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- #Nexus mods fallout new vegas weapons animation mod#
- #Nexus mods fallout new vegas weapons animation update#
- #Nexus mods fallout new vegas weapons animation full#
#Nexus mods fallout new vegas weapons animation full#
Full set of movement animations, including: run, walk, sneak run, sneak walk, injured run, injured walk, jumping, sneak jumping, and ISControl support when walking/jumping.Reload, partial reload for for the Infiltrator's longer magazine.Reload, partial reload for TTW drum magazine.Four attack animations, and one iron sight attack animation w/ISControl support.You toss the mag for the empty reload, but keep it for the partial reload.Unique reload for the Infiltrator's longer magazine.Gameplay-friendly: you don't need a high Agility stat and/or the Rapid Reload perk to make these animations viable for normal gameplay.Some folks requested for the delay to be added because it looks awkward when firing consecutive shots, it goes back and forth from firing to idle position.I tested adding delay on all the pistol and rifle animations, but it got annoying being locked out from doing actions after firing the weapon.Īs for the idle overriding cripple animation, I didn't know about that, thanks for the bug find, I'll be sure to fix it after the weekend.Please note that you will not get smooth attack animations without having bAutoWeaponNoFiringDelay = 1 enabled in lStewieAI's Tweaks.
#Nexus mods fallout new vegas weapons animation update#
I might remove it on the next update as it restricts players from doing things like accessing the pipboy after firing. It's something I tested to see if it's a good idea to add a delay. Yeah, the pistols do have a delay after firing, in first person, I think. I'm not too sure about big guns, they're pretty low on the priority list at the moment, I really want to do something about melee/unarmed animations first. I seen that some of the new idle animations will break the broken leg animations, is there any fix for this? is this a bug or intentional? it looks really weird that the service rifle snaps back to idle after being fired =( The one handed guns seem to stay at ready for a few seconds after being fired before going back to idle, but rifles do not. Im currently using these and it certainly looks much better than default.ĭo you have any plans for modifying melee and large weapons like the mini gun and missile launcher? would be nice. 2 bullpup reload animations included for 2handautomatic: ReloadR and ReloadS in GECK redone 2handautomatic pump shotgun animations: Attack7, ReloadY, HandGrip3 in GECK new vertgrip animation for FAMAS/Aug length rifles set as HandGrip5 in GECK new vertgrip animation for assault carbine length rifles set as HandGrip4 in GECK improvements made for rifle running animations added 3 new postures and new wield options for rifles and assault rifles updated Hologram Rifle animations in Deadmoney DLC improvements done for pistol running animations tweaked first person animation Option 2 and Option 4 for better weapon visibility includes SMG grip animation set as HandGrip4 in GECK fixed shoulderpad issues with semi automatic pistol firing animations increased recoil animation for magnum pistols in third person
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updated Police Pistol animations in Deadmoney DLC
#Nexus mods fallout new vegas weapons animation mod#
This mod should be compatible with 'pose' type animation mods. This mod may not be compatible with any other animation mod that alters weapon animations or the default New Vegas movement animations. The animations of this mod is specifically made for FALLOUT NEW VEGAS. This mod allows you to change the animations of rifles and pistols.