What I be able to add weapons that aren't included in either Hit's Seasons or this mod? I want to add the BB Gun and Lever-Action Rifle/Backwater Rifle/Lincoln's Repeater but I'm not sure how I would go about that?
Hmm, it seems the new reload speed seems to be tied to the altered animations. I could, if there's an easy way for me to edit the animations and slow them down.
Oh, and a little instruction from someone aaaaaa234.
PSA for people wanting to change animation speeds, you can but it's not too easy of a fix. You'll have download nifskope change animation frequency and load up the animation you want to modify each individual keyframe. Let's say you want a reload animation to go at 2 times the normal speed, then you'll have to go to nifskope, load up an animation, for example the grenade rifle reload, that would be 2hrReloadJ.kf in Meshes\AnimGroupOverride\Hit_GrenadeRifle\_1stPerson and then you'd have to select "0 NiControllerSequence" under "Block List" after loading the .kf file and change the "Frequency" value under "Block Details" to 2. Then go to "133 NiTextKeyExtra" and under "Block Details collapse every single area marked as "Text Keys" and modify each "Time" value to be half of what it is so if "SoundPath:fx\Hit\GrenadeRifleNadeIn.wav [38]" has a "Time" value of "1.622222" you'll want to change it to "0.811111" (1.622222 divided by 2) and repeat the same process for all the other "Text Keys". (Tip: Text Keys that start with "Sound:" don't have to be changed, although those that start with "SoundPath:" Text Keys that start with "Blend:" also do not need to be change, NEVER change the "start" Text Key unless you want a buggy animation.) If anyone has a better method, please do tell me (maybe something utilizing kNVSE? I have no clue) and if anyone has any issues feel free to reply and I'll try to help however I can I'm not really a modder so do this at your own risk, worst case scenario though you'll have to reinstall the mod to restore the .kf files to their originals. Oh and by the way this works for all of hit's animations save for the anniversary pack, I've had bad results with that one.
I don't know why but certain weapons from Fallout 3 Weapons Restoration mod don't use Hitmans animations. For example the infiltrator uses the animations but the regular assault rifle doesn't. I've triple checked the .json file and they point to the right folders and the correct weapon ip's from the correct .esp.
Vortex thinks it's incompatible because it has to replace animation meshes to fix bugs in animations. I guarantee there will be no severe conflicts whatsoever if used with Season 3.
Bozar has a bug where the recoil animation plays repeatedly if you fire semi-auto in third person. In first person, doing the same thing results in the recoil happening, then a delayed muzzle flash and sound effect.
180 comments
Oh, and a little instruction from someone aaaaaa234.
PSA for people wanting to change animation speeds, you can but it's not too easy of a fix. You'll have download nifskope change animation
frequency and load up the animation you want to modify each individual
keyframe. Let's say you want a reload animation to go at 2 times the
normal speed, then you'll have to go to nifskope, load up an animation,
for example the grenade rifle reload, that would be 2hrReloadJ.kf
in Meshes\AnimGroupOverride\Hit_GrenadeRifle\_1stPerson and then you'd
have to select "0 NiControllerSequence" under "Block List" after loading
the .kf file and change the "Frequency" value under "Block Details" to
2. Then go to "133 NiTextKeyExtra" and under "Block Details collapse
every single area marked as "Text Keys" and modify each "Time" value to
be half of what it is so if "SoundPath:fx\Hit\GrenadeRifleNadeIn.wav
[38]" has a "Time" value of "1.622222" you'll want to change it to
"0.811111" (1.622222 divided by 2) and repeat the same process for all
the other "Text Keys". (Tip: Text Keys that start with "Sound:" don't
have to be changed, although those that start with "SoundPath:" Text
Keys that start with "Blend:" also do not need to be change, NEVER
change the "start" Text Key unless you want a buggy animation.) If
anyone has a better method, please do tell me (maybe something utilizing
kNVSE? I have no clue) and if anyone has any issues feel free to reply
and I'll try to help however I can I'm not really a modder so do this at
your own risk, worst case scenario though you'll have to reinstall the
mod to restore the .kf files to their originals. Oh and by the way this
works for all of hit's animations save for the anniversary pack, I've
had bad results with that one.
Incase this mod is still being maintained, thought you should know that Hit released a 10mm redux but the fire rate is way faster in it than vanilla
My bad, it didn't at first upload, thanks thoughenjoy
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