FNV Clean Animations - Part 2 (2024)

FNV CLEAN ANIMATIONS | PART 2



Please note that the above video only showcase the new Grenade Machinegun animations. For individual showcases, see the Animation List & Showcase section, below.


FEATURES

  • Includes an as-of-yet unreleased Grenade Machinegun Set.
  • Features 11 total sets.
  • Includes all of the features of previously released sets.
  • Covers all animations related to the included sets.
  • Supports TTW.
  • Gameplay-friendly.
    • Includes three different locomotion options:
      • A version blending Hit - Locomotion and my custom locomotion for walking/iron sights locomotion (featured in the video).
      • A version using just my custom locomotion.
      • A version with no locomotion, allowing you to choose from the various locomotion sets out there.

ANIMATION LIST & SHOWCASE
Click the name of the weapon to view a showcase of it. Weapons marked with an* have received revisions, tweaks, or complete remakes. Click the spoiler tag under each weapon for a brief description and/or a description of what was changed.

  • Chinese Pistol *

    Spoiler:

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    Update 1.02: Node speed of slide and hammer has been sped up.
    Extensively revised. Pulls the AimIS, AttackIS, and unequip from my recent .45 Pistol animation. Otherwise converts the old animations to the new idles, with tweaks to make them less erratic and more smooth. Also completely remakes the hip-fire attacks, and gives all attacks a faster fire rate than vanilla by about 40%. The idea behind this is to make the gun less worthless, and hopefully useful for high-luck builds: with the faster attacks, you can spam attacks until you're empty and hopefully rack up some crit damage. This is also made more viable by the full reload being faster than the partial reload.

    TL;DR: Nice animations now + some animation-specific tweaks to possibly make the gun more viable.


  • .44 Revolver *

    Spoiler:

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    Edits the AttackIS to be cleaner. Other than that, it is the same, and very snazzy.


  • 10mm SMG

    Spoiler:

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    No changes here, but carries over all updates and whatnot, obviously.


  • Hunting Rifle *

    Spoiler:

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    Edits the position of the right hand/fingers for all attack/jam animations. Before, they were somewhat illogical, and took up too much screen space. Not a problem anymore. Also adds in three hip-fire attack animations, for a total of four variants. So that's cool.

    Also covers the DC .32 Rifle.


  • Chinese Assault Rifle

    Spoiler:

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    The same as before and it's a very good animation so use it.


  • Assault Carbine

    Spoiler:

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    The same as before. You smack the gun.


  • Minigun *
    

    Spoiler:

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    Better pacing for the jam animation, but it still takes up your whole screen. Other than that, it's the same weighty, badass animation set as before.
  • Missile Launcher

    Spoiler:

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    The same as before, with the nice stuffing in the missile animation for the reload.


  • Grenade Machinegun

    Spoiler:

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    This is new! Brand new! I think Asurah is the only one who has covered this set before. I'll let the video speak for itself here, though.


  • Auto-Axe

    Spoiler:

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    Chop-chop.


  • Rock-It Launcher (optional)

    Spoiler:

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    This is considered to be a piece of Part 2, but if you don't use TTW, you're just asking for your game to crash. Therefore, it's included as an optional file. This optional file also only has the Blended locomotion set, so if you want another locomotion set, just go to the standalone page--nothing has changed.

REQUIREMENTS

  • xNVSE
  • kNVSE
  • ISControl Enabler
  • lStewieAI's Tweaks
    bAutoWeaponNoFiringDelay = 1

RECOMMENDED MODS

Spoiler:

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  • WMIM
  • Immersive Recoil 2.0
  • Viewmodel Recoil
  • Consistent Spread
  • B42 Weapon Inertia
  • B42 Weapon Inspect
  • Reload Reloaded
  • FOV Slider
  • Jamming Fix and Optional Tweaks

COMPATIBILITY

Spoiler:

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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.
  • No plugin. Safe to install/uninstall mid-game.

FIXING MISALIGNED SIGHTS

Spoiler:

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The sights, by default, are misaligned. I'm sorry about this.

Thankfully, it's no longer an issue of you're using

ISControlEnabler--and you should be, since it's listed as a requirement for this mod.

With the latest update of

ISControlEnabler, sights can now be perfectly aligned. This includes the rear sights. I've gone through myself and manually adjusted all the sights, and also used that as an opportunity to play with some other things there to make the iron sights experience more visually pleasing (nothing dramatic, mind). The result is, again, perfectly aligned sights.

I've included the ISConfig file as a separate download, but as part of the Main downloads section. You are strongly encouraged to download it.

If you have an existing ISConfig.ini, and do not wish to overwrite it, I've included the contents of my ISConfig file under the spoiler here. I'm afraid that, if you're mixing and matching animation packs (understandably so!), you're probably going to have to go through and manually paste over stuff. Sorry. No way around it, I'm afraid.

However, if you are using Part 1, I've included a variant file that merges the two ISConfig files together to save you some time. So, y'know, use that.

