Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Collects, improves, and polishes the most recently released Clean Animation sets animations into a single download. Uses and requires kNVSE. No iron sight adjustment or patching necessary.

Requirements
Permissions and credits
Changelogs
Donations
FNV CLEAN ANIMATIONS | PART 3



FEATURES
  • All weapon iron sights completely aligned out of the box with no user configuration necessary, courtesy of the ISControl Enabler update.
  • Fully compatible with B42 Optics out-of-the-box.
  • Includes bonus animation set: the K9000 Cyberdog Gun.
  • Features 23 total sets.
  • Includes all of the features of previously released sets.
  • Many weapons have multiple attack, jam, and/or reload variants.
  • Covers all animations related to the included sets.
  • Supports TTW.
  • Gameplay-friendly.
  • Compatible with any locomotion mod on Nexus. Please note that "Big Guns" come bundled with locomotion to avoid issues.
  • Several improvements made to various weapons.


DESCRIPTION
UPDATE 7/19/23: Please see the sticky post for more info on Leopold, as well as what weapons I'll be covering next, thanks to the Poll! 

This mod, as with my previous "Part" mods, collects several weapon animations into one convenient download. Moreover, it includes several fixes and updates to several of the animation sets; this also means that this page will serve as a repository for all future patches to any of these sets, for convenience's sake. There are video showcases of every set in the mod below.

Do note that this mod does not include the melee animation sets that I've released--those, for now, are sorted into separate mods (although, eventually, when everything is covered, there will be one big download for everything--hopefully with an installer).

The only other thing to note is that, when this mod was originally released, my cat was hospitalized (with something that could have been fatal). Thanks to the generosity to several of my friends in the community, and to an overwhelming amount of users, I was able to pay his very, very high medical bills with minimal impact to my finances (which, due to recent Supreme Court decisions + general inflation and cost of living, are in a more precarious spot than ever). I really can't thank you all enough for the support that you showed me, and I'm very grateful. I created a poll so that you can vote on what I'd cover next, and there's more info on that in the stickied comment. Seriously though, I couldn't be more grateful, and I'm more motivated than ever to keep animating for this game.

If you'd still like to donate to continue supporting me, I am still accepting donations, as I always was before. Every little bit does go a long ways, as this takes a bunch of work.

Either way, thank you. :)




LIST OF CHANGES
Basically a "changelog" that keeps track of what I changed from standalone sets. Click the spoiler to view.
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    • All iron sight attack animations now have camera shake applied to them. This was done in a way that will not throw off your aim (which was the previous justification for not having camera shake in iron sight attack animations).
    • The Recharger Pistol and Recharger Rifle iron sight attack animations have been edited to look more like only one beam is being fired, instead of two (read: they've been revised).
    • The grenade now originates from the barrel in the center of the screen for the iron sight attack animations for the Grenade APW.
    • Half-assed effort to make the Varmint Rifle animations less half-assed. Improvements to all attack animations, both hip-fire and iron sights. Edits to the reload to match and added a reload variant.
    • Manually edited the position of all Hunting Shotgun animations (kill me) so that it doesn't clip through the camera with normal FOV settings applied. Slightly compromises original intent, but is better than bugs. Original version still available as an optional download, but you'll need to set your fNearDistanceClipping to as low as possible with FOV Slider, which creates Z-fighting bugs with distant terrain and objects.
    • Fixes ugly wrist twisting for the Hunting Shotgun jam animation for both the original version and the updated version.
    • Two hip-fire attack variants added to the Silenced .22 Pistol.
    • Edited all Grenade APW reloads to have more down-time between pulling the mag out and placing a new one in (around 5 extra frames), which should sell the illusion that a new mag is being put in better. Keyframes were also tweaked to make the motion look smoother and weightier. Helps with pacing all around.
    • Fixed various bugs with the Double-Barrel Shotgun.
    • Fixed handgrip issues animation-side (with .kfs, thanks hitman47101) as opposed to through JIP LN NVSE Plugin. You should still use that plugin for attack speed changes/fixes, though, and just in general.
    • Fixed clipping issues with the iron sight attack animations for all of the FO3-based Lever-Action rifles and the LaLongue Carbine.
    • Includes B42 Optics presets for all scoped weapons, minus the Marksman Rifle (my meshes are currently broken for some reason, so I'll upload presets when I fix those).
    • Shaved .4 seconds off the end phase of the .357 revolver reload, and .0667 seconds off of the looping phase of the reload. The reload looks different now, but in my opinion, it matches the soundset better, and is now far more gameplay-friendly. If you prefer the old reload, the original mod page will always keep the old reload on it; no other fixes were applied in this compilation.



