About this mod
Fixes the reload timings of weapons in GAMMA to complete when the gun is reloaded, not when the animation is finished. Now once your weapon's magazine is fully inserted, or the bolt is closed (As applicable), you can swap to a different animation without needing to redo the reload.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Most of the weapons in GAMMA have reload speeds that are tied to the animation. It is only once the animation fully finishes that the reload is counted as complete. The problem is most of these animations continue long after the gun is technically reloaded. This leads to situations where if you cancel the reload by switching to a different weapon/healing/interacting once the gun appears reloaded, it will not complete, and switching back to it later will leave you holding an unexpectedly empty gun.
Now, once the magazine has been fully inserted, or the bolt has been fully closed, the gun will be "reloaded". The animation will continue as normal, but if you interrupt it, you will have a fully loaded gun when you switch back to it. This covers every weapon that spawns by default in GAMMA, including their tactical, full and grenade animations, where applicable.
What it doesn't do:
Unfortunately, not all weapons could be fixed by the method I used.
Any weapon that loads rounds one at a time (most shotguns, K98k) could not be fixed. This is relatively minor, as while the animations are still noticably delayed, the animations are usually short and can be interrupted at will.
Belt fed weapons have their belt turn invisible specifically during the full reload animation if they have motion marks on any of their reload animations. Efforts to understand why have failed. I've elected to remove such weapons from my mod, meaning they have vanilla timings (but visible belts). If anyone happens to know more about this, please let me know.
Installation instructions:
Included as part of GAMMA now, so there's no need to manually add it yourself.
Known Bugs:
- The PKM/PKP/PKM Zenit still have the invisible belt issue. However, they do this even after I've scrubbed every trace of them from my mod, so it seems to be a vanilla issue with them. I can't fix it until the source of the bug is known.
Please report any mistimed reloads (From guns that use magazine reloads) to me.
Credits:
All animations used by this mod belong to their respective mod authors. They deserve the credit for these beautiful animations. I merely fixed the timing.
Personal thanks to:
LivelyNightmare and friends for nurturing my desire for modding all these years.
BarryBoggs for showing me the ropes of this method.
Grok for the modpack that inspired me to make this.
The Anomaly team for helping keep Stalker alive today.
CHANGELOG:
V 0.1: Initial Release
V 0.2: Added support for FN F2000 and preliminary support for added weapons and reanimations in 0.9.2
V 0.2.1: Full support for 0.9.1 2nd Anniversary Update for GAMMA, fixed M249 and RPD reanimation timings.
V 0.2.2: Added the patched Steyr Scout reloads, which were somehow excluded from V 0.2.1.
V 0.2.3: Added the patched AK12 reloads, which were similarly misplaced. I am so smart.
V 0.2.4: Readded misplaced FN F2000 reloads. That should be all the misplaced files.
V 0.2.5: Removed the old Vityaz .omf to add support for the updated Vityaz mod from Virilized.
V 0.2.6: Fixed TOZ-106 and Remington 700 reloads.
V 0.2.7: Fixed AK-105 reloads. Surprised no-one noticed these.
V 0.3.0: Stripped out broken unjamming motion marks.
V 0.3.1: Removed few remaining unjamming motion marks.
V 0.4.0: Added support for Vihr, SV-98 and AS Val. Removed motion marks from belt fed weapons, to fix invisible belt issues.