@Antistar
Auto pistol would be great! Glad you like the animations.
I haven't heard back about the specific Glock (a Glock 19) I requested permission to port, but as luck would have it I found another one (a Glock 18c) that has open permissions. Apparently, also, the real-world Glock 18c can be fired in full-auto while the Glock 19 can't; which is a nice bonus, I guess, considering what I want it for. The Glock 18c I found is... a bit of a fixer-upper though, so I'm working on the textures, fixing mesh issues, making an extended magazine for it, that sort of thing. Shouldn't take
too long altogether, though.
I'm liking the 3rd person anims for everything. but not so much for the 1st person ones. Thankfully, I know how to remove them. Same goes for the rifle stuff too.
I'm the same way, actually; I deleted the first-person anim files (I've been manually installing them). It's not really a problem with the animations themselves - they're very well done - it's just the sudden snapping between the new first-person idle anims and the firing/reload/etc anims. Well... part of that is also that the idles (both 3rd and 1st-person I guess, but it's mostly noticeable in 1st-person) don't necessarily always fit the situation; the weapon is being held in a sort of at-rest stance, as if you're not in combat, but then if you fire the weapon, it has to be instantaneous of course, so it snaps directly into the firing animation.
What would be
fantastic (and I really don't know if this is at all possible off the top of my head) is if it could be scripted to use one type of idle when in combat (weapon at the ready - vanilla, basically), and another type when you're not; the at-rest animation/s. I'm sure you can check if you're considered 'in combat' via script, but beyond that I don't really know.