ANIMATION LIST & SHOWCASE
List of weapons that have been reanimated. Click the name of the weapon to view a showcase of it. See the above section for any changes made to weapon animations.


CHOOSING WHICH VERSION TO INSTALL
There are six (!!!) version of the mod to choose from. This section is here to help you ensure that you pick the right version, and you understand what it comes packaged with. The difference in version mostly boils down to some changes regarding the Double-Barrel Shotgun and the Sawed-Off Shotgun.


  • Default TTW: This is the main file. It assumes that you have TTW installed, and the .esps simply ensure that textures for guns that have had their meshes changed do not break. Highly compatible.
  • Edited TTW: This is the same as File 1, but edits the Sawed-Off Shotgun to be able to fire 2 shots before reloading (which was Fallout 3's behavior), instead of just 1, as in vanilla. This is the one that I use, but it is not the main file, because some people may dislike the changes/compatibility issues it causes. However, any compatibility issues should be easy to fix.
  • No TTW: Use this if you don't have TTW installed, and don't want any changes made to how many shots the Sawed-Off Shotgun can fire. This file also assumes that you want the Double-Barrel Shotgun added to New Vegas. This is done via script (thanks VWgolfR1), and is therefore highly compatible. If you don't want the Double-Barrel Shotgun in New Vegas, simply disable/delete DoubleBarrelShotgun.esp after enabling the mod.
  • No TTW + Edited: Same as File 3, except that it edits the Sawed-Off Shotgun to be able to fire 2 shots before reloading (which was Fallout 3's behavior), instead of just 1, as in vanilla. This file also assumes that you want the Double-Barrel Shotgun added to New Vegas. This is done via script (thanks VWgolfR1), and is therefore highly compatible.  If you don't want the Double-Barrel Shotgun in New Vegas, simply disable/delete DoubleBarrelShotgun.esp after enabling the mod.
  • No TTW + Mojave Raiders: Use this file if you use Mojave Raiders, but not TTW. Otherwise functions the same as File 3: doesn't change how many shots the Sawed-Off Shotgun can fire. This file also assumes that you want the Double-Barrel Shotgun added to New Vegas. This is done via script (thanks VWgolfR1), and is therefore highly compatible. If you don't want the Double-Barrel Shotgun in New Vegas, simply disable/delete DoubleBarrelShotgun.esp after enabling the mod.
  • No TTW + Mojave Raiders + Edited: Use this file if you use Mojave Raiders, but not TTW, and want the Sawed-Off Shotgun to be able to fire 2 shots before reloading (which was Fallout 3's behavior), instead of just 1, as in vanilla. This file also assumes that you want the Double-Barrel Shotgun added to New Vegas. This is done via script (thanks VWgolfR1), and is therefore highly compatible. If you don't want the Double-Barrel Shotgun in New Vegas, simply disable/delete DoubleBarrelShotgun.esp after enabling the mod.


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.
  • Plugins can be easily merged or edited.



FIXING MISALIGNED SIGHTS
This is no longer required. The update to ISControl Enabler allows users to save per-weapon .jsons of iron sights, which effectively allows animators like myself to bundle animation sets with a .json for that specific weapon without risk of overwriting your existing ISControl config (you don't even need to remove your old config file).

There is one caveat: if you use different weapon meshes than me (I use WMIM), sights may still be misaligned, as I aligned sights for the meshes I use. Simply going to ISControl Enabler's page, view the instructions, and edit your sights in-game. For the especially lazy or reading adverse among you, I've included a picture.



No support will be given to those who do not use an up-to-date version of ISControl Enabler. No support should be necessary if you are using an up-to-date version. This issue, as far as I am concerned, is now fixed, as Xilandro once again bailed me out of hot water. Also: please don't bug Xilandro to fix bad animator practices. That's on us, not him. He's done enough. On that note, please remember, too, that although kNVSE is great, we are by no means using a modern animation engine--things are going to look wonky. New Vegas is old, and no amount of fancy plugins will change certain things about it.



INSTALLATION & CHOOSING WHICH ANIMATIONS ARE INCLUDED
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  • Download all requirements.
  • It is recommended to remove the standalone sets first.
  • Download and install this mod, with any addons you desire.
  • If you wish to remove any of the included animations for any reason, simply navigate to "data/meshes/AnimGroupOverride," and delete the .json file whose name corresponds to the weapon animations you don't wish to use. All .jsons should be named in a straightforward manner.
    It is not necessary to delete folders, unless you wish to save space.



SUPPORT
  • Please support to help with the costs of my cat's medical bills. They are very likely saving his life. Thank you.






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.