Fallout New Vegas

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rockbiter68

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rockbiter68

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  1. rockbiter68
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    DESCRIPTION
    UPDATE 7/19/23: Leopold continues to do great, and is extremely healthy and happy. His days in the hospital are well behind him. Click the spoiler for a fresh pic!
    Spoiler:  
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    (Leo after asking me to get out of bed, and then falling asleep on me instead.)
    


    As many of you know, as a way of thanking you all for the incredible generosity I received from all of you (I was able to pay the medical bill almost entirely in full with donations), I created a poll so you could vote on what I would cover next! I'm detailing the results here, as well as giving everyone an extended rundown of what my animation plans are. This is mentioned in the Description, but I really, really can't thank you all enough. Thank you. :)

    Here are the top three results of the poll. These will be the next three weapons I cover:

    • That Gun (to no one's surprise)
    • Lever-Action Shotgun
    • Lever-Action Rifles, based on edits to Hit's sets

    The next two are a Grenade Pack and the Fat Man (which I'm most excited about).

    Some other plans that I have, listed in rough order of priority: release patches for Part 3 and Part 2. I also have plans to make some edits and revisions to some of Hitman's animations and bundle them in one pack. This will include (off the top of my head, not extensive) proper jam animations for weapons that don't have them, revised reloads for the 9mm SMG sets, and a revised .22 SMG set based off of his animations. He's also asked me to cover/revise a couple of things, which I'll likely be making priority after the first three sets I listed above. These things include a new Gauss Rifle reload (he thinks his is too long for gameplay) and animation sets for Mothership Zeta. I also have urges to redo some of my sets from previous Parts (looking at you, Hunting Rifle), but, ah, we'll see.

    I also have plans for an Unarmed animation set, but that's a huge project (like the melee ones), and will be ongoing. Hitman volunteered to help, but I'm not going to hold him to that.

    Other than that, I plan to cover everything I said I'd cover in the poll, which should basically cover every single weapon in the game. I'm also continuing to work with Hopper on an extensive and pretty cool weapon pack, so stay tuned for that.

    As always, if you wish to still donate to support this monstorous amount of work, please do. Every little bit helps.

    Thank you all so much. :)

    

  2. SamMoon97
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    Where i can found/buy the Double Barrel Shotgun with the "No TTW"?
  3. Noon98
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    Standalone k9000 please?
  4. Sn3k1337
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    why make an update file separate from the main file when you could just update the main file like a normal person so we dont have to have 100s of mods that are all just patches for the other 100s of mods installed
    1. rockbiter68
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      1) Because this mod has six main files, all of which have different file configurations, all of which would take time to pack the new files into, re-pack, and upload. This wastes time--something I'm short on--and bandwith. The update file simply works with any of the main files, making it far more time efficient, with the only trade-off is that users have to click one (1) additional button. If that's too much for you, don't download the update, and wait until a major update is pushed that does replace all of the main files. Uploading a file as an update is pretty standard practice for sizeable download sizes/complex mods, which this mod does qualify for.

      2) On that note, you could have just installed the update in the time it took you to complain about something completely meaningless and that you clearly don't understand.

      3) How many mods you do or don't have install is not something I have any control over. If you're overwhelmed with the amount of things you have to download, download less stuff. I do understand that it's not fun to have to download a million things to get the game the way you want it to be, and generally try to make an effort to make things as user-friendly as I can, but it was difficult to do with this mod to do the variety of options/how certain things had to be implemented. Thus, again, I opted for the more time-efficient approach.
  5. deleted84347488
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    Hi. I made an scriptrunner replacement for Rockbiter68_Double_Barrel_Shotgun.esp and Rockbiter_SOSGTextureFix-TTW.esp and Rockbiter_SOSGTextureFix.esp.
    Firstly here is the Double Barrel Shotgun scriptrunner. ONLY FOR THE TTW VERSIONS. Gun must be added to New Vegas by an esp
    Spoiler:  
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    ;Double Barrel Shotgun

    SetWeaponModel DLC04WeapShotgun 0 "dlc04\weapons\2handrifle\dlc04shotgun.nif"
    SetWeaponModel DLC04WeapShotgun 1 "dlc04\weapons\2handrifle\dlc04shotgunchoke.nif"
    SetWeaponModel DLC04WeapShotgun 2 "dlc04\weapons\2handrifle\dlc04shotgunstock.nif"
    SetWeaponModel DLC04WeapShotgun 3 "dlc04\weapons\2handrifle\dlc04shotgunchokestock.nif"

    SetWeapon1stPersonModel DLC04WeapShotgun 0
    SetWeapon1stPersonModel DLC04WeapShotgun 1
    SetWeapon1stPersonModel DLC04WeapShotgun 2
    SetWeapon1stPersonModel DLC04WeapShotgun 3

    ;Pa's Fishing Aid

    SetWeaponModel DLC04WeapUniquePasFishingAid 0 "dlc04\weapons\2handrifle\dlc04shotgun.nif"

    SetWeapon1stPersonModel DLC04WeapUniquePasFishingAid 0

    In the NVSE\plugins\scripts  create a txt file and call it gr_Rockbiter68_Double_Barrel_Shotgun and then put the text in the txt file

    Here is the Rockbiter_SOSGTextureFix-TTW.esp scriptrunner
    Spoiler:  
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    ;Sawed off NV

    SetWeaponModel WeapShotgunSawedOff 0 "weapons\1handpistol\sawedoffshotgun.nif"

    SetWeapon1stPersonModel WeapShotgunSawedOff 0

    ;Big Boomer

    SetWeaponModel WeapShotgunSawedOffUnique 0 "weapons\1handpistol\sawedoffshotgununique.nif"

    SetWeapon1stPersonModel WeapShotgunSawedOffUnique 0

    ;Sawed off DC

    SetWeaponModel WeapShotgunSawedOffDC 0 "weapons\1handpistol\sawedoffshotgundc.nif"

    SetWeapon1stPersonModel WeapShotgunSawedOffDC 0

    ;Kneecapper

    SetWeaponModel WeapUniqueKneecapper 0 "weapons\1handpistol\sawedoffshotgundc.nif"

    SetWeapon1stPersonModel WeapUniqueKneecapper 0

    In the NVSE\plugins\scripts create another txt file but this time call it gr_Rockbiter_SOSGTextureFix-TTW. and then put the text in the txt file

    here's the edited version TTW - Edited. Add to the script above
    Spoiler:  
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    SetAmmoUse 1 WeapShotgunSawedOff 

    Here is the SOSGTextureFix for NV
    Spoiler:  
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    ;Sawed off NV

    SetWeaponModel WeapShotgunSawedOff 0 "weapons\1handpistol\sawedoffshotgun.nif"

    SetWeapon1stPersonModel WeapShotgunSawedOff 0

    ;Big Boomer

    SetWeaponModel WeapShotgunSawedOffUnique 0 "weapons\1handpistol\sawedoffshotgununique.nif"

    SetWeapon1stPersonModel WeapShotgunSawedOffUnique 0

    No TTW - Edited. Add this to the end of the script above 
    Spoiler:  
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    SetAmmoUse 1 WeapShotgunSawedOff 

    Rock if you want you can include these in the download. :)

    Edit: Just saw Weapon Projectiles are a thing so here's an add-on for the edited which cuts them in half for one shot so you get the intended 14 for 2 shots. This is more of a subjective thing and is not really important.
    Spoiler:  
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    SetWeaponNumProjectiles 7 WeapShotgunSawedOff
    1. rockbiter68
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      Yo, this rules. Yeah, I'd love to get rid of the .esps! Plugin space is valuable, and I hate to have to take them up with an animation mod. I'll include these in an update! Thank you so much. :)
    2. deleted84347488
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      No problem. I'm glad i could be of any assistance to a great animator. :)
    3. deleted196441031
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      Sorry for all this commenting and then deleting my account but i also made an ini for the sawed off shotgun which i think could tone down the number of all of the files and also added a halved projectiles option because I didn't know then that they existed.

      firstly make a folder in Config and call it Part_3 and then make an ini called Edit.ini.
      In the ini copy 
      Spoiler:  
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      [AmmoUse]
      Edited=0 ;Set to 1 for the edited version (F3 behaviour) and 0 for the FNV behaviour.
      HalvedProjectiles=0 ;SUBJECTIVE set to 1 if you want halved projectiles per 1 shot.

      and then make a gr_AmmoUseSawedOff.txt or call it whatever you want in NVSE\Plugins\Scripts and copy
      Spoiler:  
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      If GetINIFloat "AmmoUse:Edited" "Part_3\Edit.ini" == 1
      SetAmmoUse 1 WeapShotgunSawedOff
      Endif
      If GetINIFloat "AmmoUse:Edited" "Part_3\Edit.ini" == 0
      SetAmmoUse 2 WeapShotgunSawedOff
      Endif
      If GetINIFloat "AmmoUse:HalvedProjectiles" "Part_3\Edit.ini" == 1
      SetWeaponNumProjectiles 7 WeapShotgunSawedOff
      Endif
      If GetINIFloat "AmmoUse:HalvedProjectiles" "Part_3\Edit.ini" == 0
      SetWeaponNumProjectiles 14 WeapShotgunSawedOff
      Endif

      EDIT: Forgot about resetting the projectile count for those who enabled SetWeaponNumProjectiles and then turned it off.Thank's TheBooher. Also made a ini option for the aforementioned option

      EDIT 2 (Rather important): The espless version needs a full retexture of the weapon. it should be same names nif and exact same look as vanilla ttw with part 3's stuff. Basically a full retexture of atleast the shotgun which looks the same as ttw But contains the changes which are needed by part 3. Current method still works but the part before the sights (I don't know the name. im not american ;) looks a bit worse (more pixelated) than the esp and i don't know why. 

      EDIT 3 It's a NIF thing
    4. TheBooher
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      Dont forget to reset projectile count back to 14 with setammouse 2
    5. alan893
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      It looks exactly like the FNV double shotgun part 3 added , so i see no reason for the edit 3. otherwise works well
  6. RolOfTheWest
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    For some reason, this mod is asking for the fallout 3 files. it's telling me that it needs fallout 3, does that make sense?
    1. Trapclap3f
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      did you download one of the no ttw files?
  7. Skanthiago777
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    so for some reason even tho i have installed requirements i still have the default shitty new vegas anims not the ones from the mod
    1. rockbiter68
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      Don't know what to tell you, then. All I can tell you to do is make sure that all of the requirements are up-to-date, that you have xNVSE, not NVSE, and that everything is properly enabled if you're using a mod manager/you are using the xNVSE.exe to start the game.
  8. chilloucik
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    Hey Rock, I have a small issue with the 357 Revolver animations, that has been reported before in the other mod page.
    When reloading, every second bullet makes no sound (bullet number 2,4 and 6). The guy who reported it said that it was caused by the spider hands bug fix from the Tick Fix, but that doesn't work in my case.
    Any idea what could be causing this?
    1. rockbiter68
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      Sorry, but for this one, I seriously have no idea. I've never been able to recreate it, and animation-side, everything is as it should be. For reloads that loop, there's two .kfs, one of which literally just loops. So if all the text keys are in place, and if the animation is properly looping, you should be getting the sound every time.

      I don't doubt that there's some code-fuckery that could be going on that could cause this, and that it could be fixed by doing something within the animation itself, but since I don't know anything about code, I really, really don't know. I can bring the problem to some of my more knowledgeable friends, but no promises on a timely solution.
    2. SPITSPHIRE
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      i've noticed this bug on multiple re-animation pack's.

      As far as i can tell, there appears to be a bug on knvse's side that makes it so sounds won't play properly if the animation they are tied to goes over a certain speed.

      It appears as though, if the player has a high agility, coupled with perks that cause the attack/reload animation to play faster (or on weapons that already have a fast multiplier), you will reach a point where knvse can't keep up and you will "skip over" the sound triggers in the animation files.

      (Or explained another way: If a knvse animation has already triggered a sound effect, it seems as though knvse wont que up another sound to play until the first sound is done with, and if, due to the speed of the animation, you have already passed the sound trigger, the next sound just won't play.)

      This is all based on speculation from testing however, I dont know what is actually happening under the hood on the DLL side.
    3. rockbiter68
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      Oh, yeah, that's really interesting. I guess that could be it? I don't know what's happening DLL side either, though. What's your Agility @chilloucik/do you have Rapid Reload?
    4. HelaGrow
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      This is a known issue with multiple animation mods, where if your reload speed is too high it will physically just skip the sound cue. It's bizarre. Multiple shotguns with hits anims do it, as well as the 357 in, well, any given mod. It appears to only be an issue with shell-loaded weapons. No idea what the cause might be.
  9. Jayombie
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    I have Part 1,2 but this one has ESP(s). 

    Saving on slots can I use Part 3 without the ESP(S) ?


    Thanks.
  10. This mod works perfectly with B42 optics EXCEPT for the marksman carbine. its scope is offset to the side for some reason. 
    Examples of this...
    Any ideas of what to do here? i asked the creator of B42 and they said there was an update for clean anims that fixed this, but that seems to only apply to the pack that still adheres to vanilla animation timings.
    1. ItsJustWolfe
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      Hey I was having the same issue too, but if you look into the files there's actually an update file you can get here it's like 1.1.3, you have to manually replace the marksman rifle files in the main file with the update files but its literally drag and drop and it works 100% fine afterward.
  11. Rookie102030
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    Fairly new to modding with this game. Do I need to have all three FNV Clean Animations? Or do I only need to download part 3? 
    1. dvmocles
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      EDIT: NVM lol it seems like they all should be downloaded except "Part 1" because it is replaced by "Reborn - Part 1"
      So: FNV Clean animatiosn + Part 1 Reborn + Part 2 + Part 3

      Original message:
      Spoiler:  
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      Wondering the same, I'm extremely confused (I'm not new to modding at all)
      I found 5 versions:
      FNV Clean Animations       | Last up 21 November 2023
      FNV Clean Animations - Part 1 | Definitely Irrelevant
      FNV Clean Animations - Part 2 | Last up 30 September 2023
      FNV Clean Animations - Part 3 | Last up 06 January 2024
      FNV Clean Animations - Reborn - Part 1 | Last up 13 June 2023

      Now which of these are mandatory?? Which one should I install? And the fact it says Part 1, 2, 3 makes it look like they need one another.
      My logic would tell me the Reborn is the latest iteration while chronologically speaking part 3 would be the latest iteration.
      I found that the Reborn replaces part 1
      I couldn't find anywhere if he said whether one needs another, but here (part 3) author says:
      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.

      So it seems like this mod gathers them all, but at the same time it doesn't explicitly say that "Part 3" is the full overhaul of every Part, or if it needs other parts to complete it because he says "This mod as with my previous "part" mods".

      I'm sorry author, I don't mean to offend you by saying it's confusing, I'm just completely lost. All I want is to know which mods should I download to cover every animation.