Fallout New Vegas
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rockbiter68

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  1. rockbiter68
    rockbiter68
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    I got tired of uploading separate versions of my mods, so I just made a separate upload.

    All of my kNVSE sets in the future will not have locomotion, unless it's a heavy/melee weapon that requires some renaming of the files.

    As such, if you want to continue using the "Blended Locomotion" I always post: use this mod.
  2. annyday
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    Something odd I discovered: without the Anniversary Anim Pack mod, the ADS for several locomotion mods remain stuck if you stop moving while aiming. I tested it on a few locos, and without AAP, ADS anims stick to the last position of the anim cycle. I also tried various locomotion mods without any other animation mod enabled, but the bug was still there; AAP fixed it. I'm not sure if another mod in my load order is causing it, though my load order is very lite, I'll test some locos on a nearly empty load order.
    1. rockbiter68
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      This is a pretty well known issue at this point. It's because AAP has AimIS files with baked IS nodes, and this mod doesn't. I need to add those to this mod to prevent that from happening in general.
  3. 956785412
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    I'm having a lot of trouble getting locomotion to apply consistently across the whole game. Movement locomotion (forward, side to side, etc) works excellently at all times. Sometimes ADS locomotion just doesn't work with certain weapons (seems to work the best with pistols, malfunction the most frequently with rifles and longer weapons).

    Jump locomotion is driving me nuts - I just have no idea how to get it working consistently. It also just randomly decides if it's going to work or not depending on the weapon. Mod-added weapons have more trouble with this, but not consistently so I'm not even sure what's going on! 

    Not expecting a fix, just posting here in case someone encounters a similar issue and finds a solution.
  4. LOLMAN6541
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    I got a problem when i use my unarmed hands i can not jump to the left and rigth. I been trying to fix this problem i unistall the mod and the problem still persistant. What should i do?
    1. rockbiter68
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      Don't jump!

      In all seriousness: yeah, this is a problem with the locomotion set. I've been meaning to look into how to fix it, but that has been on the backburner for a long time, and that's not likely to change soon, I'm afraid.

      Know that you're not doing anything wrong--it is this mod that's causing it, plain and simple. It will be fixed, but I have no reasonable idea as to when. You can make your own decision based off of that.
    2. tethersever7
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      I figured it out! You included files that weren't part of the original game. In particular, _1stperson/1hpjumploopforward was the file that was bugging out unarmed animations. I went through and deleted any files that weren't in the original BSAs, and supplemented a few non-fast files from hit's locomotion and here:

      Blended Locomotion - fixed, possibly

      only problem that remains is the stutter step from mtfastforward and mtfastbackward
    3. rockbiter68
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      Woah, no way! Thank you! I'll try these out and if they work, I'll upload them! Was really convinced it was a priority issue.

      As for the stutter thing: not sure about this one, but maybe try this mod?
    4. tethersever7
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      Don't know why I didn't get notified of your comment. I've been using Woombat's mod and it works great, but for some reason mt[fast][direction] still causes stutter. I've been using the archive I linked except deleted the last 8 files under characters/1stperson/locomotion (including the 4 I added lol) and so far so good!

      Almost positive the issue is some sort of mismatch between 1st and 3rd person because 360 movement's anims, or any forward animation that is adapted to 360 movement via the instructions in the mod page gets rid of the problem. Curiously, Woombat's 3rd person fixpack does not, however. (unless you use the 360 patch)

      I've tried to mess around with the timings in nifscope, but the closest I got was a backward animation that has empty frames and "blinks" at the end.
    5. Rsilof
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      Try to change the value of mtfastforward.kf in nifskope from BlendOut:9 to Blend:9. Fixed hitman's locomotion for me. IMG
    6. TK16
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      @Rsilof

      I did this for mtFastForward and mtFastBackward and it seems to have fixed it. Thanks!
    7. tethersever7
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      @Rsilof
      Holy frijoles, my man, thanks that worked!
    8. AsshatteryInbound
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      Where do you edit this? What software?
    9. tethersever7
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      nifskope

      but I think editing the corresponding 3rd person files from Blend: 9 to BlendOut: 9 might be a better fix, because something seems off about the movement with Rsilof's fix, after further usage; and the 3rd person files I use (Woooombat's at the moment, though I think in that regard they're the same as vanilla) dont have both blend9 and blendout: 9 like these 1st person mods do.
  5. dvmocles
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    Does it work with TOTNW2.0+PAVE?

    Cause right after I installed TOTNW+PAVE, Frozen Hit Rockomotion stopped working, whether with or without wearing a PA, and I can't pinpoint why.
    1. rockbiter68
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      No idea why it would be incompatible with PAVE, as that's just meshes and textures. IIRC, Wooombat did some stuff with the loco in the recent TOTNW update that does make it incompatible with other locomotion mods. Nothing I can really do on my end.
  6. DamageHero
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    The update made the walking footsteps out of sync, I think it's because it's using Hit's locomotion for that, which isn't really optimal.

    *EDIT* deleting the locomotion files related to walking without holding a weapon "fixed it" - you won't notice this if you're not using Enhanced Camera anyway, so it's more of a "personal preference" type of issue. Your Rockomotion set is great by the way, the only thing it lacks is headbobbing which is great for immersion.
  7. yodavey
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    I think there maybe a confliction between this mod and b42 optics mod where when you walk whilst aiming down a scope it misaligns the scope and moves it all over the place. I tried b42 optics with hit's locomotion but it doesn't happen with that mod. Even with IScontrol the scope misalisgns after realignment everytime you walk. It might be a confliction with rockabiter locomotion anims. idk tho
    1. ItsJustWolfe
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      I've been running into this issue too, really sucks cause I love the look of both of them together but I can't figure out a fix.
    2. Deathstruck
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      Was banging my head against the wall trying to figure our what mod was causing the misalignment until I tracked it down to this one as well. I don't have the B42 optics mod installed so it must be something else in my case, hmm
  8. senhtwo
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    Other people have reported this as a bug already, but I just wanted to know what makes the jumping bugged when unarmed - we only jump in place, we cannot move or change our trajectory. Hope you see this and can provide help :)
    1. Etherial1
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      still happens!
    2. LOLMAN6541
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      This still a thing, there is i way to fix this!?
  9. samiesta
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    Crippled while unarmed is definitely much faster than simply being unarmed. I tested it three times. Works fine when you have a weapon unholstered though. Is there a way to remove the locomotion when crippled so that I can still enjoy the mod when I have healthy limbs? Jumping while unarmed is also bugged. Would appreciate if I can remove it too and just use vanilla anims.
    1. samiesta
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      I was able to "fix" the crippled limbs while unarmed bug by going into MO2 and hiding every .kf file that followed this general structure: mt....._Hurt.kf. No more moving faster when crippled and unarmed. Still need to find something to fix the unarmedweapon/fist jump bug.

      EDIT: Okay, I tried hiding every jump .kf file. Didn't work. Then I tried to overwrite every jump file with only Frozen's jump files. This somewhat fixed the bug; All forward, backward, and diagonal jumps are now working perfectly. The issue is with jumping to the sides; I can now jump half the distance before coming to an abrupt stop when jumping left or right. If anyone was able to find a solution, I would appreciate it. Also, can someone explain what 1hp, 1hm, and mt mean? I might be able to reach a compromise if I understand what do these files do.
  10. VeHicularSlaughter
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    Does the Alternate Crippled Locomotion addon still work with the latest version?
    1. rockbiter68
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      Yeah.
  11. Dillylynx
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    Is this compatible with Walking Inertia?
    1. rockbiter68
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      Yeah.