Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Squeaky clean new animations for the Chinese Assault Rifle. Supports TTW, requires kNVSE, etc. You know the drill.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | CHINESE ASSAULT RIFLE



FEATURES
  • Covers all animations related to the Chinese Assault Rifle.
  • Supports TTW.
  • Includes downloadable .blend files so you can edit the animations yourself, if you have the know-how.
  • Gameplay-friendly .
    • Includes three different locomotion options:
      • A version blending Hit - Locomotion and my custom locomotion for walking/iron sights locomotion (featured in the video).
      • A version using just my custom locomotion.
      • A version with no locomotion, allowing you to choose from the various locomotion sets out there.

REQUIREMENTS


RECOMMENDED MODS


FIXING MISALIGNED SIGHTS
Spoiler:  
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I'm aware that some of the sights are misaligned. This is due to a  mistake I made in my workflow long ago that I haven't bothered to correct, due to the tedium it would involve.

Thankfully, if you use ISControlEnabler (and you should, if you use kNVSE mods), the sights can be aligned to a position that will effectively cause you to not miss--which eliminates work for both me and you. If  your sights must be absolutely perfect, than you may wish to seek out other animations--but getting them close enough is more than sufficient for gameplay.

There's a file provided for download if you wish to use it. However, this will overwrite your existing ISConfig.ini if you have it. If this is the case for you, you can paste these settings into your own ISConfig.ini:


Spoiler:  
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[WeapChineseAssaultRifle]
X=0
Y=0
Z=0
tX=0.0324
tY=-0.0126
[WeapUniqueXuanlongAssaultRifle]
X=0
Y=0
Z=0
tX=0.0324
tY=-0.0126
[DLC02WeapChineseAssaultRifleWasteland]
X=0
Y=0
Z=0
tX=0.0324
tY=-0.0126



Please note that this is a user patch created by Prorok97, so be sure to give them kudos if you use this (and huge thanks to
them). I have not tested this patch excessively but, due to the fact that you all are far more concerned with this than I am, I would assume this is better than how I could get the sights myself.



COMPATIBILITY
  • Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the Chinese Assault Rifle.
  • Does not overwrite vanilla animations, allowing you to safely switch back.
  • 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
The Chinese Assault Rifle from Fallout 3 was one of my favorite weapons, so I've frankly been looking forward to doing this for a long time. Thanks to a snazzy new rig from hitman (thanks), I was able to fully bring this weapon to life.

I did my best to make the idle animations and the attack animations feel as aggressive and in-you-face as possible (without actually obscuring your vision); the gun looks mean to me, and I wanted it to feel like a violent piece of machinery in-game. I think I've achieved this--especially when you couple the animations with Hitman's locomotion.

For the reload, I was chiefly inspired by the animation I made for it with the original Clean Animations, as I always found it's simplicity super satisfying. Of course, there's a bit more going on with this one, and a much deeper attention to detail and, as much as I hate to say it, how the actual gun works. The overall concept of the animation as a result is bone simple--but, if I may say so myself, the motions and movements are very refined and very well-paced.

This does mean that the reload is quite a bit longer than the vanilla reload time. The vanilla reload is just over 2 seconds; the full reload here is 3.7 seconds, and the partial reload is 2.7 seconds.

However, this puts the timings more in-line with my kNVSE Assault Rifle animations (and other kNVSE Assault Rifle animations), while also making the animations for this gun take slightly longer. I think this is appropriate: in vanilla, both assault rifles shared the same reload time, making the Chinese Assault Rifle an easy choice. Now, the Chinese Assault Rifle takes longer to reload--giving you a [minor] tradeoff for the increase in firepower.

Realistically, though, this isn't going to have a dramatic impact on balance, regardless of what animations you're using.



CREDITS & THANKS
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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: