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

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Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | CHINESE PISTOL
Please note that all visual issues with the clip seen in the above showcase have been fixed with the 1.01 update.



FEATURES


ANIMATION LIST

  • Idle, iron sight idle
  • Four attack animations, two iron sight attack animations w/ISControl support
  • Full reload/partial reload
  • Jam
  • Equip, unequip
  • Inspect animation (requires b42 Weapon Inspect)
  • 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


OTHER CLEAN ANIMATION SETS

COMPATIBILITY

Compatible out of the box with any mod that does not use kNVSE to modify the Chinese Pistol animations.


Thanks to the excellent ISControl Enabler by Xilandro, mesh patches for iron sights are no longer necessary. This means that patches for mods like WMIM, WRP, EVE, TTW, etc. are no longer necessary in any capacity. Previous patches were all mesh patches to add in the ##ISControl node to get nice iron sight animations; ISControl Enabler removes the need for this, either from a user or mod author end, entirely.

You will still need patches to make certain animations work with certain mods, which is the only real drawback of kNVSE. Basically, if you want the 10mm Pistol animations to work with a custom pistol, you'll need to an entry to the 10mm Pistol's .json file in order to get those animations. See the kNVSE for instructions on how to do this. Note this is only necessary if you want to add these animations to a mod that uses an .esp/isn't a straight replacer; mesh replacers do not need a patch, but if they dramatically change the shape of the weapon, they may not play nice with the new animations.

Can be used with other sets, like Hitman's or Johnson's, but you need to know how to mix and match yourself, or set certain animations to play under certain conditions. Unfortunately, given the  great amount of flexibility kNVSE allows, I won't be providing instructions for these situations, as
there's just too many to account for. Do some reading on the kNVSE mod page, and you should be able to figure it out. :)


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
    Believable > 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

The vanilla animations for this gun are awful--there's nothing redeemable about them. So, I gave this gun nice animations. It was mechanically confusing to me, so I had to look up how it works and, as a result, the animation itself functions more or less how the real gun works, so here's one for you weirdo gun nuts--and for you even weirder people who actually use this gun, like me.

Rules are flipped on this one. Full reload is closer to vanilla than partial, due to how this gun loads. Otherwise, yadda, yadda, follows all the same style rules and whatnot. Also reuses some 9mm Pistol animations. I'm not sorry.

Going back on break. Cheers.


GAMEPLAY NOTES:

    • New base reload time: 2.8 seconds | Vanilla base reload time: 2.5 seconds
    • New partial reload time: 3.5 seconds | Vanilla base reload time: 2.5 seconds
    • New jam animation time: 1.66 seconds | Vanilla jam animation time: 1 second
    • Fire rate animation timing: same as vanilla


F.A.Q.
Question: The reload for these guns are super fast and look 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: What should I set my FOV to?
Answer: My FOV is set to 64. Probably around 60 - 70 will look best, although vanilla (55) will work perfectly fine. Personally, I think anything over75 looks terrible. I try to mitigate weirdness at higher FOVs (as in, you should encounter no issues), but I do not support any problems you encounter when you're playing on a FOV higher than 75.

Question: Something something the stripper clip!
Answer:
Bullets and clip are part of the same mesh. Nothing I can do about it.

Question: You shouldn't unjam a gun like that!
Answer:
Big deal.

Question: I don't have iron sight animations!
Answer: Use ISControl Enabler. Simply check the .esm, and your problems are forever solved.

Question: Will you apply these animations to other mods?
Answer:
If I missed an entry for New Vegas, any of its DLCs (excluding pre-order 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: Can I make a showcase?
Answer:
Sure, go for it! I'm always happy to see other people enjoying all of the hard work. :) Just please make sure that you do not have the Rapid Reload perk, and that your Agility is set to something reasonable (preferably 5, and certainly below 8), and that your FOV isn't at like 110 or something (the animations are built for lower FOVs). Obviously, I actually have zero control over any of this. You can actually do literally whatever you like in a showcase, and no one--least of all me--is going to stop you--but if you're going to ask me, these are my preferences.

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
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. As mentioned in the FAQ, I looked into fixing this, but decided against the enormous amount of work it would take tofix a minor visual bug that most people(including myself) do not notice in normal gameplay.


CREDITS AND THANKS
Without the help of the following individuals, I would not have been able to animate at all.
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.