Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Full reanimation of the Hunting Shotgun. Features full and partial reloads. Uses and requires kNVSE.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | Hunting Shotgun



FEATURES
  • Complete re-animation for the Hunting Shotgun and its unique variant.
  • Gameplay-friendly.
  • Full and partial reload support.
  • Three attack variants.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
I wasn't originally going to bother doing this weapon, but I decided I wanted to give pump action a try, and get some more practice with bullet-counted reloads. For the attack animations, I wanted them to feel weighty and aggressive, which I believe I accomplished. If you couldn't tell, I did use hitman's iron sights animations for this set because, for various technical reasons, this was simpler to do, and also saved me a mountain of work (permission was obtained, of course, etc.).

As for the reload, I originally had something more, ah, "inventive" in mind, which you can see here. While fun to do, I realized upon completion that it would be impossible to load the gun this way, and even for a decided non-gunnoid like myself, this was a bit too much fro me. So I opted for the "vanilla-but-in-HD" look that we have for the reload now.

As for the reload, it does have full and partial support. The full reload is 4 frames slower than Hitman's reload for the gun (around .4 seconds), while the partial reload is 1 frame faster than vanilla (.0333 seconds), so it should all be nice and balanced.

I believe that the jam--despite being a direct recreation of vanilla--is also a full half second faster than vanilla's. I don't know how they managed to make it so long, to be honest.

Anyways, cheers.



REQUIREMENTS


IRON SIGHTS ADJUSTMENT
The iron sights may be misaligned. This is very easy to fix.

OPTION 1
1. Ensure that you have ISControl Enabler installed.
2. Ensure that all of this mod's requirements (above) are completely up-to-date.
3. Use a baseline iron sights alignment mod, like Vanilla Iron Sights Realligned or Vanilla Iron Sights Realligned - Redux.

4. Open this mod's archive, and navigate to the "config" folder. Open the .txt file, and copy its contents to your clipboard.
5. Open the mod archive for ISControl Enabler. If you installed Vanilla Iron Sights Realligned or Vanilla Iron Sights Realligned - Redux instead.
6. Navigate to the "config" folder, open up "ISControl.ini," and paste the text from your clipboard.

OPTION 2
1. Ensure that you have ISControl Enabler installed.
2. Ensure that all of this mod's requirements (above) are completely up-to-date.
3. Use a baseline iron sights alignment mod, like Vanilla Iron Sights Realligned or Vanilla Iron Sights Realligned - Redux.

In most cases, nothing more should be required from you other than this. :)

OPTION 3
It is possible that with some weapons, the sights may still be misaligned after completing the steps from Option 2; alternatively, you may be
dissatisfied with my presets from Option 1, or unwilling to fiddle with the game's guts. In this case, you have one more step, which is to simply follow the instructions on ISControl Enabler's mod page for re-aligning sights in-game. It is extremely easy, and onlytakes a couple of seconds. I have also posted an image here with the most relevant control underlined for your convenience.


When I release my animations in packs ("parts"), I will have them bundled with a custom ISControl.ini to simplify the install and avoid senseless overwriting.

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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.
  • Uses a plugin to apply mesh/handgrip changes. Safe to merge or edit, and/or remove 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 or enthusiasm for firearms, or support of wholly unrestricted gun rights. I do 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, I have done any research I deem necessary. Do not offer me corrections as to 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.