Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Hitman47101

Uploaded by

hitman47101

Virus scan

Safe to use

179 comments

  1. hitman47101
    hitman47101
    • premium
    • 3,720 kudos
    Locked
    Sticky
    I'm so happy to see folks enjoying this, don't forget to endorce if you like it!

    Updated the Seasons and removed the dedicated locomotion, so you can use this (or any loco set) just by default.

    The mod now requires kNVSE!
  2. BUCKSUTTS96
    BUCKSUTTS96
    • member
    • 0 kudos
    I've installed this mod with all the required prerequisites, but it just does not want to work.

    can anyone assist? 
    1. Zipradox
      Zipradox
      • member
      • 0 kudos
      Check your load order
      If you have totnw
      Hit's Locomotion should load before it
      And it seems like B42 Inertia doesn't work with this mod
  3. CafeImp
    CafeImp
    • premium
    • 7 kudos
    I swear to god this used to have jumping animations included
  4. terradyne05
    terradyne05
    • member
    • 0 kudos
    Am I stupid? I can't get my power armor footsteps to sync. Only happens with this mod enabled, it's definitely a conflict on my end though, not this mod's fault. I don't have any power armor overhauls installed. Any ideas?
    1. Morinn
      Morinn
      • premium
      • 9 kudos
      Try deleting 'Hit_PowerArmor.json' and everything inside 'Hit_PowerArmor' folder.

      Keep in mind that you'll lose all of Hit's animations while in power armor.
    2. amokrun1
      amokrun1
      • member
      • 6 kudos
      Not really a good idea to delete it. If using MO2 it's better to hide it.

      Go to TOTNW and read the mod author's sticky, it helped me with some issues.
    3. dewwwwker
      dewwwwker
      • member
      • 0 kudos
      Hi buddy! how u fix this issue now?
  5. AniHVX
    AniHVX
    • premium
    • 33 kudos
    Took awhile but finally boiled it down to this mod, sucks because I really love the animations here.. but this set for me atleast, causes a Visual Run Time CTD when legs are crippled and I attempt to move, also was the cause of my character to take an additional step left or right when I have a weapon out. I'd assume it's most likely a compatibility issue at the core of it, atleast when it comes to the cripple CTD as it hasn't been mentioned here yet.
  6. FriznothYT
    FriznothYT
    • member
    • 0 kudos
    Sorry for sounding incredibly stupid but I'm still new to modding shenanigans.
    The locomotion animations just don't work, except for when I'm in power armor (I'm using TOTNW).
    Any Idea why this would happen? Is there a compatibility issue you know of with other mods that has come up before?
    If your not sure then that's fine, was just curious is all. 

    Have a good rest of your day regardless mate👍
    1. MrLuWu
      MrLuWu
      • member
      • 2 kudos
      It is 100% an incompatibility with TOTNW 2.0. I can't get this mod to work unless I disable TOTNW. Anyone know how to make a patch?
    2. CyberDog2187
      CyberDog2187
      • premium
      • 0 kudos
      Having this same issue. Hope someone makes a fix soon.
    3. amokrun1
      amokrun1
      • member
      • 6 kudos
      It actually is compatible, I use both without real issues. Go to TOTNW and read the sticky post, there is useful information there. 

      As an example, I found that there was no heavy PA footsounds and as per that sticky, you need to go into the MCM and disable contextual in sound effects(set it to Legacy). Sounds are back. 
  7. Reed2528
    Reed2528
    • member
    • 0 kudos
    Brother what's your deal? Your animations are far better than AA games released in 2020s.
  8. ATalkingMicrophone
    ATalkingMicrophone
    • premium
    • 1 kudos
    Has a conflict with TOTNW 2.1.0.2+--it changes the footstep sfx in power armor in First-Person to match their frequency from the Third-Person Animations it adds when in power armor--but this mod overwrites the changes in some way. Conflicting scripts maybe? Only the footstep sfx change for power armor sprinting functions properly with Locomotion installed, since this mod doesn't touch JAM sprinting.
    1. Morinn
      Morinn
      • premium
      • 9 kudos
      Dirty hack:
      Delete 'Hit_PowerArmor.json' and everything inside 'Hit_PowerArmor' folder.
    2. dvmocles
      dvmocles
      • member
      • 0 kudos
      Do the animations work with TOTNW 2.0 installed (regardless of wearing a PA)? 
  9. skitter123
    skitter123
    • member
    • 2 kudos
    Would be cool if it functioned while aimed in the way asurahs did locomotion, maybe in a future update? Amazing mod regardless
  10. flyingjabe
    flyingjabe
    • member
    • 0 kudos
    Would anyone know of a fix for compatibly issues between Locomotion and JAM's sprint feature? Whenever I sprint with a gun out and keep walking forward the locomotion anims stop working.
  11. kharabora
    kharabora
    • premium
    • 0 kudos
    Excellent upgrade over vanilla! Subtle change that ups the realism and immersion of the game, and makes it feel more modern! The head bob made me nauseous within an hour..... Feel like Im gna puke and my eyes hurt... Why oh why cant there be a head bob free/adjustable version?..