Fallout New Vegas

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rockbiter68

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rockbiter68

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33 comments

  1. rockbiter68
    rockbiter68
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    Hey, seriously, if you like this mod, or just appreciate what I do here, download and endorse it. It is a really nice and easy way to show your appreciation for the immense amount of work that went into this (I seriously spent more time on the reloads alone than I do on most sets), and it helps keep me motivated/prevents burnout.

    Again: DOWNLOAD. ENDORSE. Even if it's just to show support.

    Thanks. :)

    FAQ

    Spoiler:  
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    Q: The reload is too fast!
    A: No, it's not. You either have high Agility and/or Rapid Reload. They make animations look ugly. Vanilla animations were already ugly, so you never noticed.

    Q: That's not how the bolt works!
    A: Go read the description, worm. Also, obligatory: guns are stupid, and I don't care.

    Q: The Infiltrator takes up too much of the screen! Will you fix it?
    A: No. I think 8 reload animations is quite enough work for this set. Use the scope. It's what that gun is for. I realize it's egregious, but I'm not about to make an entirely different set of animations just to lower the gun a little bit. Sorry.

    Q: What's the difference between this and the original FNV Clean Animations?
    A: I genuinely do not know how to answer this question. I think the description/video should make the differences very apparent.

    Q: What FOV should I use?
    A: Should be fine with whatever disgustingly high FOV you want to use, but
    lower FOVs are always going to look better, which is kind of the point
    of these animations, no?

    Q: Will you make third-person animations?
    A: No.

    Q: Will you apply these to other vanilla weapons/mod-added weapons?
    A: No. If you do a little bit of reading and have Notepad on your computer, though, you can do make and release patches yourself.

    Q: I don't like this style of animation. Will you change it?
    A: No.

    Q: Will you make animations for me?
    A: No. Sorry.

    Q: Can you help me start animating?
    A: There are some old resources here if you want to be like myself and hitman and use blender 2.49b. As usual, I have also provided my own .blends here if it's less overwhelming to simply tweak my animations. If you want to join the modern age and use up-to-date versions of blender like the rest of the animators do, you're better off contacting them. But, if you go the old-school route, I'll help you out to the best of my ability/as much astime allows (which I cannot promise is very much).
  2. CourierJoker
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    This feels like a very stupid question, but is it possible to use these animations in Fallout 3 without the need for TTW? like is there a way to port them to FO3?
    1. rockbiter68
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      Unfortunately, there is not.

      Well, I mean, you could just dump these files into Fallout 3's animation folder--but then every single automatic weapon is going to try to use these animations (except for the reload--they'll still use their own reloads), AND you're going to get bugs with reload canceling.

      So, yeah, it's really not a good idea. I wish that wasn't the case, but it is.
  3. deleted152205328
    deleted152205328
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    is 

      javascript-event-stripped  
    really necessary? because my game cannot load that line
  4. nottherealkyle
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    Is this designed to work with wanda from ttw? For me it is just playing the reload animation from an assault rifle with a normal magiziane rather than a drum. Great work btw.

    EDIT: I got it to work with wanda by adding the reload anim for the mod1 file within the animation file for the mod and adding it to another folder and assigning it to wanda thru the .json
    1. Yourdearestmother
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      I'm having the same problem that you had before, I went into the zip and im looking at the files but im not sure which file has the animation for the drum mag. Im new to modding and im stuck at the moment. plz help
  5. KasumiRINA
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    This is best animation set for assault rifles on this website: not only it is punch, with added weight of animated bolt shake on fire!
  6. ME2CH
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    I really like the animation! Very good job!

    However, I do have a question. I'm not sure if it's because I have something installed incorrectly or what, but the iron sights seem to be off a bit for me. Again, I'm not sure if its just me or what. I've tried uninstalling, reinstalling but the iron sights are a little off center of screen.
    1. rockbiter68
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      Probably because I didn't do something properly with the SightingNode and the IS control stuff, etc.

