One hand wield for one handed guns

Post » Sat Feb 19, 2011 4:31 am

http://newvegasnexus.com/downloads/file.php?id=38527

http://www.youtube.com/watch?v=3A2rWxakJoo

This mod allows you to change portions or all of the vanilla gun animations in game.

This is no longer just one hand pistol animations, but a general weapon animations mod. I will continue work until I'm satisfied with all the animations and I have implemented stuff that I want to implement, or until I'm burned out.

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The Professional - Pistol Animations Package
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I've uploaded the finished version of the new pistol package The Professional for folks who like two hand grip pistol animations.

It includes 3 different postures and 4 different hand positions to choose from.

It also includes first person animations

http://www.youtube.com/watch?v=yyLeaEnU1bI

------------------------------
Changelog version WAR1.5
------------------------------
General:
- rifle first person animations tweaked
- rifle breathing while aiming animations toned down
- rifle package patch 1.0 integrated into main file
- rifle animations when wearing Power Armor included
- fixed problem with anti materiel rifle hip firing animation causing character's upper body to disappear

Modders:
- includes automatic (loop) animations for two hand rifles (automatic long rifles now possible)
- includes pump action shotgun animations and grip (Grip_3) for two hand automatic (pistol grip pump action shotgun now possible)

------------------------------
Changelog version WAR1.4
------------------------------

General:
- rifle sneak animations added
- rifle first person animations added
- rifle locomotion animations added
- rifle equip animations added
- refined hipshot animations for rifles to be less shaky
- tweaked antimateriel rifle aimed shot animation

Modders:
- rifle first person animation now include gun mechanism bones for mesh/animation cross-compatibility

------------------------------
Changelog version WAR1.3
------------------------------

General:
- new rifle animations included as a package
- fixed magnum firing recoil animation is now default
- refined magnum firing animations while crouching
- plasma rifle animation has a 'recharge' sound fx added to it

Modders:
- handgun automatic fire (attackloop) animation now includes pistol slide mechanism for animating handguns
- long rifle semi automatic fire (2hrattackleft) is now compatible with hunting shotgun, shotgun mechanisms should animate accordingly.
- pistol grip rifle animations (2handautomatic) can now be used for most types of pistol grip rifle meshes. rifle mechanisms should animate accordingly.
- lightmachinegun and riot shotgun share the same mechanism "##riotMechanism" which prevents both guns to use the same animations. I added a fix by adding "##lmgMechanism" animations that animate lightmachinegun mechanism, different from the riot shotgun mechanism. In order for the fix to work, the lightmachinegun's .NIF file must be modified, by changing its ##riotMechanism node to ##lmgMechanism.
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 6:53 am

Oh, that looks like fun... will certainly have to check it out.


...and welcome back! Great to see you modding for NV. :celebration:
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Len swann
 
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Post » Sat Feb 19, 2011 9:59 am

haha thanks, good to see you too! It's been a while. Anyway, animations are pretty compatible with most other animations. I'm planning to mod the animations on alot of stuff eventually, right now, though, it's just the handguns.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 12:49 am

haha thanks, good to see you too! It's been a while. Anyway, animations are pretty compatible with most other animations. I'm planning to mod the animations on alot of stuff eventually, right now, though, it's just the handguns.

Right on. Look forward to seeing what you come up with / what direction you go in.

BTW, I very much like the fact that you split the animations up for folks who want one but not the others, etc. Not sure what I'll end up messing around with yet, but I applaud that sort of modularity in general.


Totally off-topic question: Any plans to port any of your FO3 stuff to NV? Even with the 12.7mm in the game, I still find myself yearning for TheBeast...
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Maddy Paul
 
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Post » Sat Feb 19, 2011 8:02 am

I won't port any of my previous FO3 mods.. I just mod because I like creating new stuff for myself, and post it up so maybe others will like it. Porting old mods isn't creating new stuff. Plus it's insanely fun making new animations :P
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Kay O'Hara
 
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Post » Sat Feb 19, 2011 1:55 am

I got this day you released. This is great, suits my bounty hunting gunslinger perfectly. I look forward to your other animation mods.
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Emilie M
 
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Post » Sat Feb 19, 2011 11:09 am

Could you take a swing at fixing the unnatural back curve of the 2handrifle and 2handautomatic aiming? http://img525.imageshack.us/img525/5692/wrongj.jpg

Also, if you're fiddling around with anims anyway, could you figure out what''s wrong with the 1hpattack3 set? The iron sights don't work right when firing, which requires me to make a kludge for my http://newvegasnexus.com/downloads/file.php?id=34847 which sadly is incompatible with this mod.

While you're at it (if you go at it), the laser rifle's anim set doesn't work with true iron sights either.