Part 2 ISConfig Text:

Spoiler:

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[WeapNV44Revolver]
X=-0.008
Y=0.0752
Z=0
tX=0
tY=0
[WeapNV44Revolver1]
X=-0.008
Y=0.0752
Z=0
tX=0
tY=0
[WeapHuntingRifle]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle1]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle2]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle3]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle4]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle5]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle6]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapHuntingRifle7]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapNV44RevolverUnique]
X=-0.008
Y=0.0752
Z=0
tX=0
tY=0
[NVDLC05WeapHuntingRifleUnique]
X=0.0016
Y=0.0016
Z=-0.4
tX=0.312
tY=0.26
[WeapChineseAssaultRifle]
X=-0.0164
Y=-0.2016
Z=3.8
tX=0.026
tY=0.178
[WeapChinesePistol]
X=-0.0308
Y=-0.0148
Z=1
tX=-0.074
tY=-0.02
[WeapUniqueZhuRongChinesePistol]
X=-0.0308
Y=-0.0148
Z=1
tX=-0.074
tY=-0.02
[DLC04WeapRifle]
X=0
Y=0
Z=0
tX=0.316
tY=0.132
[WeapHuntingRifleDC]
X=0
Y=0.0004
Z=0
tX=0.306
tY=0.146
[WeapAssaultRifle2]
X=-0.0252
Y=-0.0108
Z=0
tX=0.542
tY=-0.734
[WeapAssaultRifle3]
X=-0.0252
Y=-0.0108
Z=0
tX=0.542
tY=-0.734
[NVDLC05WeapHuntingRifleUnique]
X=-0.0196
Y=0.0092
Z=0
tX=-0.03
tY=-0.154
[WeapUniqueWandaAssaultRifle]
X=-0.0252
Y=-0.0108
Z=0
tX=0.542
tY=-0.734
[WeapUniqueOlPainless]
X=0
Y=0.0004
Z=0
tX=0.306
tY=0.146
[WeapChineseAssaultRifle2]
X=0
Y=0
Z=3
tX=0.038
tY=-0.04
[WeapChineseAssaultRifle1]
X=-0.0164
Y=-0.2232
Z=3.8
tX=0.032
tY=0.22
[WeapChineseAssaultRifle3]
X=-0.0096
Y=-0.1872
Z=3.2
tX=0.026
tY=0.164
[WeapShotgunCombat4]
X=0
Y=0
Z=3.6
tX=0.334
tY=0.17
[WeapShotgunCombat6]
X=0
Y=0
Z=3.8
tX=0.308
tY=0.144
[WeapShotgunCombat7]
X=0
Y=0
Z=3.8
tX=0.3
tY=0.154
[WeapShotgunCombat3]
X=0
Y=0
Z=4.8
tX=0.306
tY=0.062
[WeapShotgunCombat1]
X=0.0028
Y=0.0008
Z=5.2
tX=0.278
tY=0.036
[WeapShotgunCombat5]
X=0.0012
Y=0.0044
Z=3.6
tX=0.288
tY=0.154
[WeapShotgunCombat2]
X=-0.0268
Y=-0.008
Z=3.6
tX=0.242
tY=0.078


That should be the end of the misaligned sights odyssey. Please do not request that I patch things manually via the animation side of things--while it's my fault that I created that error in my workflow, a simpler and less time-consuming solution exists. Use it.

INSTALLATION & CHOOSING WHICH ANIMATIONS ARE INCLUDED

Spoiler:

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  • Download all requirements.
  • It is recommended to remove the standalone sets first.
  • Download and install this mod, with any addons you desire.
  • If you wish to remove any of the included animations for any reason, simply navigate to "data/meshes/AnimGroupOverride," and delete the .json file whose name corresponds to the weapon animations you don't wish to use. All .jsons should be named in a straightforward manner, with two exceptions:
    Rock_BanMe refers to the Assault Carbine.
    Rock_Minigun refers to both the Minigun and the Grenade Machinegun. They share a lot of the same animations, so you can't have one without the other, I'm afraid. Sorry. Feel free to make your own patch that separates the two, though--but I won't.
    Rock_JunkJet refers to the Rock-It Launcher.
    It is not necessary to delete folders, unless you wish to save space.

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 or Patreon support are very helpful. Small, one-time donations are especially helpful.


FNV Clean Animations - Part 2 (1)

FNV Clean Animations - Part 2 (2)



DESCRIPTION

Not much to say here. I cleaned some stuff up, revised some stuff, fixed some things, etc. I hope you enjoy the collection.

I hope you enjoy the work here. If you do,

please endorse. :) It keeps me motivated.

CREDITS & THANKS

Spoiler:

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As always, I'm both standing on the shoulders of giants here, and supported by some very helpful people. The following individuals have either supported, assisted, given me resources, knowledge, or encouragement in order to animate. They are, in no particular order, as follows:

  • Januusz
  • hitman47101
  • DecerBW
  • jmajero
  • Jacksonelhage
  • korri123
  • Xilandro
  • Xolerys1
  • audixas
  • anonx1987
  • visualcore
  • Sigerious
  • TheShinyHaxorus
  • RaqCoon
  • EliteBane40165
FNV Clean Animations - Part 2 (2024)

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