Fallout New Vegas
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rockbiter68

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rockbiter68

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About this mod

Full reanimation of the Cryolator. Requires kNVSE and TTW.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | Cryolator




FEATURES
  • Complete re-animation of the TTW-added Cryolator.
  • Gameplay-friendly.
  • Built in TTW support (on account of the fact that TTW is required to add the weapon back into the game.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
Another animation set I started months ago, but that I never finished. I'm pretty busy with other things at the moment, so the moves I'm making now for New Vegas are to wrap up half-finished stuff languishing on my hard drive so I can finally just delete them. So, here you are. At least I was wise enough to never post a WIP video about this one.

As far as timings and whatnot, the reload is 3.1 seconds long (as opposed to the original's 3 seconds), because I couldn't be arsed to shave three frames off the animation to make it an even 3. I don't remember how long the jam is for either one, but I'm pretty sure my jam animation is a touch shorter. Nothing crazy.

Anyways, it's doubtful anyone was holding their breath for a re-animation set of this weapon, and this is hardly worthy of it's own page, but it occurred to me that some of you actually, you know, play the game, and might appreciate a set like this coming up.

Whatever. Cheers.



REQUIREMENTS


RECOMMENDED MODS




COMPATIBILITY
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  • 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.



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 are very helpful. Small, one-time donations are especially helpful.






DISCLAIMER
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While I frequently animate firearms for Fallout: New Vegas, I simply ask that my animating of these weapons not be conflated with interest orenthusiasm for firearms, or support of wholly unrestricted gun rights. Ido not particularly like guns outside of a passing interest in their mechanics (i.e. how their various little parts move), and I do not support the free, near-unrestricted access to firearms seen in the United States, or the inane "but my rights" debate that happens every single time schools like the one I work at get shot up.

This disclaimer is up simply to avoid being associated with a group whose beliefs I pointedly do not share, and so that public perception of me--limited as it is--can at least be somewhat accurate.

This said, animating these weapons so often has forced me to learn a bit about them. Please know that, by the time an animation set is released, Ihave done any research I deem necessary. Do not offer me corrections asto the "accuracy" of a weapon; if you seem something that you wouldn't considered 1:1 realistic, know that I already am aware of this, and deliberately omitted it for gameplay,technical, aesthetic, and/or time constraint purposes.

Please note that I am fully open to feedback--the above is simply here to state that I do not conflate 1:1 real-life weapon accuracy with a "good" animation, and to also clarify that I do not shoot for realism in my animations (although I do take inspiration for it in order to create a believable animation). Any critiques animation-side, such as things regarding timing, pacing, anticipation, weight, movements, etc. are extremely welcome and hugely beneficial to the craft.

I will not be commenting on any posts regarding this disclaimer, specifically about anything political. It is not my intention to make people angry, but to simply clear me of any unwanted associations.

Thank you.