Fallout New Vegas

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rockbiter68

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rockbiter68

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About this mod

Reanimates all "knuckle-based," low-tech, bladed, and clawed unarmed weapons in the game. Includes basic hand-to-hand animations as well. Zero balance changes: vanilla timings and power attack rules are applied.

Requires kNVSE.

Requirements
Permissions and credits
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ASSUME THE POSITION | AN UNARMED ANIMATION OVERHAUL
PART 1




FEATURES
  • Covers all non-tech based unarmed weapons in base NV, its DLCs, and TTW (covering around half of all unarmed animations).
  • Basic fists are covered.
  • Weapons with blades have a different animation set.
  • Covers all animations related to unarmed weapons: attacks, power attacks, blocking, block hit, recoiling, and sneaking.
  • Covers all unique perk-based attack/power attack animations: uppercuts, crosses, Scribe Counter, Khan Trick, Legion Assault, and Ranger takedown.
  • A variety of idle animations.
  • All weapons have more attack variations than vanilla.
  • No balance changes whatsoever. Retains all vanilla attack timings. Retains movement boosts/restrictions from vanilla power attacks.


DESCRIPTION
First and foremost: this was intended to be released as a complete set of all unarmed animations as part of a collaboration with hitman47101. However, as seems to be the case with our planned collaborations, life intervened to make things difficult to coordinate. As such, I'm releasing my "half" of what we agreed to do right now--the full collaboration might be a ways off, as it doesn't seem like either of us will have time to tackle the more specialized animations required for the rest of the unarmed weapons in the near future.

Given my need for DP since my income dries up in the summer, and given that these animations are done, I didn't see any real reason to withhold them from people. So, you're getting the first "part" of an unarmed animation overhaul. Hopefully, the next release will be from both me and hitman and will cover everything to minimize your downloads.

With all that said, there isn't a ton more to say. For the punching animations, I took inspiration from the underground indie gem The Elder Scrolls IV: Oblivion, as I always really liked those animations and found that they felt good. That became kind of the aim with a lot of these animations: I can't promise a dramatic leap in quality with the animations as I can with some of the firearm sets I do, but I can promise that these feel much, much better than the vanilla animations (and they do look better, in my opinion).

The power attacks more are the ones that probably ended up looking a bit more vanilla, but that is what it is, I guess. I had other ideas for some of them, but the death ragdoll animations didn't line up with the way you were swinging your fists, and it just felt bad. So, I opted for more vanilla style power attacks. Maybe in the future, if/when I get some way to have my animations determine the direction of ragdolls, I'll update some of these animations.

Otherwise, check out the showcases below for more details. I'm sorry the showcases themselves are kind of half-assed but, hey, you should get the picture pretty quickly.

Have fun!



SHOWCASES

WEAPONS COVERED
  • Fists
  • Boxing Gloves
  • Golden Gloves
  • Boxing Tape
  • Brass Knuckles
  • Spiked Knuckles
  • Dog Tag Fist
  • Recompense of the Fallen
  • Fist of Rawr
  • Mantis Gauntlet
  • Embrace of the Mantis King
  • Scientist Glove
  • Dr. Mobius' Glove
  • Dr. Klein's Glove
  • Corrosive Glove
  • Sterilizer Glove
  • Yao Guai Gauntlet
  • She's Embrace
  • Deathclaw Gauntlet (TTW)
  • Steel Knuckles (TTW)
  • Plunkett's Valid Points (TTW)

REQUIREMENTS


COMPATIBILITY
Compatible with anything that doesn't specifically use kNVSE to modify the same weapons.


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.





KNOWN ISSUES
  • Some armors may display some mesh weirdness when swinging your arms around. The first-person meshes for a lot of armors are really bad.
  • Animation errors may become more noticeable at FOVs over 75, although I have done my best to mitigate them. I will not be supporting these issues. Thank you.