Fallout New Vegas

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  1. Tropicalbacon
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    For anyone that is having issues disabling/enabling settings in the config INI, be sure to enable "Use INI for mod settings" at the very top. Otherwise, it'll use default settings.
  2. kamina727
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    Excellent mod! After wrestling with JVS and its issues, this was nothing short of a divine blessing.
    Thank you.

    Now, for people that want to use this mod with the gamepad, try "Controller Support NVSE"
    https://www.nexusmods.com/newvegas/mods/71894?tab=description

    With it, you can bind sprint and sneak/prone to the controller easily.

    Once you set it up, open its  "Controller Support.ini" and use the desired entries under [Controller Keys] to bind the keyboard keys for Sprint and Sneak/Prone.
    This is how mine looks as an example:

    [Controller Keys]
    DPAD_UP            = 0
    DPAD_DOWN        = 0
    DPAD_LEFT        = 0
    DPAD_RIGHT        = 0
    BUTTON_START        = 0
    BUTTON_BACK        = 0
    LEFT_THUMB        = 42  ; L Shift
    RIGHT_THUMB        = 56 ; L Alt
    LEFT_SHOULDER        = 0
    RIGHT_SHOULDER        = 0
    BUTTON_GUIDE        = 0
    BUTTON_A        = 0
    BUTTON_B        = 0
    BUTTON_X        = 0
    BUTTON_Y        = 0

    Leave [Options] and [Shifted Keys] as they are by default.

    I also set Enhanced Movement's Sprint to be a toggle, and its works great with the thumb click.

    Now this is not necessary step but just to be sure, Stewie's Tweaks allows you to clear controller (and keyboard) bindings with Escape, which I did so that there is no overlap with Sneak on R-thumbstick; though I kept Grab on L-thumbstick with the now rebound Sprint.

    You can do a lot more binding with this mod and its shift functionality, check out the info tab for details.
    Hope it helps!
  3. MachoNacho42
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    Really love the mod but I do miss the breathing audio from JVS/JSP, any chance to add that as an optional file or something?
  4. Panduino
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    If you install B42 quickthrow and throw a grenade while laying prone your character turns into a shapeshifter
  5. GuitarRat035
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    Could you perhaps tell me a way to disable the hands from the unarmed sprinting animation. Currently there is a compatibility issue with New Vegas - Enhanced Camera https://www.nexusmods.com/newvegas/mods/55334. I know that the mod author for JAM has a setting that you can disable to fix this in his sprint mod. Would you be able to impliment something like that in this mod? 

    Also I absolutely love this mod btw. I have been waiting for a mod like this for a long time.
    1. GuitarRat035
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      So I may have found somewhat of a fix

      All you need to do is go into NVSE_EnhancedCamera.ini and turn the setting "bVisibleArmsWeaponHolstered=1" to "bVisibleArmsWeaponHolstered=0" to fix the duplicate hands issue. 

      Still have yet to test, will update when I do.

      Update: It appears to be a decent compromise for now. Kinda looks a little jank but no more duplicate hands.
    2. ManOfTheApocalypse
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      I'd be curious regarding this as well. The above adjustment to enhanced camera does "fix" it but it looks kind of odd whenever you look down. AFAIK the only thing you'd have to do would be to delete/rename the mod file which adds the unarmed sprint animation so that it no longer activates, allowing for the arms in enhanced camera to stay in place when you don't have anything equipped without it triggering. Just not sure what file that actually is
  6. LivingDynamo
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    In the changelog:

    • Fix: Smart Leaning not accounting for lootable corpses, NPC/Creature dialogue, and water
    What does this mean?
    1. Woooombat
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      When lean right is bound to the same key as use key (usually E), pressing E while any of the above mentioned objects is targeted will no longer cause the player to lean right and interact with the object at the same time.
    2. LivingDynamo
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      Oh fantastic! I'd rebound it to f which was a little annoying, I'll install that update pronto then, thanks!
    3. LivingDynamo
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      For some reason it's not working, does it not work with just loot menu?
    4. Woooombat
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      Be specific please. What's not working, what did you do, way to reproduce, etc. Let's not have me play the interrogator one time.
    5. LivingDynamo
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      The 'e' function is still having me lean as I attempt to interact with chests and corpses. I have just loot menu on, hence me asking that question
    6. Woooombat
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      Yes, it's for JLM, otherwise the use key will just open up the item transfer menu.

      Neither is reproducible. I've tested it on ammo boxes, metal crates, dumpsters, closets, etc. Shot down several NPCs and could loot all of them without leaning.

      Is there like a specific thing that it doesn't work on or does it not work on any container or NPC at all?
  7. BassDropaWes
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    Love this mod, thanks so much! I am having one issue I hope somebody can help with. All features of the mod are working great aside from the diagonal movement. Both in 3rd and 1st person. Any ideas?
    1. WoolSoxxGames
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      Bump for same issue here
    2. shaz13gamer
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      Same here, using on top of Viva New Vegas with Just Sprint Plus disabled. Maybe there is something else that should be disabled?
  8. joey9343
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    I FRIGGIN LOVE THIS MOD
  9. Blackrecon99
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    This mod is sooooo essential in my load order. Thank you very much for it!
    One question: would it be possible to implement a toggle- and configurable head bobbing in 1st person? This and walking and stopping inertia are really the only two things that are still missing to make FNV really modern.
    1. Woooombat
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      Screen bobbing already in the mod, under the animation tab in the MCM.
    2. shaz13gamer
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      I think they mean for walking/jogging (and sneaking, if possible). It's configurable for sprinting currently. Would be nice to have some head bob in normal 1st person as well.

      Thanks for the great mod!
    3. CryoStrider
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      Try this mod out, maybe it's what you're looking for.
      The default settings are VERY subtle though, so you might want to increase them a bit.
  10. CryoStrider
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    Hey Wombat, sorry but I've gotta be that guy again and dump a bunch of annoying feedback on you. I have some things I'd like to share with you in the interest of making the leaning feature from this mod more usable. So far I've kept that feature disabled in EM and elected to use B42 True Leaning in its place, but I'd much prefer if I could ditch that mod and just use EM's version instead, especially since it does have better animations. There are a few core issues keeping me from doing so, though:

    1. The biggest issue with leaning by far is how it affects balance and enemy AI. Enemies can't see you while you are leaning from behind cover, so you are free to spray them with bullets while they have to run up to you, which allows for some pretty easy cheesing of combat encounters (well, at least when your bullets aren't just hitting the wall in front of you). B42 Leaning does have an option to allow enemies to "see" you when you are behind cover, but this actually just makes the cheesing issue even bigger because they try to aim for your torso instead of your head so they just end up emptying mags on the wall you're standing behind and they don't even try to run up to you anymore.

    2. Another huge issue is just how common it is for your bullets to hit the wall in front of you if you position yourself too close to it. This doesn't happen nearly as much with B42's implementation (although it still happens a little bit, which is something I'd love to see being completely eliminated).

    3. Would you consider adding automatic contextual leaning? This is one of the most useful features from B42.

    4. In update 1.16 you added "smart right leaning without activator key" to prevent leaning when interacting and picking up items, but the issue still happens in a few specific instances, like when looting corpses with JAM's loot menu, pressing E to talk to commoner NPCs that don't have a dialogue menu, and drinking from bodies of water.

    5. I noticed there are still some clipping issues when leaning into walls even after the 1.16 update, as shown in the pictures below (using 90 FOV and an ultrawide monitor). B42 seems to be a bit smoother in this regard, I don't get any clipping at all with that mod.
    Spoiler:  
    Show


    Also pictured below is just how much of a problem hitting walls while leaning can be, notice how far away my crosshair and gun model are from the wall and where my bullets are landing:


    I also wanted to leave a few more suggestions, but related to the sprint feature this time:

    1. EM requires the user to remap the shift key for sprinting to work. I don't know what it does different from this mod, but JAM doesn't require this, sprint just works out of the box. A small annoyance that can be a bit confusing for people who don't read the description, of which we both know there are many. I've recommended this mod to lots of people and in more than a few occasions they complained about the mod not working and I had to specify to them that they need to do this.

    2. Perhaps a bit of a weird request, but could you add an option to completely disallow shooting while sprinting? This is how it used to work in JAM, you had to manually stop your sprint before you were allowed to shoot at all. I ask for this because the abrupt animation transition that happens when you have the setting to disallow shooting while sprinting enabled creates a weird bullet/laser "bending" effect if you start shooting mid sprint, which just looks weird and is kind of immersion breaking.

    3. Sorta related to the last point, but I have this really weird issue when using this mod in combination with New Vegas Animation Overhaul - Guns where the Flamer will sort of glitch out and start shooting its flame to the side if you use it mid sprint. Happens with disallow shooting while sprinting both enabled and disabled. Not sure if this necessarily has anything to do with EM (since it doesn't seem to happen with the default animations) but I still thought I'd let you know.

    4. Just wanted to bring back up two things I already suggested in the past, which I'd love if you could reconsider: porting over the immersive breathing sounds from JAM, and adding backpedaling speed scaling based on your Agility like we used to have with Project Nevada back in the day (this is one of the only features from that mod that seems to have never been replicated anywhere).

    5. Also just wanted to bring up this exchange I had with another poster about a month ago, which it seems you might have not read:
    Spoiler:  
    Show

    
    1. Woooombat
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      Well, I'll take this over the zero effort one line "ah this don't work" any day of the week.

      1. I get what you're saying, but a gameplay mechanic is simply not real if it just goes one way. Game has been out for almost 15 years, and all this time, nobody could even make one enemy behave a tiny bit more intelligently, how are we supposed to make them react to and counter leaning? B42 was made by the most talented person on here, same guy behind the Frontier cars, and if this is what he could come up with, what does that tell you? And it is not because he doesn't know what he's doing, you know.

      There are just some very real limitations, especially in regards to certain aspects of the game. It's pretty much futile to try to look at this from a game balance perspective. Things like leaning and proning serve no purpose. I would just look at them like an extra toy. Personally, I only use EM for sprinting, and only outside of combat so it's less down time, that's it. Everything else is pretty much a fun exercise, maybe a little proof of concept, something to mess with.

      2. Probably related to the animation. I haven't investigated yet.

      3. Maybe, but I don't even know what automatic contextual means. The last time I used leaning in a game was Return to Castle Wolfenstein, which is really what the leaning in this mod was modeled after.

      4. Thanks for pointing these out. I'll look into them.

      5. Noted.

      6. JVS unbinds the key. I didn't. I should have.

      7. Not weird, I get it. It also made the allow attacking option kind of the same as not. It definitely should be looked at.

      8. Well, if it's not compatible, then it's not compatible, which is perfectly fine. I can only use the base animations as the point of reference.

      9. I've never used the breathing sounds. And I've never used Project Nevada.

      10. I did read it and it's an interesting idea.
    2. CryoStrider
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      Thank you for your quick responses and also for how hard you consistently work on all of your mods. Very few people on the Nexus make mods as polished as yours.

      1. Xilandro is indeed a great modder and I wasn't questioning his abilities or anything like that. I think the only thing missing from his mod to deal with the problem I described would be to make it so enemies actually aim for your head when you're leaning away from cover, which I just thought is an idea I'd mention to you in case you could figure out a way to implement it. Maybe it's way more difficult to do than I imagine or just straight up impossible.

      3. The contextual leaning I'm referring to is when your character automatically leans away from cover when you aim down sights, without having to press anything else. A lot of modern games do this, and B42 True Leaning does as well.

      8. I wasn't even gonna mention the incompatibility since it's understandable that some stuff is just not gonna be compatible, but that mod in particular is kind of a landmark release that many, MANY people will certainly be using by default and it'll for sure be the most used animation replacer in the years to come, so I thought it'd be a good idea to let you know about this problem.

      9. I understand you don't personally care for the breathing sounds and I totally get that, but I'd imagine a simple port of this already existing feature into this mod for the people who do wouldn't be too complicated, no? Genuinely asking here, I don't really know what I'm talking about and I could be completely wrong. Also I've never been a big fan of Project Nevada lol, but that feature in particular is an idea that really interests me since I dislike how easy it is to cheese melee enemies (especially creatures without sprinting animations) by just walking backwards and shooting, and implementing this would greatly help with that. Basically just making it so your backwards running speed would get slower by 5% or so for each point below 10 AGL, something like that.
    3. Woooombat
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      1. Well, nothing is impossible. But either way, I would rather make a separate mod to address that or leave this task to somebody who is making a full combat mod. Better that than overstepping the mod's boundaries and trying to bandaid the issue. Mods overstepping boundaries is the cause of a lot of unnecessary compatibility problems. I try to just stay in my lane as much as possible.

      3. Got it. See, I'm a dinosaur. The last modern game I played I think was maybe Call of Duty 2 or World At War.

      8. Yes, thank you for pointing this out. I'll look into it.

      9. I don't do anything for anybody. I can't do that. I get a TON of comments from people asking for this and that, and if I try to be nice and satisfy everybody, this would become work, albeit paying nothing. At the end of the day, I can only work on things that I cosign on. Not saying don't ask, but, just know that nobody here is my client.

      Backward movement penalty is already available in Stewie's I think.
    4. CryoStrider
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      Yeah I understand what you're saying about the leaning, all of these suggestions would probably be a lot of work and could potentially create more problems. Guess I'll just leave it disabled since I do value balance a lot, which is a bummer since it's a really cool feature that makes combat feel considerably better.

      As for the breathing sounds thing, the reason I'm asking about this so much has more to do with the fact that it was a feature from JAM that got removed. It's basically the only feature from the legacy mod that has never been ported over. Seeing as EM is supposed to be a full replacer that makes JVS obsolete, I thought it'd make sense to include it in here as well, just to ensure that every functionality is replicated and everyone can comfortably move over without having to sacrifice any features they liked.

      And the Stewie tweak doesn't have any sort of scaling with Agility though, and I'm all about those strong RPG elements where your stats greatly impact the way you play.
    5. Sranger
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      I'm getting the same issue with leaning and hitting walls when shooting
    6. Woooombat
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      Flamer issue with the animation mod is not reproducible. Presumably, this is in 1st person, right? Not reproducible either way, but just want to make sure. I picked the vanilla option during installation.

      Show me a screenshot or video.
    7. CryoStrider
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      Hmm. I'm testing it on a clean installation of the Wabbajack version of Viva New Vegas. I'm using zero mods apart from the VNV ones, EM, and NVAO - Guns. Only thing I changed in the installation was disabling Clean Animations (which comes with VNV) since they're obviously not compatible with the new mod, and reinstalling Iron Sights Aligned as NVAO tells you to do. Maybe it could be a conflict with one of the other VNV mods? Yes, the issue only happens in first person, and yes, I also selected the Vanilla preset. I think a reliable way to make the bug occur is to hold the attack button while sprinting, and then stop sprinting without letting go of the attack button. The bug will sort of fix itself if you just sprint forward again for a bit and don't do the same thing again. I've uploaded a clip of what it looks like (using the new 1.17 version).

      Also, the bullet/laser bending effect has been mitigated with this update, but it's definitely still there, and pretty apparent when using a mod such as Bullet Tracers New Vegas. I also uploaded a clip showcasing this (not using that mod in this clip, just to be clear).

      Perhaps a way of fixing both of these issues could be adding a small delay before you're able to fire after you stop sprinting? I think this is how JAM used to do it if I recall correctly.
    8. Woooombat
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      Not reproducible. I do the same thing and it shoots perfectly forward.

      Second thing is just limitation. Nothing I can do about it. JAM couldn't attack while sprinting at all.
    9. CryoStrider
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      Yeah, I'm stumped. I tried to troubleshoot a bunch of other things to see if I could narrow down the culprit but it always just boils down to the combination of Enhanced Movement with NVAO - Guns, if I disable either one of them the problem stops. Really don't know what else could be causing the issue.
    10. CryoStrider
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      So... I guess I wasn't thorough enough with my previous troubleshooting attempts, because I ended up discovering the culprit after all (took me about an hour of testing lol). It was a specific Stewie Tweak that is needed for NVAO to work properly called "bAutoWeaponNoFiringDelay".

      As soon as that tweak is disabled, boom, problem's gone. I have no idea how you didn't get this issue though, since NVAO automatically enables this tweak with a custom file in the latest version of the mod (which is why the issue was only happening when I had that mod installed, because as soon as I disabled it the custom INI stopped being applied).

      So it turns out it's an incompatibility with that one Stewie Tweak, and not the animation mod. The issue still happens with the vanilla animations, as long as you have the tweak enabled.

      Think there's anything that could be done about this, seeing as how this tweak is a requirement for NVAO to function properly?
    11. Woooombat
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      I figured out why. The real culprit is the bIncludeHeavyWeapons modifier for bAutoWeaponNoFiringDelay.
    12. CryoStrider
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      Can you still not reproduce the bug even with the tweak enabled?

      Edit: nevermind, just saw your edited comment.
    13. Woooombat
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      Reproducible with bIncludeHeavyWeapons=1.
  11. HeadbangingLegend
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    PLEASE HELP! I noticed a bug almost resolved with this mod when walking diagonally in first person if you let go of the movement keys you will do an extra side step after stopping. With this mod installed for some reason it completely resolved the bug but only with weapon holstered and pistols (that I know of so far) and it doesn't fix it if I'm holding a shotgun or varmint rifle. I've been going through all the files and animation data etc trying to understand why it only effects some guns and not others but I'm completely stumped and don't know enough about GECK and things to work it out myself. Can anyone work this out and help me apply the fix to all weapons? I could release the fix as a patch for this mod for others too and finally resolve that annoying bug. It's driving me crazy and I would love if someone more experienced with modding FNV could use this info or tell me how to apply it to the other weapons.
    1. Woooombat
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      Does it work with other weapon types as well? Try it with stuff like service rifle, minigun, missile launcher, etc.
    2. HeadbangingLegend
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      Thank you for replying so quick, I just tested out a bunch more weapons and the bug is fixed for cleavers, pistols, revolvers, holstered etc but it still occurs with 2 handed guns like the missile launcher, light machine gun and service rifle as well as unarmed fists. So it seems to me it must be a 2 handed weapon thing!
    3. Woooombat
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      Enable bAnimDebugging in Stewie's Tweaks. Open up the console and enter TDT. Now there should be debug text over the screen. Draw a weapon that has this problem. On the upper left corner, there should be 2 animation paths (3 when you're moving). Give me the the file paths when you're standing still and when you're running forward.
    4. HeadbangingLegend
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      No worries, I was doing that before while trying to see if I could see the problem myself lol, I took a screenshot of all the info at the top: https://imgur.com/a/wsXwmh4
    5. Woooombat
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      What is the animation mod you're using for the rifles?
    6. HeadbangingLegend
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      I have FNV clean animations but I disabled those and the problem persisted. It doesn't show any conflicts with other mods and it's lower than all other animation mods in the file order. 
    7. Woooombat
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      The mod works with other animation mods regardless. The file paths in the screenshot looked fine. I have no idea what's causing this.
    8. HeadbangingLegend
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      Aw damn. It's driving me crazy and for some reason this is the only mod that fixes it and I know it's this because disabling this mod is the only thing that brings the bug back. I feel like it must be something you applied to animations or movement to make them stop properly but it wasn't applied to 2 handed's. I don't really know enough about this stuff though.
    9. Woooombat
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      The mod works with 2-handed weapons. This has already been tested extensively.

      I think it's probably a conflict of some sort. No idea what could it be.
    10. HeadbangingLegend
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      Okay I will try to see if I can find if another mod I have is changing 2h animations. Do you know if there's a quick way to check for that? Also this is the full list of my mods in case you can see one that you know would conflict with this.

      Spoiler:  
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      # This file was automatically generated by Mod Organizer.
      +FNVLODGen Output
      +Geck Output
      -output_separator
      +NV Compatibility Skeleton
      +Earthblighted Tunnelers
      +Eyes of Torment - Ghost People Retexture
      +ghouls
      +FeralGhoulsHD
      +securitronHD
      +NV Securitrons Lip Sync
      +Securitrons On Alert
      +Improved Robots Textures - All in One
      +Glowing Cazadors and Retexture
      +TheFriedTurkey's Bighorners
      +Menace of The New West
      +Deathclaw Retexture
      +aMidianBorn NV Superb Mutants
      +Desert Natural Creatures
      +npcs_separator
      -Frozen Locomotion
      +Enhanced Movement
      -Blended Locomotion
      +FNV Clean Animations - C4 and Bottlecap Mine
      +Update 1.1.1
      +B42 Weapon Inertia
      +B42 Quickthrow
      +FNV Clean Animations - Grenades Pack
      +FNV Clean Animations - Part 3
      +FNV Clean Animations - Part 2
      +FNV Clean Aniamtions - Part 1 (R)
      -FNV Clean Animations - Iron Sights Alignment
      +LeftAttack Fix
      +Wasteland Warrior - A Melee Animation Overhaul
      +Butcher Pete Complete - A Melee Animation Overhaul
      +Reforged Platinum Chip - B42 Interact Compatible
      +Animated Ingestibles - B42 Inject Patch
      +Hit - B42 Inject - Sunset Sarsaparilla Animations
      +Hit - B42 Inject - Meat Animations
      +Hit - B42 Inject - Water Animations
      +Hit - B42 Inject - Assorted Items 1
      +Hit - B42 Inject - Liquid Courage
      +Hit - B42 Inject Animation Pack - Season 1
      +Hit - B42 Interact Animation Pack
      +Hit - B42 Interact Skinning - Human Addon
      +Hit - B42 Interact Skinning
      +B42 Interact - Animated Items and Interactions Framework - ESPless
      +B42 Loot - Animated Physical Item Pickup - ESPless
      +B42 Inject - Animated Item Use - ESPless
      +360 Movement
      +Vanilla Animations Weapon Scale Fix
      +Diagonal movement
      +New sprint animations for JAM 1.1
      +Walking Inertia
      -HIPControl - Weapon Idle Position Adjuster - ESPless
      +Anims2_separator
      +Kyu's Ballistics - Fixed
      +PSRO - Peripheral Scope Reticle Overhaul
      +Subtler Bullet Trails - Retexture
      +Bullet Trails
      +Atomization Restored
      +Enhanced Blood Textures for NV v2_22c
      +HQ Ash Piles
      +HQ Goo Piles
      +Lumen - Physically Based Plasma Rifles Patch
      +Physically Based Plasma Rifles
      +Nail Gun Retexture
      +Holorifle Re-Projected - 2K Textures - Custom Sounds - Stats Tweak - OWRRP
      +Laser RCW red glow
      +IHWT - Improved Heavy Weapons Textures
      +Dead Money BAR retex
      +Light Machinegun Retextured
      +WAP Gauss Rifle - YUP
      +WAP Gauss Rifle
      +Weapon Retexture from EVE
      +22 SMG retexture
      +Varmint Rifle - Retextured - updated
      +DKS and Friends
      +PipBoy 3000 HD Retexture
      +Lucky Authority Glasses ESPLess
      +PAVE Compatibility Plugins
      +Power Armor Visual Enhancement (PAVE)
      +Dandadern's Wastehound Helmet Retexture - 2k
      +Metal Armors Metalized - 2K Metal Armor Re-textures
      +Assorted Leather Armor Retexture
      +The Gruntening - 2k Combat Armor Retextures
      +Assorted NCR Armor Retexture
      +Assorted Legion Armor Retexture
      +Physically Based Rangers
      +Field Ready Combat Rangers
      +PM's HD Ranger Outfits
      +PM's HD Legion Overhaul
      +Heaviin's Desperado Cowboyhat Retextured
      +Improved Desperado Hat
      +Wanderer Outfit 4k Upscale
      +Wasteland Clothing HD V1-3 FULL PACK
      +Adamowicz Vault Suits
      +NillaPlus Vault Doors 4K (FNV - TTW)
      +Shot up Signs
      +NillaPlus Maximum Moon 4K 2K 1K
      +NillaPlus Wood (Please be mature in the comme
      +NillaPlus Howitz Started--Howitz Going 4K (Nellis artillery)
      +Dead Money Graffiti Redone
      +Great Khans Graffiti Redone
      +Vanilla Graffiti Redone
      +Honest Hearts Graffiti Redone
      +Casino Posters and Signs HD
      +HQ Freeside Shop Signs
      +Various Signs HD
      +urbanposters03
      +High Res Vanilla Posters and Graffiti
      +F4NV Billboards
      +Signs HD - Honest Hearts
      +Red Rock Canyon Sign HD retexture
