Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Chop that Pete.

Requirements
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Changelogs
BUTCHER PETE | MELEE ANIMATION OVERHAUL
PART I

A non-combat showcase can be found by clicking on this text.

FEATURES
  • UPDATE: Includes a separate version that just uses Hitman's locomotion, for those who want it.
  • Covers all animations related to melee: attacks, power attacks, blocking, block hit, recoil, and sneaking.
    • Includes 7 normal attack animations, up from the vanilla 4.
  • Retains all attack timings. Retains movement boosts/restrictions from vanilla power attacks.
  • All chopping weapons covered Cleaver and its variant, the Hatchet, and all machetes).
    • Unique equip/unequip animations for machete-based weapons.
  • Uses Frozen Locomotion and hitman's jump and jump land animations. All credit for locomotion and jumping animations goes to visualcore and hitman47101, respectively.
  • Optionally includes a file that only effects the Cleaver and Hatchet to allow usage of other mods that effect Machete animations. (Note that no additional Machete animations are planned on my end.)
  • FOV-friendly: animations are made close to the screen with the default FOV, so will adapt well to any FOV.


REQUIREMENTS


COMPATIBILITY
  • Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the Cleaver or Machete animations.
  • Optional file provided that will allow usage of this mod alongside others that edit Machete animations at the expense of not receiving this mod's Machete animations.
  • Will never cause mesh issues or delete the vanilla melee animations.
  • No plugin. Safe to install/uninstall mid-game.


SUPPORT
  • If you enjoy this mod in any capacity, please do consider endorsing it.

  • If you wish to support me and my animating habits further, donations or Patreon support are very helpful. My job is contract-based, and I will be absent work in the summer; any additional income not only helps me get by, but allows me to justify more time animating. Small, one-time donations are especially helpful.
DESCRIPTION
Throughout the brief time that I have been animating, I have started and stopped a couple of different melee and unarmed sets. However, with the encouragement of Sigerious, I've finally seen a full pack through to the very end.

The idea here was simple: stick to vanilla attack values, keep the vanilla power attack movement buffs in place, but make animations that would be more fitting for different categories of melee weapons. This mod covers chopping-based animations, and the animations, largely, attempt to reflect that: basic attacks are overhead swings, and I've even set it up so that you'll attack from the right hand more often. There was an attempt to make it seem like the attack, when connecting, was sinking into the flesh and sticking there for a little bit. Of course, I had to thread the needle somewhat--I also tried to make it not look too ridiculous, like the blade was just hanging in the air.

There's not much more to say in terms of this set. Machetes get unique equip animations, because they're a more traditional sword-type weapon, even if their attacks are the same.

FUTURE PLANS
The release of this pack is intended to form the bedrock for future one-handed melee animation packs. There will be separate packs for blunt one-handed weapons and slashing one-handed weapons, and particularly notable and/or unique animations will receive unique attack/equip animations or, on rare occasions, scratch-made sets. However, having a solid base will allow a great deal of melee weapons to be covered very quickly, all the while making them look distinct based on their utility and uniqueness.

As far as this pack goes: there are plans, once I'm more experienced with making melee animations, to recreate the very good, vanilla, one-handed "flip" power attack for Machetes. There are also plans to implement unique "taunting" animations in place of Inspects from B42 Weapon Inspect.


KNOWN ISSUES
Spoiler:  
Show

  • Occasionally, the "BlockHit" animation will not play the first time someone strikes your block. I don't know why, but I'm looking into it.
  • There are no proper movement restrictions in place during the "Recoil" animation (when you strike someone else's block). Attempting to copy over vanilla values results in the game crashing. I will be looking into this.
  • The sneak power attack causes your character to stand up. I don't know why this is, but I will not be fixing this. That animation is very rare to see and, besides, it makes more sense for your character to stand up during this animation. Note this bug is purely visual and does not pull you out of sneaking (just like in Skyrim, although I'm not sure it's a bug).


CREDITS & THANKS

Spoiler:  
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As always, I'm both standing on the shoulders of giants here, and supported by some very helpful people. The following individuals have either supported, assisted, given me resources, knowledge, or encouragement in order to animate. They are, in no particular order, as follows: