Fallout New Vegas

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rockbiter68

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rockbiter68

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  1. rockbiter68
    rockbiter68
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    Please endorse.

    All good faith criticism/feedback is very much welcomed and encouraged.

    Thank you all for your support. :)


    FAQ
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    Q: Some of these attacks are too fast!
    A: High Agility and/or some attacks have speed multipliers. All animations are the exact same length as vanilla. Please note that some weapons also have animation speed multipliers attached to them. This is vanilla behavior, not something from my mod.

    Q: My arms look weird when using certain animations for some of these weapons.
    A: Two answers. One: could be a result of the first-person armor meshes. I didn't test with every single one in the game, although these animations should largely look fine if you have a reasonable FOV. Still, if something is particularly egregious, let me know, and I'll see if I can edit the files to eliminate any ugliness. Two: if you're seeing some animation ugliness, and your FOV is about 75: sorry, I'm not helping.

    Q: My FOV is really high, and some of the animations do some really ugly stuff.
    A: Yup. Use a lower FOV. I always try to make things as FOV-friendly as possible, but it was pretty hard with these animations to do that, and so my cut off point was 75. I'll try and talk to someone about making a script to force a viewmodel FOV, but otherwise, I would cap yourself at 75. Sorry.

    Q: You didn't cover all two-handed weapons.
    A: Let me know in the comments. That's a mistake, and I'll add it.

    Q: Lever-action?
    A: I'm working on an alternative solution to get it released, albeit in not quite the state I had originally intended.

    Q: Will you make third-person animations?
    A: No. Maybe for these (but probably not).

    Q: Will you apply these to other vanilla weapons/mod-added weapons?
    A: If I missed a vanilla/DLC/TTW weapon that I didn't already say I intentionally left out, then yes, I will. Notify me it's missing, and I'll add it. I'm not covering mod-added weapons, though.

    Q: What about gun animations?
    A: Guns are stupid and should be illegal.

    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: I don't know. Maybe. Feel free to reach out.
  2. rippermods54
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    Amazing mod, just wanna say thanks from a melee enjoyer. 
  3. temporalsoup
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    not exactly a bug with this mod specifically, but when combined with WMIM which fixes the swing sounds on melee weapons, you get doubled up sound effects when swinging (from the baked in sounds of the anims and the ones in the weapon records?).

    don't know if theres anything that can be done, but I had n't seen it posted anywhere
    1. rockbiter68
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      That's interesting. I suppose the sound effect text key could be deleted in the .kf if it bothers you.
    2. FurAfterDark
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      I noticed the two sounds even without WMIM but i wasn't sure if its a bug or not because it kind of matches the swinging
    3. ahillamon
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      Seconding this issue. WMIM is a part of TTW so it's not like I can disable it, and unfortunately I'm not able to edit the .kf files to remove the sound effect myself. It would be nice to get optional updated files for the 1H and 2H melee weapons without the added sound effect, but that is up to you whether you want to create those.
  4. harimau93
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    is there any future plan for the Ripper?( https://fallout.fandom.com/wiki/Ripper_(Fallout:_New_Vegas) )
    1. rockbiter68
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      Totally forgot about that. I still need to animate the ripper and the Shishkebab, don't I? I'll get on that.
    2. harimau93
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      no pressure 👌👌 keep up the good work! I think someone already did shiskebab but yeah.. no pressure👍
  5. FeedingWolves
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    Having a problem where after the first melee animation plays with any two handed low grip weapon, every following animation is just the second one over and over again. This mod has no conflicts or edits on my part and i have no other melee animations installed.
    1. rockbiter68
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      That's truly strange. I'm at a loss. Any overhaul mods or mods that otherwise edit weapon data?
  6. Vagrant7z
    Vagrant7z
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    Thank you for this awesome mod. Just wanted to let you know that there was a DC variant for the bumper sword that wasn't included in the update file for TTW. I included the DC bumper sword with your animation by finding the form id for it and adding

    "mod": "TaleOfTwoWastelands.esm",
    "form": "083BD",
    "folder": "Rock_Axe_lowergrip"

    in the rock_axe_lowergrip.json file.
    1. rockbiter68
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      Ah, I didn't know that. I'll have to add it in an update. Thank you.
  7. amokrun1
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    Having a strange issue with the fire axe. When fighting melee enemies, the screen will completely distort and not correct, requiring a reload of the game. It seems to mostly get triggered when the enemy blocks my attack but I have also seen it in other instances as well.

    I tested with the super sledge and combat knife, they are fine, so it may or may not be limited to the fire axe and the unique variant. I also tested with a number of NPCs with different combat arms and it only occurs with melee. Running the tests through a test profile in MO2 with just the base game, this mod and its requirements enabled.

    ED: Did more testing through the test profile and it seems any weapon listed in the Rock_Axe .json causes this issue. Has anyone else experienced this? I couldn't see any similar problem on a check through the comments but I have no idea what could be causing it on my end. Nothing else running but vanilla with the standard script plugins (jip etc).
    1. Makron8
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      I've gotten a few script errors on the main screen pointing to "lowergrip\1stperson\2hmattackpowerforward.kf" as well as some saying the KNVSE scripts are looking for TTW files which I currently am not running. Perhaps those are to blame?
    2. rockbiter68
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      Huh, I could have screwed something up with the .kfs. I remember having trouble with one of the sets crashing the game for a while and I, uuuuh, forgot how I fixed it, but it stands to reasons that the .kfs packaged with the mod aren't in the cleanest state. I'll try and take a look when I can.

      As for the TTW scripts thing: yeah, that'll probably throw some (harmless) errors in the console. I can't imagine that it'd cause your screen to go haywire, though.
    3. Makron8
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      Oh okay. 

      Regarding the TTW scripts, this was the first time noticing those console logs (I normally just check the console in game) and I wasn't sure if they were serious or not. I also couldn't find anything on the KNVSE page that explained whether references pointing to missing content could cause issues like it does with Fallout scripting in general. There are plenty of authors that do similar to ensure compatibility for their mods.
    4. westonb11
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      Yeah I'm getting this issue as well I can only describe it as your character being banished to the void, glad to have pinpointed it to weapons specifically using the Rock_Axe animations so I can just not use them, hope it's fixed soon because they're some of my favorite melee weapons.
  8. PocketmyPocket
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    wicked sick, how'd you get the hit sound for that first axe swing in the video?
    1. rockbiter68
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      Unreleased mod (not mine).
    2. PocketmyPocket
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      f*#@
  9. yazfam7
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    Hey Rockbiter! The Discharge Hammer, an uncut unique Super Sledge, from TTW (Broken Steel) has the vanilla animations.

    Nevermind, this mod fixes it :)
    https://www.nexusmods.com/newvegas/mods/79176
    1. rockbiter68
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      Ah, nice, I'll add it in though! (If I remember.)
  10. Royman89
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    Hey Rockbiter, I have a question, is your locomotion which is Rockmotion is compatible with this mod ?
    1. rockbiter68
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      If you use the "No Locomotion" version, yeah.
  11. rknowj
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    What do you mean by locomotion? 
    1. rockbiter68
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      Movement animations. The weapon bob in first person when you walk/run/sneak/jump in first person.
    2. rknowj
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      thanks