      +Cottonwood Cove Sign
      +Medical Clinic sign
      +NCR Sharecropper Farms Sign retexture
      +HD Signs Overhaul - Part 3
      +HD Signs Overhaul - Part 2
      +Street Signs HD Overhaul
      +Stealthly Stealth-Boy rextexture
      +Audley's Miscellaneous Textures
      +F4NV Auto Doc
      +Coffee Kettle - Replacer by zzjay
      +Old Old Glory
      +Pool Table and items - Redone
      +HD Currencies
      +Fractal Crystals
      +Elegant Lockpick Retexture
      +Colorful Pools of Muck
      +Textures Over Time
      +PM's HD Ammo Boxes
      +McCarran main terminal transparent glass
      +Mccarran Escalator Glass
      +Through the Looking-Glass
      +Better Benches - Workbenches Retextured
      +Magazines of Unparalleled Aesthetic Quality
      +NCR Flag Retex 1.1
      +Dinky the Deluxe Dinosaur - Definitive Dinky Retexture
      +I showed you my Dinky pls respond
      +Gun Runners Kiosk Glass Fix
      +Resplendent Rugs - carpets retextured
      +Playing Cards HD Retexture - Plus Casino Tables
      +Gnomed
      +High Quality Picket Fences
      +NillaPlus Crate Expectations 4K (large metal shipping containers)
      +Lumen - Physically Based Beverages Patch
      +Physically Based Kitchenware
      +Physically Based Wood Crates
      +Physically Based Collection 2
      +Physically Based Collection
      +Physically based Parkware Patch
      +Physically Based Parkware
      +Physically Based Chems
      +Physically Based Beverages
      +Blackwolf24s HD Clutter pack
      +Forgotten Desk Texture Pack
      +Sunset Sarsaparilla HQ Meshes Enhanced
      +Semi-transparent Door Glass
      +6IXES Clutter Texture Pack NV Edition
      +Textures2_separator
      +VNV - LOD Patches
      +LODIFY FNV Wall_SoGB Editon
      +LODIFY - Level of detail improvement for your Fallout (TTW And NV Lods)
      +Different LOD mods little tweaks and additions
      +More LODs Additions and fixes
      +TCM's LOD Overhaul
      +FNV LOD Supplementation-72099-Overpass0-01-1629289300
      +FNV LOD Supplementation
      +LOD additions and improvements
      +Much Needed LOD fixed rocks color
      +Much Needed LOD
      +FNVLODGen
      +Trees LOD Billboards Vanilla
      +LOD Fixes and Improvements - NVSE
      +LOD_separator
      +Better Grass
      +Simply Upscaled Grass
      +Inviting Vaults - A vault retexture
      +Textures 4k uncompressed and LOD
      +Rock Remesh -3- LOD -- 1024
      +Rock Remesh -2- Textures -- 2k
      +Rock Remesh -1- Meshes
      +Parallax series -- Rocks variety
      +Wasted LOD - Cliffs of Mojave
      +Better Underside of Roads
      +Roads Redone
      +Nut Vegas - Landscapes
      +bsp_textures
      +Poco Bueno Hi Res GS Watertank
      +POCO BUENO Texture Pack
      +NMC New Vegas Patch for ALL Sized packs
      +NMCs_Texture_Pack_For_New_Vegas3
      +NMCs_Texture_Pack_For_New_Vegas2
      +NMCs_Texture_Pack_For_New_Vegas
      +NVVRcont_separator
      +creosote bush Tweak
      +Wasteland Trees Given Idle movement
      +Wacky Animated Decoration collection
      +Vault 22 Animated Foliage
      +Vanilla Ranch house Window shutter idle movement mod
      +The Swaying Bushes Of Honest Hearts
      +Some changes to vanilla Fences
      +Rotating FNV brahmin rotisserie
      +Restored Mail Box reaction
      +Military Truck replacer
      +Lucky 38 casino chips go spin spin (Animation mod)
      +Hanging Fish swaying replacer
      +Great Khan Assets Animated
      +Freeside
      +Cooking Equipment now with Idle Movements
      +Cables Of fallout Animated
      +Bouncing Natural Botany(BnB)
      +Animated urban and suburban Architecture
      +Animated nv campgolf holesigns
      +Animated all Poseidon Energy company Sign polls now with Rotations and flashing lights
      +Animated Vault 21 Hotel Sign
      +Animated Utility Pole cable pack
      +Animated Swaying bridges in FNV and DLC
      +Animated Raider Dressings
      +Animated Pylon wires
      +Animated Park Equipment Pack
      +Animated Market stall cloth pack
      +Animated Maize Fields
      +Animated Interior Decorations
      +Animated Industrial pack
      +Animated Gomorrah
      +Animated Fallout New Vegas Tents
      +Animated Awnings of Vegas
      +Ashens Anims_separator
      +NewVegasReloaded
      +Energy Visuals Plus 2.0 - NV and TTW
      +Afterglow -- Neon illumination
      +Lumen - Ambient Lighting
      +Lighting_separator
      +More LOD for Wasteland Flora Overhaul
      +Wasteland Flora and Terrain Overhaul (Patched)
      +Wasteland Flora and Terrain Overhaul
      +Remastered Quarries
      +Higher Poly Rocks
      +Freeside Neon Sign Fix
