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rockbiter68

Uploaded by

rockbiter68

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About this mod

A set of mostly good Hunting Rifle animations that also support the .32 Rifle from TTW. kNVSE required and all of that.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | HUNTING RIFLE


FEATURES
  • Covers all animations related to the Hunting Rifle Rifle.
  • Supports TTW.
  • Includes downloadable .blend files so you can edit the animations yourself, if you have the know-how.
  • Gameplay-friendly.
  • Optional ISConfig file or text to correct iron sights (see description).
    • 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


COMPATIBILITY
  • Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the Hunting 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
My take on how the Hunting Rifle should look. I was guided by two desires here: one, to actually show your character prying the magazine out (this isn't shaming other animators--this was hard to do, and the pay off was, arguably, not worth it) to reinforce the "held together" vibe of the Hunting Rifle from both 3 and New Vegas; and two, to make this super long bolt-action rifle feel like it has some weight. In New Vegas in particular, this weapon is extremely powerful--hopefully, the animations now reflect that.

The tradeoff: the reload animation is super long. I mean, whatever--we should all be used to that from kNVSE animations at this point, and it's not excessive--it really shouldn't break your balance. I think the attack animation is, like, maybe .01000 seconds slower than it was before, too. So I think you'll live.

Some other notes on this: these animations have more-or-less been in development hell for, like, six months. Although these animations are pretty good, I think the fact that I remade these animations and then remade these animations, with bits and pieces of the axed stuff surviving, will show--not necessarily in the quality of the animations, mind, but in some of the technical aspects. If you play at a higher FOV, for example, you may encounter some weirdness with the arms. This was due to some stuff with how I did things before switching to more FOV-friendly methods and, well, I simply don't have the energy to fix it. I've been at these forever, and they fit my game, and I just want to be done with them, frankly. If it bothers you, I'd point you towards Hitman's excellent animations, as they're most stylistically consistent with my own.

I also uploaded an optional ISConfig.ini file to correct iron sight animations, because I'm too tired to do it properly. I managed to make the iron sights look pretty solid while being 99% accurate--with these settings, I was able to snipe Raiders with iron sights while never missing a shot (not from misaligned sights, at least). However, if you already have an ISConfig.ini, and don't want to muck it up, you can plug these settings into them:

Spoiler:  
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[WeapHuntingRifleDC]
X=0
Y=0
Z=0
tX=0.2934
tY=0.162
[WeapUniqueOlPainless]
X=0
Y=0
Z=0
tX=0.2934
tY=0.162
[WeapHuntingRifle]
X=0
Y=0
Z=0
tX=0.3114
tY=0.144
[NVDLC05WeapHuntingRifleUnique]
X=0
Y=0
Z=0
tX=0.3114
tY=0.144



KNOWN ISSUES
Spoiler:  
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  • Some extremely minor clipping during the attack/full reload animations if you use the scope mod. I'm not fixing it. Please don't ask.
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: