Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Full reanimation of That Gun and the generic 5.56 Pistol. Uses and requires kNVSE.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | That Gun




FEATURES
  • Complete re-animation for That Gun and the generic 5.56 Pistol.
  • Gameplay-friendly. All animations are the exact same length as vanilla animations.
  • Three attack variants for hip-firing and iron-sights.
  • The light functions the same way as it does in vanilla.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
This set was somewhat tricky to do for somewhat unconventional reasons. The reasons are mainly this: there's another set floating around there made by EliTheJanitor, and it's really good. I'll have more to say on that in just a little bit. The second reason is that the vanilla animation--despite what some of you might think--is also really good.

Therefore, I was faced with the fairly difficult task of differentiating myself from two good sets of animations.

Ultimately, I ended up opting for the vanilla time-length. Hitman pointed out to me that, sadly, Eli's animations don't have the light blinking properly like in vanilla, as the only way that anyone knows how to do that is by copying vanilla values, and the only way that can work without breaking stuff is if the animations are the exact same length. So I decided on that one early on. I originally tried to create a more forceful animation with the unfolding and ejecting, but it looked pretty bad (not even going to show it to y'all), and Eli already did it more successfully to boot, especially since he gave himself more frames to work with (and especially because he's frankly a better animator than me, go figure).

I ended up on a pretty fluid reload that's somewhat reminiscent of vanilla's smooth motion, but that places more emphasis on the unfolding cylinder. It's the most interesting part of the gun, and given the limited amount of frames I had to work with, I emphasized that in the animation above all else.

If this ends up being not what you were expecting: I'm sorry. I wanted to keep the lights flashing like vanilla, so that meant a smaller timeframe. If it also doesn't look dramatically better than vanilla to you: that's because it isn't. Again, the vanilla animation is very good, so something that's using the same amount of frames is only going to look so much better, if at all. And if you're looking for something that takes advantage of the longer time frames that kNVSE allows for, I highly recommend using Eli's version of this weapon. Again: it's very, very good, but you will lose the details like the little lights that mine has. Take your pick.

I had originally intended to pack this mod with a few more kNVSE-enabled bits-and-bobs, but, frankly, the novelty of working on this weapon wore off way quicker than I expected. Maybe for Part 4.

Otherwise, 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.
  • 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.