I'm trying to make a patch for 1.0a so the .22 Revolver from Fallout 3 Weapons Restoration works, but the reload is vanilla. I can get the aiming to work, but not the reload for some reason. I had no issue with all your other sets so far.
i don't have this Mod but if this .22 Revolver is Not using 1hpReloadR in the first place just creating a .json file and adding the form id is not enough use FNVEdit to see if the .22 Revolver uses ReloadR or not
It does indeed use the wrong reload. Changing it to ReloadR just makes it have no reload animation though. It can just constantly fire now. It seems like the jumping animation is missing too. The .22 Revolver should use the same mesh as the .32 Revolver from TTW, so this is really odd.
I did the same thing, if anyone has any fixes let me know. The firing and ADS animation still look really good at least. I got it working with the Webley revolver mod on here as well but no reload
Facing the same issue here. I suppose it's possible that the mesh from TTW has been edited around the cylinder differently than from FWR or Project Nevada Equipment (yes some of us still use it).
as for the sound effects, from my understanding the sounds are tied to specific triggers found in the animation file itself so if the anim isent set up properly you wont get correct sounds playing.
Has anyone ever gotten the sound files to properly play with the .22 from another mod? I have the same issue: the animation works, but the sound doesn't.
I've found the .32 Pistol to be much more enjoyable if you change the ammo name to ".32 Magnum" (fictional, obviously) and give it stats halfway between the 9mm and .357 Magnum pistols.
Also, I know it's a fringe case, but when using Titans of the New West, the bulkier gauntlets completely obscure the pistol from view. Vanilla power armor has no such problems, if anyone is wondering. No other revolvers with your animations suffer from this problem, though.
That said, I'm willing to use a dinky, small-frame revolver while wearing a hulking suit of power armor, so maybe I'll just live with it and think of it as extra immersion :D
That's the caliber and name I use in my own modification, actually, though I would not compare it favorably to modern 9x19mm Luger/Parabellum. I picked the H&R round because it was used in both rifles and pistols of the time period, and therefore seemed like the only semi-plausible source from which Bethesda might have drawn inspiration.
Im getting an odd issue where if i am down sights the gun will randomly slide of the right hand side of the screen and then snap back every few seconds.
Edit: For anyone who would still like to use Hitman's animations for this weapon: the anims for the MP-412 Rex in Hitman's Millennia animation pack are (as far as I can tell) identical to this one, but without the idle loop bug. You can just replace its files with the one in the .32 folder.
Somebody made a version that uses the flaregun from NV with your anims for the .32, actually works pretty damn well - you might want to consider adding that to the set when or if you eventually do.
technically speaking, i think you could just drop the animation files into the fallout 3 game folder where the animations are stored and it might work.
i know its possible to do the reverse, take fo3 anims and drop them into new vegas.
you would need to know what your doing however and im not strictly sure about cross game mods, i think its against the tos.
For some reason I keep grabbing the weapon with two hands during the iron sight recoil animations and i really can't fathom why, I've disabled pretty much every other animation mod I have on and it still has this issue.
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if this .22 Revolver is Not using 1hpReloadR in the first place
just creating a .json file and adding the form id is not enough
use FNVEdit to see if the .22 Revolver uses ReloadR or not
-Reload Animation: ReloadK
-Reload Animation - Mod: ReloadA(If this one even matters)
I might need to use the TTW meshes to get it to work.
the vanilla 32 anim from fo3 doesent exist ingame anymore.
I have the same issue: the animation works, but the sound doesn't.
Also, I know it's a fringe case, but when using Titans of the New West, the bulkier gauntlets completely obscure the pistol from view. Vanilla power armor has no such problems, if anyone is wondering. No other revolvers with your animations suffer from this problem, though.
That said, I'm willing to use a dinky, small-frame revolver while wearing a hulking suit of power armor, so maybe I'll just live with it and think of it as extra immersion :D
Edit: For anyone who would still like to use Hitman's animations for this weapon: the anims for the MP-412 Rex in Hitman's Millennia animation pack are (as far as I can tell) identical to this one, but without the idle loop bug. You can just replace its files with the one in the .32 folder.
Great work btw
i know its possible to do the reverse, take fo3 anims and drop them into new vegas.
you would need to know what your doing however and im not strictly sure about cross game mods, i think its against the tos.
It's due to EDGE apparently?