Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Full reanimation of the Service Rifle, featuring three different weapon-condition dependent jam animations. Supports both TTW and non-TTW version of the weapon. Uses and requires kNVSE.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | SERVICE RIFLE

Special thanks to bananasuicide and ha_ru for the feedback that made the reload what it is. A very special thanks to RaqCoon for staying up late at night to push me to make the jam something beyond the lazy jam animation I was going to do, and for patiently giving me feedback to get the slapping of the jam assist right. Please check out the work of these talented animators.


FEATURES
  • Complete re-animation for the Service Rifle and its variants.
  • Gameplay-friendly.
  • Two full reload variants, and two partial reload variants.
  • Supports TTW attack animations and non-TTW attack animations.
  • Three jam animations of varying lengths that have different chances to play based on the condition of your weapon.
  • Includes two different locomotion options:
    • A version blending Hit - Locomotion and my custom locomotion for walking/iron sights locomotion (featured in the video).
    • A version with no locomotion, allowing you to choose from the various locomotion sets out there.


DESCRIPTION
I could go on for a while about the style I was trying to achieve here--something about trying to lean into the idea this an idea for military soldiers, but still keeping some flair and while also keeping it nice and video-gamey feeling--but I don't know how much we need that, yeah? It's probably best it speaks for itself. I guess, as usual, it's also a re-interpretation of the vanilla reload, complete with pulling the mag out and all of that, but with a bolt release button instead of a charging handle. This was just better to do pacing-wise and visually, so I went with it. Thanks to being pushed by RaqCoon, I not only made a very cool jam animation for it, but also implemented a condition-based jam system that place three different jam animations depending on your weapon condition. It's cool, and folds unobtrusively into the vanilla system. Look further on in the description for details.

Other than that, balance on the timings is more-or-less in-line with how I've been doing assault rifles, so it should line up. Oh, and the mod works with or without TTW without issues.

Enjoy. And please endorse.


REQUIREMENTS


RECOMMENDED MODS



COMPATIBILITY
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  • Compatible with FNV Clean Animations - Reborn - Part 1. Just let this mod overwrite that mod.
  • Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the same animations. 
  • Does not overwrite vanilla animations, allowing you to safely switch back.
  • No plugin. Safe to install/uninstall mid-game.



JAM CONDITIONS
Depending on the condition of your weapon, there is a variable chance that one of three jam animations will play, with longer jams being coming frequent if your weapon is in poor condition. The chances are as follows:

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"Short" refers to a short jam animation. "Med" refers to a medium-length jam animation. "Long" refers to a long jam animation.
Very Good Condition (above 90%):
Short: 75%
Med: 16.5%
Long: 8.5%
Good Condition (80-90%):
Short: 66%
Med: 22%
High: 11%
Acceptable Condition (67-79%):
Short: 30%
Med: 50%
Long: 20%
Bad Condition (56-66%):
Short: 20%
Med: 30%
Long: 50%
Terrible Condition (55% or lower):
Short: 8.5%
Med: 16.5%
Long: 75%




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. Small, one-time donations are especially helpful.







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: