Fallout New Vegas
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rockbiter68

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rockbiter68

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About this mod

Gameplay-friendly overhaul for all animations pertaining to the Laser Rifle and Tri-Beam Laser Rifle. Uses and requires kNVSE. Supports TTW out-of-the box.

Requirements
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Changelogs
CLEAN ANIMATION SETS | LASER RIFLE
Please note that iron sight meshes are not included. It is highly recommended that you use a mod like Laser Weapon Iron Sights (featured) or EVE if you want iron sight animations. Patches are provided for both mods in the Files section. 

FEATURES

  • Gameplay-friendly: you don't need a high Agility stat and/or the Rapid Reload perk to make these animations viable for normal gameplay
  • TTW support
  • EVE support
  • Laser Weapon Iron Sights Support
  • The cells spins! (It can also not spin, if you'd like)
  • No spinning cell for weapon mods that would cause clipping by default
  • Separate, "high-power" attack animations for unique Laser Rifles/the Tri-Beam Laser Rifle

ANIMATION LIST
  • Idle, iron sight idle
  • Attack animation and iron sight attack animation w/ISControl support (will not play if using vanilla/WMIM meshes
  • Alternate, "high-power" attack animation and iron sight attack animation w/ISControl support (will not play if using vanilla/WMIM meshes
  • Reload, partial reload
  • Jam
  • Equip, unequip
  • Full set of movement animations, including: run, walk, sneak run, sneak walk, injured run, injured walk, jumping, sneak jumping, and ISControl support when walking/jumping

REQUIREMENTS

RECOMMENDED MODS
All of these mods are featured in the above video.

OTHER CLEAN ANIMATION SETS

COMPATIBILITY

Compatible out of the box with any mod that does not use kNVSE to modify the Laser Rifle animations. May share sound files with some of my previous released sets. Load order/conflict/overwrite does not matter in these cases.

Patches provided for:

The meshes for your Laser Rifle--or whatever weapon you apply these animations too--must be patched to have an ##ISControl node. If neither of the provided patches work for you, you will have to patch them yourself. You can patch your meshes with SNIFF. Here is a tutorial on how to do this.

Please note that vanilla/WMIM do not have iron sight animations for laser weapons. If you want iron sight animations to function, you must download one of the linked mods above.


SUPPORT
If you enjoy the mod in any capacity, the best thing you can do is simply endorse the mod.

If, and only if, you have the means, you can help support me by joining my Patreon or by making a one time donation.

All of these options help encourage (and support) me to develop and support my animations with greater efficiency.

DESCRIPTION
This is basically a remake of the reload animation from my old mod, just now without the vanilla time constraints applied (and about a year's worth of additional experience to boot). Notably, I did trade in the smooth, Concussion Rifle-inspired slam from the old reload for something a little less elegant, but no less punchy. This is keeping in with my theme of the animations for these guns seeming a little more "rustic," if you will--a little less professional. However, it is still a laser gun, and it should still look cool.

GAMEPLAY NOTES:
  • The base reload time for this weapon is now 3.5 seconds, 1 second longer than vanilla's reload time. Gameplay impact is negligible, as the magazine is quite large, and the weapon is fairly useless against any enemies that it can't kill relatively quickly to begin with.
  • The jam animation is 1.6667 seconds long, roughly .3 seconds longer than
    vanilla's 1.3334 second long jam animation (read: it's basically the same).
  • All fire animation timings remain unchanged (i.e. this weapon still has the vanilla rate of fire).


F.A.Q.
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Question: The reload for this gun is super fast and looks bad. Why?
Answer: You have a very high Agility stat and/or are using the Rapid Reload perk. This will generally make animations look bad. This happened in vanilla, too, but vanilla animations already looked bad, so you never noticed.

Question: According to Fallout lore (or something) laser weapons don't have recoil!
Answer:


Question: What should I set my FOV to?
Answer: Between 55 (vanilla) and 75 will look best. Mine is set to 64. I cordially think that anything over 75 looks like utter dogshit, but you're free to set it higher if you'd like. I try to mitigate any weirdness that might happen at higher FOVs, so you should be fine. However, I would say 80 FOV is my cutoff point for fixing any wonkiness that may or may not occur (chances are nothing will happen, but I'm not breaking my back over FOVs that look horrible).

Question: I don't have iron sight animations!
You're using vanilla/WMIM meshes. If you are happy with those meshes, nothing is going wrong--iron sight animations are not set up to play with those meshes.

If you think you should have iron sight animations, but don't, your meshes need to be patched. Use the patches provided on the Files page. If those somehow don't match your meshes, you can use SNIFF to do this yourself. It is very easy to use and a tutorial, made by hitman4101, can be found here.


Question: Why no inspect animation this time around?
Answer: Because I didn't feel like making one.


Question: Will you apply these animations to X High Poly Gun Mod?
Answer: Nope! Thankfully, it's easy to do so yourself. You can find out how by visiting kNVSE's mod page (you will need to edit the .json file with something like Notepad++). If you don't want to do that, you might wait until someone else does it for you. Unfortunately, I have neither the time nor the desire to hunt down every weapon these animations could be applied to and patch them.

Question: I don't like the style of this animation. Will you change it completely?
Answer: Nope! Criticism is very welcome, but the style you see is the style that you get. It's not changing.

Question: Will you make an animation(s) for me?
Visit my Patreon.

Question: Can you help me start animating?
Answer:
Yes and no. I'm actually a technical dumbass, so in many respects, no. But there are resources available to you here. They are outdated now, but they should help you get started enough to where you can begin asking questions. I might be able to help you if you PM me, but please note that I am busy, and can't promise anything. I will do my best, though--I know it's hard to get started. But you also have to take some initiative.


KNOWN ISSUES
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Please don't report these as bugs. I'm aware of them. These will be closed if you report them, because I'd rather make room for bug reports I'm actually unaware of.
1) The beam that emits from the gun when firing in iron sights mode (if you have iron sights) is not aligned properly. This is a consequence of how I make iron sight animations. I don't know how to do it the other way and I am told that the way that I do it is more accurate for aiming. So, we're kind of stuck with this, sorry. You probably won't even notice this anyways, and if you don't use iron sights for your energy weapons, it's not an issue at all.


CREDITS AND THANKS
Without the help of the following individuals, I would not have been able to animate at all.
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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.
korri123: for kNVSE, troubleshooting, and for being tolerant of my technical ineptitude.
Xolerys1: for your input, perseverance, and generally making our little animation community better.
audixas: for testing, support, and feedback.
anonx1987: for support and feedback.
visualcore: for support and feedback.
Sigerious: for support and feedback.
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.