      +New Vegas Palm Trees Enhanced
      +Fog-based Object Culling
      +Compatibility INI for ALT
      +General Lighting Overhaul
      +Natural Interiors
      +VNV Extended Navmesh Patch
      +Desert Natural Weathers - NV - TTW
      +Climate Control - 3D Rain
      +Climate Control - Rain
      +3D Rain
      +Interior Rain
      +Cloud Upgrade NVSE
      +High Resolution Bloom NVSE
      +Atmospheric Lighting Tweaks - EVEM Patch
      +Atmospheric Lighting Tweaks (Interior Lighting for FNV and TTW)
      +A Little More Lamplight
      +More Consistent Vanilla Rock Textures (Less Green Clifftops)
      +Wasted Rocks Normals
      +Landscape Texture Improvements
      +Improved LOD Noise Texture
      +High Resolution Water Fog - Water Aliasing Fix
      +B42 Optics NV Patches
      +B42 Optics - ESPless
      +Smooth True Iron Sights Camera
      +Iron Sights Aligned
      +FNV Clean Animations
      +Anniversary Anim Pack
      +Muzzle Flash Light Fix - NVSE
      +Mostly Fixed FaceGen Tints (NV or TTW)
      +visual_separator
      +The Living Desert - EVEM Patch
      +The Living Desert - Travelers Patrols Consequences Increased Population and more
      +Essential DLC Enhancements Merged - JSUE Patch
      +Essential DLC Enhancements Merged
      +FPGE - EVEM Patch
      +Functional Post Game Ending
      +Misc Content Restoration - UW (VNV) Patch
      +Misc Content Restoration - YUP Patch
      +Misc Content Restoration
      +Uncut Wasteland (VNV) - EVEM Patch
      +Uncut Wasteland (VNV)
      +Content_separator
      +Better Brotherhood
      +Traps Tweaks - Traps Use Other Skills
      +Better Character Creation
      +EVEM - Crafting Consistency Fix Patch
      +Vish's Patch Hub (YUP)
      +Essential Vanilla Enhancements Merged
      +Bad Touch NVSE
      +Auto-Save Manager
      +Faster Sleep-Wait
      +Delay DLC Redux
      +Follower Tweaks
      +Immersive Recoil 2.0
      -Just Sprint Plus - Expansion for JAM and JVS
      +B42 Notify - Corner Messages Overhaul - ESPless
      +M.U.X. Series - Weapon Icons
      +M.U.X. Series - Interface Overhaul
      +JAM - Just Assorted Mods
      +Gameplay_separator
      +JIP Improved Recipe Menu ESPless
      +Menu Search
      +Faster Main Menu
      +High Resolution Screens
      +High Res Local Maps
      +Clean Companion Wheel
      +Clean Vanilla Hud
      +MAPMO - Main and Pause Menus Overhaul
      +M.U.X. Series - OX Toolkit
      +Vanilla_UI_Extension
      +VUIPlus - Dialog Background Add-on
      +Vanilla UI Plus (New Vegas)
      +The Mod Configuration Menu fix
      +The Mod Configuration Menu
      +UI Mods_separator
      +Impostors and LOD Flicker Fix
      +Swimming Creatures Fix - ESPless
      +Strip Lights Region Fix
      +ExRB - Extended Roombounds
      +Crafting Consistency Fix
      +Depth of Field Fix - NVSE
      +External Emittance Fix - NVSE
      +Fallout Alpha Rendering Tweaks - NVSE
      +Aqua Performa - Strip Performance Fix
      +MoonlightNVSE
      +ActorCause Save Bloat Fix
      +Elijah distortion fix
      +Misc Audio Tweaks and Fixes
      +Climate Control NVSE
      +Pip-Boy Shading Fix NVSE
      +Improved Lighting Shaders
      +Meshes and Collision - Totally Enhanced Nifs (MAC-TEN)
      +PipBoyOn Node Fixes
      +skinned mesh improvement mod
      +New Vegas Mesh Improvement Mod - NVMIM
      +ISControl Enabler and Ironsights adjuster (now ESPless)
      +Viewmodel Shake Fix - NVSE
      +VATS Lag Fix
      +Combat Lag Fix (NVSE)
      +lStewieAl's Engine Optimizations
      +Stewie Tweaks Essentials INI
      +lStewieAl's Tweaks and Engine Fixes
      +Improved AI (Navmesh Overhaul Mod)
      +Unofficial Patch NVSE Plus
      +Yukichigai Unofficial Patch - YUP
      +Bug Fixes_separator
      +SUP NVSE
      +AnhNVSE
      +KEYWORDS
      +UIO - User Interface Organizer
      +ShowOff INI
      +ShowOff xNVSE Plugin
      +Basic Console Autocomplete
      +Console Paste Support
      +Improved Console (NVSE)
      +kNVSE Animation Plugin
      +FNV Mod Limit Fix
      +Yvile's Crash Logger
      +NVTF - INI Presets
      +NVTF - New Vegas Tick Fix
      +JohnnyGuitar NVSE
      +JIP LN Settings INI
      +JIP LN NVSE Plugin
      +Utilities_separator
      +Hot Reload (NVSE)
      +Geck Extender - Config
      +GECK Extender
      -Geck_separator
      +Fixed ESMs
      *DLC: CaravanPack
      *DLC: ClassicPack
      *DLC: DeadMoney
      *DLC: GunRunnersArsenal
      *DLC: HonestHearts
      *DLC: LonesomeRoad
      *DLC: MercenaryPack
      *DLC: OldWorldBlues
      *DLC: TribalPack
    11. Woooombat
      Woooombat
      • member
      • 591 kudos
      Use a spoiler tag for the list please.

