Fallout New Vegas

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rockbiter68

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rockbiter68

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101 comments

  1. rockbiter68
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    These weren't released as updates because new mods get more attention. DP is the secondary concern here--I mostly want to make people aware that I've poured hours into updating sets, and ensure the most visibility for said sets so that people use them (I do see a lot of my outdated work being showcased, which is, in part, my fault).

    On that note: if you're confused on how to get all of my most recent animations, check out the Articles tab. I made a guide just for you. :)

    Finally, this represents a tremendous amount of work (read: several days). A lot of the work I did after my most recent break is stuff I have not released yet. What you're seeing here represents about half of what I've done. I do intend to get everything I've worked on out there--including lots of exciting new stuff--but for now, I'm sorry there's nothing "new" covered here. But! If you appreciate my animation work and the updates, please download and endorse--it'll help a lot as summer comes and my income starts drying up.

    I had a .45 Auto Pistol set that was supposed to be released alongside this, but it's a bit buggy and not ready yet. I kind of need a break, so
    it'll have to wait. So, on the note of a break: I'll likely be away from my PC for a bit. I'll try to update some of my mods that really need it, but I need to get away from screens. Anyways. This really is about 11 or 12 sets that I'm kicking out there all at once. Please enjoy.
  2. StarComradeMark
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    First of all, deeply in love with your animation work, they're a staple in my NV LO's now.

    I'm not sure if anyone else experienced it but with certain outfits that add larger sleeves ( only tested with Roving Trader Outfit so far ), the Varmint Rifle iron sight is completely obscured by the clothing while aiming. I'm not 100% sure if it's this mod necessarily but it's also the only one I'm using that affects the rifle in my LO.
    1. rockbiter68
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      Glad to hear it!

      And oh, no, that's an animation problem. I have some alternate files that should fix that, but I never uploaded them. I can try and post them tomorrow.
    2. StarComradeMark
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      Heya, just as you posted it I *sort of* fixed it on my end. I installed ETJ's animations to override and re-patched with Iron Sights Aligned and it works now. 

      To further explain - I had followed the Blue Moon mod guide which hasn't gotten updated since late last year, and it excludes the Redux pack currently as it's too new. Part of the guide is using the Iron Sights Aligned mod, so I assume it might have had an issue at least *partly* due to that. However in experimenting further, I wanted to test out ETJ's anims as well so I installed his packs, repatched Iron Sights Aligned, and while the varmint rifle itself now uses ETJ anims, the sleeve doesn't cover it.

      TLDR; As you said, it's probably an animation problem, looking forward to the patch. For now, ETJ anims cover it. Not sure if the Iron Sights Aligned patch also fixed it or not, as it's the arm itself rather than the sight that's the issue.
    3. rockbiter68
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      Oh, Iron Sights Aligned wouldn't be a problem here, as the issue is with the arm, as you said.

      To provide more details, the issue you're describing is because of where I made the character grab the gun with the idle animation. I didn't realize that it had the problem you were describing until after I had made the set. Even then, I didn't really notice the sleeve problem - I just noticed that the hand was fairly visible while aiming. I threw together a quick fix which just moves the hand down for the iron sights idle/attack animation. I didn't upload it because it does cause a very tiny jitter when moving back to the normal idle.

      But I'll get it up there. That sleeve thing is annoying. The better fix will be re-baking all animations with an adjusted hand position, but I don't know if I want to do that now.

      That said, if you're enjoying Eli's animations, I encourage you to keep using them. He is a very, very good animator, and a good dude in general.
    4. dirtfriend
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      hiii, i also have the same problem and would love the fix! i'm fine with a little jitter, it beats not being able to see anything! i "fixed" it by removing the aim animation overrides which causes a much more noticeable pop between your current and old varmint rifle animations
      the new ones are so cool though you really did a great job with them
    5. goatking16
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      Im having the same issue, hoping for a fix when possible :D.
      Thanks so much for all the animations you have done they are so neat! :)
  3. LorDDan1123143
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    i want to use just the pistol anims how would i do that?
    1. rockbiter68
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      Delete all of the .jsons that aren't related to pistols.
  4. Devlman127
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    The special animations for the Mysterious Magnum doesn't seem to be playing even though i reinstalled this to be the most recent and have it overriding/loading after everything. What could be conflicting with it?
    1. rockbiter68
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      Any other animation mod that covers the Mysterious Magnum, I guess.
  5. DruGuerrero
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    Hi, what is the mod you are using for sprinting? it look so well with your animations mod
  6. ZenFix156
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    Does it overwrite the old FNV Clean Animations? i dont want problems with both redux and old version for the animation.
    1. rockbiter68
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      Yes.
  7. Rakun94
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    I appreciate it. Solid work. Endorsed. :)

