Fallout New Vegas

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rockbiter68

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rockbiter68

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61 comments

  1. rockbiter68
    rockbiter68
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    Yes, I'm planning on doing mines and whatnot. No, I don't know when they'll be done. Won't be for a while.

    Yes, I'm aware that you don't pull the pin on the Nuka-Grenade. If I wanted vanilla timings, I had to either pick a "pull the pin" animation or a "shake the can" animation. It should be obvious why I made the decision I did.

    Please consider supporting me, even with a one-time donation. Times are tough, and animating is time-consuming. Thank you all for your continuous positivity either way. :)

    Nexus won't let me hyperlink my ko-fi, so, here:

    https://ko-fi.com/rockbiter68

    Also....

    BEFORE YOU TELL ME THAT DYNAMITE IS DISAPPEARING/BEING DRAGGED BELOW THE CAMERA:
    Please, please, please make sure that JIP LN NVSE Plugin is completely up-to-date. I have not been able to reproduce this problem in my game recently. I am using the latest release version of JIP LN NVSE. The only time I was able to reproduce this issue is when I had an out-of-date version of JIP LN NVSE, and I fixed the issue by completely removing JIP LN NVSE, and then reinstalling it. Overwriting the old version with a new version did not work. I am not a coder, so this just could be placebo, but please ensure you have tried this before reporting a bug with dynamite. Thank you.

    I will look into the problem again if it persists after people can confirm that they've done this step.
  2. Cineaste
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    Dynamite still disappears randomly along with the pip boy. I've tried fully removing and reinstalling the JIP Plugin and it doesn't fix it (already had up to date before trying this out anyway). The only "fix" I've found is by reinstalling (read: not removing, just reinstalling it) the mod, but it still isn't consistent, especially if returning to the game later (turning off the computer and coming back to any time later sometimes has the issue return). Very weird mod, saddening cuz I think it's incredibly animated, but the issue is genuinely grating.
    1. rockbiter68
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      Open up the GECK/xEDIT, go to the dynamite, and change the "Handgrip" animation to DEFAULT. Save the plugin and check it. If you want to save space, just merge it into another plugin.

      That should fix the issue. I have no idea why it randomly decides not to work sometimes and just for some people.
    2. Cineaste
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      Sorry, could you give a break down to the steps to do this? I have Xedit and the GECK editor, I just don't know what steps I should take to do all this. Sorry for my ignorance. :p
    3. Battyfluff
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      Edit: Nevermind I'm wrong. I don't understand but it just seems like only sometimes the dynamite and pip boy just go invisible after throwing. I've tried this fix in xedit and nothing. Sometimes it doesnt happen. I also have the latest JIP
    4. DamageHero
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      Hi, this seems to fix it - I tested it for 10 minutes and the bug never appeared again.

      Sometimes, when I throw the dynamite, the stick is thrown before the animation is completed. No big deal but it's kinda unimmersive.
    5. SPITSPHIRE
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      Doesn't work for me sadly, the tnt still disappears.

      Only thing ive found that works consistently is turning the anims into a straight replacer of the vanilla anims.
      (but of course that causes its own problems)
    6. DamageHero
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      Yeah, quick update - it doesn't fix it. I give up lol

      I just deleted the .json file for dynamite and I'll use vanilla animations from now on. No big deal, all other animations work fine and they're great!
    7. KurstVI
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      Seems the fix rock suggested is working it also fixes a issue with enhanced movement where when you sprinted it showed the lighter if you don't know how to do this this is how you do it.

      1st Open the GECK select all of the base game's plugins You Don't need to select any mods make sure you DON'T click active file just hit ok wait for the GECK to load after it loaded you'll know when you hear the window sound move on the next step.

      2nd In object Window find Weapon click on it find dynamite it's called WeapNVDynamite double click a menu should pop up move on to the next step.

      3rd Click on the art and sound tab find Hand grip click the down arrow and change it to default after that hit ok and make sure you save the plugin the card in the left hand under edit wait for it save it will ask you to name the plugin I named it FNV Clean Animations-Grenade Pack Dynamite Fix.esp make sure its a .esp then after that it should save to your GECK extender INI which you should be using and click the plugin in the right of mo2 and activate it.

