Please endorse the mod. Creating these things takes an enormous amount of time.
All good faith criticism/feedback is very much welcomed and encouraged.
FAQ
Spoiler:
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Q: Not lore friendly/incorrect b/c realism/etc. A: I don't care.
Q: Why did you remove the Rockbiter locomotion option? A: Because they're located here now.
Q: Lever-action rifles?!? A: Next.
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 (I set my FOV to 70), 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.
I've noticed you listing 'gameplay friendly' under your feature list, and I'm not sure what this means. Is there such a thing as a gameplay unfriendly animation set?
Does this work for both normal and heavy incinerators?
In my understanding "gameplay friendly" would be something let's say more "viable" during combat compared to some animations out there that can take a lot longer than vanilla to finish.
Well, technically Johnson has, and he released them before me. But that's also because I bullied convinced him to help me solve the problem I was having that was preventing release, and he ended up making an entire set along the way.
So, technically, I made mine first. ;P But please thank Johnson/check out his stuff if you bump into him on Nexus. Owe him a lot anyways.
Anyways: yes, it affects both versions of the weapon.
There is, also, absolutely such a thing as "gameplay unfriendly" animations. I could make the 9mm Pistol take 10 seconds to reload. I could make the Incinerator take up your entire screen. I could have the camera shake be too distracting (something I may or may not have been guilty of in the past). And so on. I try and pay attention to making sure stuff doesn't get in your way, and that it doesn't go on too long (even if my animations are longer than vanilla, I do have a rough metric of times they should be taking). Granted, I don't always nail this--sometimes I let stuff get in your way, sometimes stuff goes on too long (just wait until you see the Lever-Actions lmao), and so on. Part of this is there's nobody to real me in and tell me no, and part of that is due to the fact that I am, strictly speaking, and amateur, and still learning.
It just has all of my sounds that I use for animations in there. I got tired of sorting through it for every upload, so I just dump the whole folder in there now. ¯\_(?)_/¯
10 comments
All good faith criticism/feedback is very much welcomed and encouraged.
FAQ
A: I don't care.
Q: Why did you remove the Rockbiter locomotion option?
A: Because they're located here now.
Q: Lever-action rifles?!?
A: Next.
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 (I set my FOV to 70), 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.
anyway, gj
I've noticed you listing 'gameplay friendly' under your feature list, and I'm not sure what this means. Is there such a thing as a gameplay unfriendly animation set?
Does this work for both normal and heavy incinerators?
And finally, thank you for your hard work. Peace.
Just a assumption tho, i can be hella wrong lol.
bulliedconvinced him to help me solve the problem I was having that was preventing release, and he ended up making an entire set along the way.So, technically, I made mine first. ;P But please thank Johnson/check out his stuff if you bump into him on Nexus. Owe him a lot anyways.
Anyways: yes, it affects both versions of the weapon.
There is, also, absolutely such a thing as "gameplay unfriendly" animations. I could make the 9mm Pistol take 10 seconds to reload. I could make the Incinerator take up your entire screen. I could have the camera shake be too distracting (something I may or may not have been guilty of in the past). And so on. I try and pay attention to making sure stuff doesn't get in your way, and that it doesn't go on too long (even if my animations are longer than vanilla, I do have a rough metric of times they should be taking). Granted, I don't always nail this--sometimes I let stuff get in your way, sometimes stuff goes on too long (just wait until you see the Lever-Actions lmao), and so on. Part of this is there's nobody to real me in and tell me no, and part of that is due to the fact that I am, strictly speaking, and amateur, and still learning.
TL;DR: @Arcaidy is right.
Anyways, thank you. I appreciate the encouragement. :)