      I playtested it quite a bit in game, though, and didn't notice anything off. Which is not to say that they aren't off--just that they aren't off to a degree where it's going to matter at all.
    2. SPITSPHIRE
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      unfortunately they are off enough to impact gameplay:

      https://drive.google.com/file/d/1vQ7IYC1XHC9_JayfOoOeo7XMW1ELCvhT/view?usp=sharing

      the dot is the center of the screen/sighting node position, as you can see the sights are pretty off center.
    3. Rockslide57
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      After trying this for myself, I will definitely agree that is completely off center. It makes aiming in pretty much completely unusable, unfortunately. It aims down and to the left considerably. 
    4. AetherSeraph9
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      A quick and dirty fix for everyone, is to download Clean Animations Part 1 and go into the "Rock_AssaultRifle" folder. Copy the files "2haAimIS.kf" and "2haAttackLoopIS.kf", paste and overwrite the same files that are in the revised AR animations. Be sure to also use the ISConfig file from Clean Anims Part 1 to further align the sights.

      It's also worth mentioning, if you use Clean Anims Part 1 in addition to the revised AR animations, the hip-fire animations will rapidly alternate between the two mods when you fire. This is due to both mods sharing the same folder names. Simply rename the two AR folders from Part 1 to fix. To be extra safe and avoid future conflicts/confusion, you may also want to remove the AR's .json file from Part 1, too.
    5. rockbiter68
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      Well, I didn't notice this. Sorry about that. I believe I know why this is happening, although I'm unsure as to how it happened with this AR set and not the old one, reportedly.

      However, I would ask you if this is actually impacted your gameplay like, functionally. In my experience, it was not at all (which lead to me not even bothering to check/me not noticing). I played for a solid half hour and only used this gun, and aimed for heads, limbs, etc., and always hit them basically without exception. I also watched that video that Hitman posted where he played with them, and it didn't seem like he was missing his targets, either (although it's hard to tell, since I'm not in his mind and can't tell what he was aiming for--but there didn't seem to be any aim correction from what I could tell).

      If this were a precision weapon, it'd likely be a bigger deal, and something that would be more immediately noticeable, but it's not.

      I mean, ultimately, if it's a deal breaker for you, that is your business, and pretty understandable. But having played with them myself, and having watched other people play with them, I never found it to be an issue when just playing the game. I know it seems like it's just two animations to fix (technically three, b/c of how I did last shot), but due to the nature of how ISControl works and needs to be set up, I'd have to redo a lot more than just those couple of quick animations just to fix something that, in practice, didn't make a difference for me. And I just really want to move on from this set.

      TL;DR (but you should read): I won't be fixing this, at least not any time soon. Maybe in the future if I have the energy. Sorry.
    6. Sulligy
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      you can see it in hitmans video at 6:05
    7. Rockslide57
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      I totally understand - I still thank you for your hard work. It's an awesome mod regardless and that cannot be said enough. Something you may want to know is that the same problem exists for Hitman's animations on this gun as well. So I'm not sure if it has something at all to do with the gun itself just being bugged, or what. 
    8. SPITSPHIRE
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      The reason this issue is so prevalent is because the vanilla mesh has broken/misaligned sights, so if you use it as base from wich to make the animations the sights will be misaligned.

      You need to use the meshes included in TTW 3.3.1 or WMIM

      As a reference when working on animations or weapon meshes ive found its helpful to use JAM Dynamic crosshair and have the first person ads crosshair enabled and set to either small or bigger dot since it correctly shows the center of the screen.
    9. Sulligy
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      hey so this problem doesnt matter anymore, if any animation has misaligned sights (like this one, or hitman's hunting rifle for example) you can just use the newest version if ISControl Enabler, as it now allows you to also change the position of the gun in addition to the angle.
  7. EggTheKing
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    Do I have to have TTW to use these animations?
  8. 956785412
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    Madlad. I need to get ttw or something to add it to my game, absolutely bonkers quality
  9. Epolbadare
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    love it
  10. Iamapineapple
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    it doesn't work for me do I have to patch it or something. I don't know how to do that  
    1. rockbiter68
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      As long as you have all of the requirements, all you need to do is download the mod. No patch is necessary.

      I don't know what else to say other than that--there's not a lot of info here for me to go off of.
  11. audixas
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    Although I wish the charging handle didn't have erectile dysfunction, this set looks amazing! Again you sneak another one past us.