On the plus side, at least Obsidian's vanilla anims got rid of the twitchy hip sashay when running with a gun drawn. And no stiff back with 2handhandle weapons.

EDIT: Actually, 1hpattack3 really isn't incompatible at all with my mod, just tested. Those who are using it will have to reinstall the anim files in question though.
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Dean
 
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Post » Sat Feb 19, 2011 6:01 am

Could you take a swing at fixing the unnatural back curve of the 2handrifle and 2handautomatic aiming? http://img525.imageshack.us/img525/5692/wrongj.jpg

Also, if you're fiddling around with anims anyway, could you figure out what''s wrong with the 1hpattack3 set? The iron sights don't work right when firing, which requires me to make a kludge for my http://newvegasnexus.com/downloads/file.php?id=34847 which sadly is incompatible with this mod.

While you're at it (if you go at it), the laser rifle's anim set doesn't work with true iron sights either.

On the plus side, at least Obsidian's vanilla anims got rid of the twitchy hip sashay when running with a gun drawn. And no stiff back with 2handhandle weapons.

EDIT: Actually, 1hpattack3 really isn't incompatible at all with my mod, just tested. Those who are using it will have to reinstall the anim files in question though.


Hey MadCat! Good to see you again!
yeah I'll work on 2 hand stuff later, after all the refinements for 1 hand guns. The attack3 set i don't think has much to do with iron sight problems. It's a missing IS node on the laser pistol mesh, if I understand correctly? because other guns that use the attack 3 set don't have IS problems.

My mod is very much compatible with yours.. maybe you have another animation mod causing problems with mine?
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Trevi
 
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Post » Fri Feb 18, 2011 10:31 pm

Nope, it's still screwy even after I added an ironsight node to the laser pistol mesh. It's the animation. The recharger pistol has problems too even though it has an IS node. The only other guns that uses 1hpattack3 is the recharger pistol and Pew Pew as far as I can tell, and Pew Pew has issues too.

I was barebones animation-wise when I made the laser pistol iron sights mod. I made the first version two days after the game was released, using the attackloop anim for pistols and making it a technically automatic weapon (with fire rate slowed down), Later I discovered the kludge I mentioned.

http://fallout.wikia.com/wiki/Recharger_pistol

The bugs section for the Recharger Pistol lists the problems it has. The laser pistol at least sits centered properly... until you fire it. Then it skews off to the left like the Recharger Pistol does.

My kludge basically "breaks" it so no animation plays at all but it still fires. It's using another animation file (I forget which) in place. Not sure how it does it, but it does. I can't use any other anim set because they all have recoil, and the laser beam projectile is still attached to the projectile node, and it skews off and looks silly and immersion-breaking.

I also discovered that the hunting rifle's ironsight anims are slightly off-kilter too. I had the sighting node perfectly centered down the iron sights, and it was still misaligned, so the misalignment is in the anim.
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 8:57 am

well one thing you should know is that the 1hpattack3IS.kf in the _1stperson folder is an identical animation copy of the 'non IS' version 1hpattack3.kf. I don't think they ever bothered to make an IS animation for 1hpattack3 in first person

what I can try is to copy the general arm positioning of the 1hpattackloopIS to the attack3IS, but not the firing animation (it's the worst thing, animating the attack3 animation while i was working on my NV mod. I had to go frame by frame, bone per bone, making sure the alignment per frame was straight while firing/recoiling)

ADD: I think I fixed the problem without making any animations. I don't want to upload the fix, though, because it fits better with your mod, MadCat. So I want you to release it along with your Laser IS mods :)

Here's how you do it:

1. Open _1stperson\1hpattackrighIS.kf using Nifskope
2. Change the Value of the top most "NiControllerSequence from AttackRightIS to Attack3IS
3. Save the file as 1hpattack3IS.kf
4. Exit Nifskope

Next...

1. Open GECK
2. Remove the option "Do Not Use First Person IS Animation" on all the guns that HAVE the ironsight node in their mesh. (The Alien Blaster and vanilla Laser Pistols also uses Attack3 animations but does not have an IS node, so don't change that)
3. Save ESP file.