      Your done enjoy your game:)
  3. Dantheman111101
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    hi rockbiter firstly thank you so much for all the animations from the deepest depths of my heart I noticed the molotov cocktail added by TTW wasn't covered by the grenade pack I hoped it was an oversight and wanted to bring it to your attention  just to be clean I'm not talking about the fire bomb added by honest hearts tho the fire bomb animation would fit perfectly for the molotov cocktail thank you again sorry to be a bother
  4. jedp15
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    These are perfect! Wondering if a patch could be made for M84 Stun Grenade & VWR?
    1. rockbiter68
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      Does it need a patch for those mods? They just look like mesh replacers.
  5. SPITSPHIRE
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    An issue i've noticed when using this mod is that (especially with hitman's frag grenade anims) the grenades are "thrown" at odd angles, that the projectile appears from your chest instead of from your hand at the point of release.

    In gameplay this has the effect of making the grenade throw rather low and not get the full distance and arc as it does in third person/with vanilla anims.


    Is there anyway of fixing this so the grenade always comes out of the hand and at the right angles?
    1. SPITSPHIRE
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      After doing more testing, there appears to be an issue with the the animations in general, when it comes to actually "firing" the grenade projectile.

      Based on my testing, dependent on how long the trigger is held the projectile will be fired at not only different angles and speed, as determined by the vanilla games "charge" mechanic (the longer you hold the attack button, the harder you will throw the grenade), but the projectile will also come out at different points along the horizontal (left to right) axis as well.

      If you quickly tap the attack button, the projectile will come out at a more centered and lower angle, where as if you hold the button, the projectile will come out much farther to the left and at a much higher angle.

      Conversely, the vanilla anims will have the projectile come out at set point just to the right of the crosshair, and the only change between a quick and charged throw is the speed and force of the projectile.

      Im not entirely sure if this is a issue with how the attack animations are made, (if there is a certain point along the animation where the projectile is "released", and this point would have to be synced across all anim types/speeds), or if if this is due to a error with kNVSE, (perhaps due to the number of scripts running ingame/current user system load, there is a delay introduced into the animation/game causeing the projectile to not be created at the correct/consistent time).

      Im quickly coming to the realisation that whoever it was that originally made the vanilla animations for this game must have well and truly hated their existence at the time.
      The vanilla anims have a surprising amount of complexity to them despite their appearance.
  6. Morinn
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    I'm getting the following error:
    NVSE version:    6.34
    JIP LN version:    57.21

    [SCRIPT RUNNER] Errors were found while compiling the following script files:

    Script 'gr_TTWBioGasCanister.txt', line 1:
    Item 'DLC04BioGasGrenade' not found for parameter item.
    Compiled script not saved!
    Is because I'm not using TTW? Just deleted that file.
    1. rockbiter68
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      Yup, that's why. Not going to harm your game either way (at least not to my knowledge).
    2. deleted196441031
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      if you will update the mod then please update the mod's gr_TTWBioGasCanister.txt with
      Spoiler:  
      Show
      If IsModLoaded "TaleOfTwoWastelands.esm"
      SetWeaponAttackAnimation 16 DLC04BioGasGrenade
      Endif
       

      this version checks if the player has installed ttw or atleast it's plugin. Won't throw out the errors anymore as it wont try to launch the specified command in the if statement on modlists which don't have ttw but will if the player has ttw. Basically always do this if you want both FNV and TTW player's to be happy with no errors
    3. rockbiter68
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      That's helpful! I'll do that in the future.
  7. deleted196441031
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    I think you forgot about Molotov Cocktail from TTW.
    1. rockbiter68
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      I did. I'll add it.
  8. SPITSPHIRE
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    I almost dont want to say anything, as often times whenever i think i've nailed down the cause and fixed it, the bug will just reappear suddenly lator, but i think i may have figured out the disappearing tnt bug.

    I noticed when testing out the weapons, trying out different grip animations in the script file to see if it made a difference, one time i accidentally had a typo in one of the weapon names, causing the line to not be read out ingame.
    When i tried to use the weapon ingame, suddenly it was working flawlessly with no issues.

    On a hunch i went in and manually added handgrip3 as the default grip to all of the tnt style weapons in the geck and then removed the scriptrunner file from my game.

    Now all of the tnt weapons are working. :/

    It seams like new vegas just does really not like scriptrunners.

    EDIT: nevermind

    I just give up at this point
  9. SPITSPHIRE
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    ignore
  10. kuddlesworth9419
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    I know you mentioned it already but the Dynamite does disappear and the PipBoy does as well when going into the menu. I do have the most up to date Jip version. It's not a big deal I just don't use it often.
  11. DiscoPhonics420
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    Anyone else still having the vanilla pin pull animation of the pulse and plasma grenade? Everything else is the FNV Clean animation but the pull just switches to default. I don't know what's causing the issue but if anyone might have some insight, it would be very much appreciated!
    1. rockbiter68
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      Fixed now!
    2. DiscoPhonics420
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      You are a saint! Thank you so much mate! I love these animations!!!