshes/AnimGroupOverride.

So, for example, if you wanted to disable the 9mm Pistol Animations, you would go to Data/Meshes/AnimGroupOverride/FalloutNewVegas.esm/
E3778, and delete E3778.

You may also need to delete any .json-enabled folders. There is only one in this mod, again pertaining to the 9mm Pistol, and it is called Rock_TactialPistol, and located in Data/Meshes/AnimGroupOverride.



KNOWN ISSUES

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·    The iron sight animations for the 9mm Pistol might be slightly jerky. This is due to some questionable decisions I made in blender when making the idle. I have some ideas for fixes, but otherwise, I full remake might be necessary to fix this tiny inconsistency.
·    Trying to apply the pistol animations to the .45 Auto Pistol/A Light Shining in the Darkness will work; however, the reload will look weird, as the magazine for these weapons is significantly smaller.
·    The attack animations for the .45 Auto SMG don't always play out. Likely a text key thing. Will investigate.



FUTURE PLANS (WHAT'S NEXT)
Short term: add missing animations to this mod (weapon mod reloads, jam animations, and "idle" animations).

Long term: tackle all vanilla weapon animations, remaking them from the ground-up at a higher quality, and releasing them in "sets" (i.e. remaking all animations for shotgun-based weapons).


THANK YOU TO THE FOLLOWING:

Januusz: for inspiring and encouraging me to continue, your technical knowledge
of blender, your advice, and your boundless patience with my confusion.

hitman47101: for supplying the vanilla rigs and answering questions.
DecerBW (Asurah): for answering questions and troubleshooting.
jmajero: for answering questions and troubleshooting.
Jacksonelhage: for answering questions and troubleshooting.
Xolerys1: for your input, perseverance, and generally making our little animation community better.
ShinyHax: for their tutorial.
Obsidian: for making the game.
Bethesda: for creating such a malleable - if wonky - game engine for us all to muck around in.

blender: the primary tool I use to make these animations.
NifSkope: the secondary tool I use to make these animations.