Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Animation overhaul of all throwing axes and throwing spears in the game. No balance changes, as it adheres to vanilla timings. More visual clarity while aiming with throwing weapons. Uses and requires kNVSE.

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FNV CLEAN ANIMATIONS | Throwing Weapons Pack

Recommended for use with Retrievable Throwables Reforged.



FEATURES
  • Complete re-animation of all throwing weapons in the games, including Throwing Knives with update 1.0.2 (thanks hitman!).
  • Adheres to all vanilla timings and animation lengths. Nothing here is even a milisecond out-of-place with vanilla animations.
  • Idle animations if you leave the weapon equipped and don't attack.
  • Gameplay-friendly, and possibly more gameplay-friendly than vanilla animations (see description).
  • Compatible with all quick-throw mods EXCEPT b42 Quickthrow, due to technical constraints.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
Do use throwing weapons in New Vegas? Probably not. The animations for them are exceedingly ugly, and they're clunky and difficult to aim with.

The first issue--the ugliness--has been dealt with in full, in my opinion. I've also addressed this by keeping the animations exactly in-line with vanilla timings. All text keys are exactly the same, and when animations start and stop are exactly the same. In my opinion, the animations are a straight upgrade over vanilla, with no strings attached. I won't bother going into the concept behind these animations--the idea was to make them look better, powerful, and weighty. That, more-or-less, has been achieved.

Worth noting: I originally set out to only cover hatchets and then, well, this happened. Every throwing axe technically has its own set, as since (I'm guessing) the vanilla idles were so bad, no one bothered to make sure proportions matched. So that was fun. At that point, I just threw spears in for good measures. And here you are.

As for being difficult to aim with: well, as you can see from the showcase, that's still somewhat the case. In vanilla, throwing weapons throw slightly to the right of your crosshair. I'm uncertain why, but it does not seem to be an animation issue. But, still, I do think that aiming is slightly easier now, from a visual perspective if not a mechanical one: the vanilla animations are really poor at communicated what's going on, and when the Hold and Release times of the animations are. That's no longer the case. Moreover, the left hand "points" in the direction that you're throwing, and if you're using spears, the tip of the spear can guide you, too. Aiming is still a hassle, but it should be lent a bit more visual clarity with these animations.

I'm also just really bad at video games, so it could be that I can't aim in general.

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.
  • Works with quickthrow mods (except for b42 Quickthrow).
  • Does not overwrite vanilla animations, allowing you to safely switch back.



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, 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.