    For some reason I don't have reload sounds for the .357 revolver. I'll try to identify the "problem" and share it here.
    1. rockbiter68
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      Thank you! :)

      And that's probably a known bug with the current release version of kNVSE. Every other bullet you load is silent, correct?
    2. Rakun94
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      Yes, that is correct. It's been a while since I last modded New Vegas. I was previously enjoying Hitman's Season 1-2-3 packs, and I don't remember having this bug then.

      When I saw your update, I felt like switching to Anniversary Pack with your mod alongside it.

      Unfortunately, every bullet is silent during reload. Not a big deal. I'll look around a bit to see if someone knows how to solve that.

      Thanks again for your efforts. I'm on the lookout for future updates. Good luck! 
    3. SleepySheeper
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      Did you ever find a solution to this? I've noticed the 357 revolver does make reload sounds but only in 3rd person.
    4. emayex
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      I've found that layering this pack on top of FNV Clean Animations Reborn part 3 should fix the silent bullets, its just when this mod is on its own that this happens. Hope this works for yall ✌️
    5. Rakun94
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      I think found the issue. I'm not an expert, but I think the Redux Pack has some missing file(s) in its file tree, which is why it might be that kNVSE fails to play the sounds during the reload.

      From FNV Clean Animations - Part 3, I copied the "sound>fx>Hit" folder, which contains the sound effects for the .357 Revolver, and pasted it into "sound>fx" folder, which is found in the Redux Pack's tree. Now the sounds play as they should when reloading.

      This may not be the solution we're looking for, but I think it maybe a lead at least. 
  8. SupaSTO
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    Hi Rock,

    I want to thank you for the animations because I'm enjoying them a lot. I have a question: when reloading the Varmint Rifle after the mag is fully emptied, the end of the animation snaps into the idle instead of smoothly transitioning to the idle position with the standard reload anim. Do you think this could be an issue on my end or can you reproduce it?

    Also, unequipping the varmint rifle makes it appear for like a single frame on the left of my screen, so same question, do you think it's a me issue or are you able to see it as well?

    Thank you very much for your unending work and wish you the best.
    1. SupaSTO
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      Just a correction on my post regarding the second issue, it doesn't occur on unequip, but when switching to a different weapon using hotkeys. Sorry for the confusion
  9. GlowManGaming
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    Nice thank you!
  10. AlmightyBlight
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    Hey, sorry to write this here but I'm not really sure where else to look and I just can't seem to find documentation on this... No matter what anims I use I have the same problem. Any knvse animation set I use I basically get an empty reload animation as my first reload anim no matter if I have ammo left or not. Then if I reload again the partial reload anims will work. Switch weapon and it's the same story empty anim first, then the partial reload will work. I've tried looking for solutions and it always leads to a dead end (I have partial reloads enabled in stewie's tweaks) I even created a seperate modlist with only anims to see if I could fix it and still no luck.
    1. rockbiter68
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      It's a bug with the current release version of kNVSE. There's nothing you or I can currently do about it.
    2. AlmightyBlight
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      Ah thanks for the response, that's a shame really. Awesome anims though thanks for uploading :)
  11. davgerar9726
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    All is working perfectly after following the articles guide to get all the animations and locomotions and dependencies but why are my guns so massive? They look smaller in your photos but in my game they're quite oversized in the first person. Any ideas what might be?
    1. rockbiter68
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      Hm, I'm not sure. On average, my animations are a bit closer to the camera than the default animations, so that could be a factor. If they still look different in the photos, though...

      What's your FOV at? I'm not really big on tweaking FOVs or anything like that, but I think I play on a FOV of 70 (whereas the default FOV is 65).

      Could be making a difference.
    2. davgerar9726
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      Well. I've never touched my FOV settings so that might be the culprit. I'll try again using your FOV