      [spoiler ] TEXT [/spoiler ]

      Remove the spaces.

      I would try making a duplicate profile and test it on a minimal setup, just to make sure it's working, then add mods back in until you find the culprit.
    12. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      Yeah I was trying to work that out, didn't mean to take up the whole screen 😅
    13. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      I do not believe it is a conflict, I made a new profile and started a new save with no mods enabled except: JP LN NVSE, JohnnyGuitar NVSE, kNVSE and MCM, all of which are required for the mod to work and no other mods are enabled. 
    14. Woooombat
      Woooombat
      • member
      • 591 kudos
      What is the version number of your script extenders?
    15. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      NVSE v6.3.5b
      JIP 57.25
      JohnnyGuitar 5.04c
      kNVSE v20

      Edit: I have JIP 57.25 from the discord not 57.21
    16. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      Just to test it I tried reverting to 57.21 of JIP which is the latest on Nexus but still no change and still only happening with 2 handed weapons. The bug seems to happen about 60% of the time and only if you let go of A or D and W at the same time after picking up the right speed, the character will do a sort of extra curved side step; where it goes forward and then right very quickly before finally stopping.
    17. Woooombat
      Woooombat
      • member
      • 591 kudos
      That's a limitation. It's already mitigated somewhat by the mod.

      It happens when you hold W and A/D, and release W then quickly A/D.
    18. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      Yeah but with this mod installed I can't make the bug happen at all no matter how many times I try with one handed weapons or holstered mode, so the mod does fix it and it seems it can be done, maybe something it changes needs to be directed to apply to two handed animations too?
    19. Woooombat
      Woooombat
      • member
      • 591 kudos
      It's already applied to 2h weapons, and the method is exactly the same as 1h weapons. It's just one of those things. It's New Vegas. Certain things are just out of my control.
    20. HeadbangingLegend
      HeadbangingLegend
      • member
      • 0 kudos
      Damn, that really sucks. I was hoping this mod would finally fix the biggest gripe I have with this game's controls lol. Testing again without the mod it definitely fixes it for holstered and one handed weapons, I don't get why it's just not working for two handed as well. Oh well, thanks for replying.
    21. GuitarRat035
      GuitarRat035
      • supporter
      • 0 kudos
      Hi there! Sorry to necropost but it has to do with the locomotion/rockomotion mods you may have installed. Unfortunately there is really nothing you can do about the extra step after stopping as that is a compromise that has to be made to make those mods work. You can ask the mod author of the locomotion/rockomotion mod you are using to get furthur details of why that is.

      I am also commenting to let future people know who have the same issue as well.
  12. clockworkavatar
    clockworkavatar
    • member
    • 0 kudos
    I have JAM sprint turned off, and this is the only other mod effecting movement directly, but the sprint key slows me to a crawl instead of making me spring. what am I doing wrong?
    1. Vardens
      Vardens
      • premium
      • 24 kudos
      Try changing or disabling the Run/Walk keybind in your controls. I had a similar issue until I did this.
    2. kmzero
      kmzero
      • member
      • 0 kudos
      Had the same problem, loading the EM .esp on higher priority over the Justassorted esp seems to fix it.