Hope that helps, MadCat :)

PS: I'll be waiting for your Alien Blaster Iron Sight mod *wink wink*
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Silvia Gil
 
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Post » Fri Feb 18, 2011 11:17 pm

UPDATE:

Added new sneak animations for 1 handed pistols

http://newvegasnexus.com/downloads/file.php?id=38527

http://newvegasnexus.com/downloads/images/38527-1-1292665346.jpg

Known Issue:
shooting beam type pistols in an upwards angle is not perfectly aligned. It needs a frame by frame animation tweaking to make it perfectly straight (takes time to do) and it is currently being worked on.
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Matthew Aaron Evans
 
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Post » Sat Feb 19, 2011 6:32 am

I really love this thing. One-handed style works with a lot of character concepts that I've made. I made a vid to show New Vegas to some friends a few days ago, and it heavily features your mod, so if you want to toss it up on the video tab of Nexus, feel free. Though I'm not sure if you can embed it there at 720p by default, and it's a little dark at anything lower.
http://www.youtube.com/watch?v=WWlw7JNSyyY&hd=1
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Dominic Vaughan
 
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Post » Sat Feb 19, 2011 9:19 am

awesome vid! too bad I wasn't fast enough to get the sneaky animations out before you did the vid :P
I added it under the Videos tab on nexus. Thanks!
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Skivs
 
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Post » Sat Feb 19, 2011 11:17 am

Hey Joe, since you have the uncommon skill of knowing how the NIF animations work and how to make/modify them, could you do a bugfix for the hunting rifle ironsights? I uncovered a rather icky one: http://www.gamesas.com/index.php?/topic/1151877-hunting-rifle-sights-not-centered-right/
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Kellymarie Heppell
 
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Post » Sat Feb 19, 2011 7:45 am

Sure thing!

ADD:
http://newvegasnexus.com/downloads/file.php?id=38927
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Kill Bill
 
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Post » Sat Feb 19, 2011 2:21 am

Updated, now in FOMOD format

http://newvegasnexus.com/downloads/file.php?id=38527
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 7:06 am

I love pistols, but I also love rifles, and I miss using them.. so the rifle animation replacer work has begun (well it's already started 2 days ago)

Here's what I got so far:

http://newvegasnexus.com/downloads/images/38527-1-1293741946.jpg
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Samantha Jane Adams
 
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Post » Sat Feb 19, 2011 8:56 am

Woohoo, long rifle anims! With no more Linda Blair back arching!

I'm presuming pistol grip rifles are soon after?
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Josh Trembly
 
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Post » Sat Feb 19, 2011 3:11 am

yes definitely!
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Claire Mclaughlin
 
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Post » Sat Feb 19, 2011 10:10 am

http://newvegasnexus.com/imageshare/images/964147-1294484131.jpg

I've finished the difficult process of animating long rifles (lever/bolt/pump action, bolt action rifles are especially complicated to animate, new stance means I'm animating from scratch), I'm currently working on the carbines, semi automatics and automatic rifles (should be much easier and faster to animate since no bolt pulling or anything)

I will upload the rifle animations once it's finished.
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Charlie Sarson
 
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Post » Sat Feb 19, 2011 8:31 am

I just call that bunch the "Pistol Grip Rifles".
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kennedy
 
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Post » Sat Feb 19, 2011 1:53 am

yeah well I just categorize them into 2hr and 2ha based on their filenames, so I'm pretty much done with 2hr animations and have started with 2ha.

I have an idea I haven't tested, though.. when I go to GECK and look at the animations for Twohandrifles, the list goes from Attack3-9, left, right, loop, spin1-2, attackthrow2-8, and so on... however the actual animation files in the meshes folder for 2hr is just attack3-9, left and right. So does that mean the other choices are free slots I can use? like I can make 2hrattackloop, and have a automatic firing animation option for two hand rifles, or use 2hrattackthrow but make a firing animation out of it.
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Tha King o Geekz
 
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Post » Sat Feb 19, 2011 2:16 am

thats....alot of fomods :D


Can you make one with what you feel is the best of all of it in one big fomod?
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Elea Rossi
 
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Post » Sat Feb 19, 2011 1:17 pm

Only one way to find out...

Figure out how the files are named, copy-rename an existing anim to that name, and then set a weapon that uses that anim to use the new test anim via the GECK.
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noa zarfati
 
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Post » Fri Feb 18, 2011 8:55 pm

@Elanthil01
Okay, I'll make an all in one fomod on the next update.

@MadCat221
I've tested AttackLoop for 2handrifles (non pistolgrip) and it works. I used the pistol loop animations as a temporary placeholder for 2hrattackloop files, assigned it to varmint rifle and it is working like an smg in game. I've also tried Attackthrow for 2handrifles using a modified Attackleft rifle animations but it doesn't work. Still, 2handrifles have attack6 attackright and attackloop animations available as open slots. I'm thinking of creating an Attackloop option for 2handrifles for modders to use.

Also, part of the 'fix' I'm doing with the current Rifle animations is adding the "moving gun parts" bones from the different guns into all the available animations, so that you can assign, say, a Hunting shotgun with 'semi automatic (attack left)' animations and still see the important gun parts move (like the ejection port).
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Rich O'Brien
 
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