Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Complete reanimation of the all mine-based explosive weapons and the hand-held detonator in New Vegas and TTW. Uses and requires kNVSE.

Requirements
Permissions and credits
Changelogs
FNV CLEAN ANIMATIONS | Explosive Mines






FEATURES

  • Support for a to-be-released kNVSE feature that allows you to attack before certain animations completely end, as in most modern shooters.
  • Covers mine-based explosive New Vegas and TTW.
  • Gameplay-friendly. Most animations are the exact same as vanilla--a select few are slightly shorter.
  • For use with any locomotion set available on Nexus.


DESCRIPTION

This is basically here to fill in the (increasingly small) gaps in vanilla weapons that don't have good kNVSE sets.

A good chunk of the animations here are hitman47101's--which you likely already realized. I've repurposed his Frag Mine animations to fit all other weapons that would reasonably work with those animations (basically, if it's a circle with a button on top, it received those animations). They all work perfectly, with the exception of the Satchel Charge--there is some slight but noticeable clipping there, but hitman lost his .blends, and I can't be bothered to create and bake a bunch of animations from scratch just to adjust a thumb. So.

Anyways, that's nothing other people haven't done already. What you likely want this pack for are the new animations, of which they are many. The Fat Mines and Gas Bombs received edited versions of my C4 animations, as awkwardgardener and PeterSada pointed out they almost fit (thanks for saving me a ton of work you two). Although it may not look like it, it was still a massive amount of work just to adjust those animations. They ended up pretty good.

The Powder Charges received new animations. I won't lie, these are in "good enough" territory, although hitman pointed out it looks like your character is holding them in such a way where they're afraid they might blow up in his face--which is probably appropriate. These animations have an equip time that is cut in half from vanilla--it made no sense that it took as long as the C4 to pull out this tin can, and I suspect it was a consequence of weapons sharing animations as opposed to an intentional balance choice.

That basically left the Time Bomb, which was pretty fun to do. Those turned out okay, too. The equip animation for these guys is 2/3 of the vanilla animation, just because a) you already have to wait for it to blow up, and b) I didn't feel like animation a longer equip animation. The attack animation is slower by about 10 frames, too, for the same reasons as listed above.

If anything, these minor balance changes will make the weapons feel better--I know a lot of people don't use these.

But hopefully the work was worth it.

Enjoy yourselves. :)


ANIMATION LIST & SHOWCASE
List of weapons that have been reanimated. Click the name of the weapon to view a showcase of it.




REQUIREMENTS

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.



DISCLAIMER
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I don't like guns. I like the game. That's why I animate it. I'm not here to create 1:1 animations with the firing arms manual of a given weapon. That doesn't interest me at all, so please don't critique animations in that vein. I did any research I deemed necessary and any inaccuracies you see are either intentional for the sake of actual craft or something that I don't know and do not care about.

Do feel free to offer critique of actual craft elements in the animation.

I fully support gun control measures in the United States.

Any comments regarding anything mentioned in this disclaimer (aside from critiques of the animation craft) will be fully ignored and, if they are hateful, they will be deleted.

Thank you.