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 Combat and its variants. Uses and requires kNVSE. Supports TTW out-of-the box.

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Changelogs
CLEAN ANIMATION SETS | COMBAT SHOTGUN

FEATURES


ANIMATION LIST
  • Idle, iron sight idle
  • Attack animation and iron sight attack animation w/ISControl support
  • 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 (except for B42 Weapon Inspect).

OTHER CLEAN ANIMATION SETS

COMPATIBILITY

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

Iron sight mesh patches provided for:

  • TTW (requires original mod)

The meshes for your Grenade Rifle--or whatever weapon you apply these animations too--must be patched to have an ##ISControl node. If  the provided patch does not 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.

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.

You might also consider donating to korri123, creator of kNVSE, without whom none of the many animation mods now flooding the Nexus would be possible. He has donations set up under the "Donations" tab on his kNVSE mod page.

DESIGN PHILOSOPHY
  • Pay as much respect as possible to the vanilla design, and re-imagine them with more detail and without the constraints of rigid weapon categories
  • The vanilla "style" will be modified in cases where the original style of the animation was exceptionally poorly considered
  • Style and gameplay > realism
  • Pay respect to vanilla fire rate, reload, and jam timings. Whenever possible, these will be maintained; however, timings might be modified to add additional detail, and when animations were clearly rushed/reuse in the place of carefully considered balance
  • Full reloads will always be longer than partial reloads, and always longer
    than the original vanilla timings. Partial reloads will always hew closer to the vanilla timings

DESCRIPTION

I love this gun. I even love how it looks, as bizarre and illogical as it is. I used it constantly in Fallout 3, as it was a powerful weapon with decent range that you could use in a wide variety of situations.

I also remember it jamming. A lot.

Given that memory, I decided to lean into the idea that this gun might be poorly designed in-universe, too, prone to jamming a lot and requiring lots of maintenance. To reflect this, I have your character treating the gun very poorly: there's lot of punching involved in the reloading and un-jamming, and I wanted to communicate the idea that the parts of this gun are really worn down this far into the future--the odd design isn't really holding up.

While the result is something that deviates fairly drastically from vanilla, vanilla's wasn't that interesting, except for the "struggle" the Bethesda animators attempted to communicate that your character has when removing the magazine. As such, I thought it was appropriate to carry that philosophy throughout the entire set of animations: this gun is powerful and versatile, but it's unweidly (see attack and equip animations), and handling and maintaining it is a bitch.

Also, you actually get to see yourself pull that stupid little lever now, which is fun.

There was a lot of care and detail put into these animations. They're a bit older than some of my recent releases, but I still really like how they turned out. Funnily enough, some technical stuff (both my own fault and inexplicable) made it very difficult to get these animations right, with lots of offsetting and other headache-inducing stuff--so the fact that you beat the hell out of this gun at every turn feels even more appropriate.

As a final note, the base reload time is now quite long--but the partial reload time is shorter than vanilla.


GAMEPLAY NOTES:
  • New base reload time: 4.2 seconds | Vanilla base reload time: 3.3 seconds
  • New partial reload time: 3.1 seconds | Vanilla base reload time: 3.3 seconds
  • New jam animation time: 2.1 seconds | Vanilla jam animation time: 1.7 seconds
  • Fire rate animation timing: same as vanilla


F.A.Q.
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Question: When will you release an AIO?
Answer:
When I'm finished polishing, fixing, and completing the animations that have yet to be released that have been sitting on my hard drive for months. They're my [modding] priority right now. Moreover, modding is not my priority right now. Please have some patience.

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: You would hurt the gun if you treated it like this!
Answer:
Good.

Question: This gun isn't realistic lol why did Beth make it like this
Answer:
While I'm sure you're the first person to make this observation in the 12 years since this game has been released, nobody really knows, and nobody really cares.

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!
Answer: If you use TTW, use the included patch in the Files section.

Anything else will need to be patched. You can use SNIFF to do this. It is very easy to use and a tutorial, made by hitman4101, can be found here. Furthermore, any of the patches from Anniversary Animation Pack will work with this mod.

Question: Why isn't there a patch for FO3 Weapons Restoration?
Answer: Because I didn't feel like making one.
Feel free to make and release your own patch, though.

Question: Will you apply these animations to X High Poly Gun Mod/another mod?
Answer:
If I missed an entry for New Vegas, any of its DLCs, YUP, or TTW, let me know, and I will add them in with an update.

As for other mods: the answer is no, I'm afraid. I have neither the time nor the desire to hunt down every weapon these animations could be applied to and patch them. 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.

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 projectile that shoots from the gun when firing in iron sights mode 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.


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.