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- kNVSE Animation Plugin
kNVSE Animation Plugin
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Version37
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- Manual
File information
Last updated
Original upload
Created by
KormakurUploaded by
korri123Virus scan
Safe to use
Current section
About this mod
xNVSE plugin that enables having custom animations for weapons and actors. Fixes the engine-bound anim group limit problem.
- Requirements
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Off-site requirements
Mod name Notes xNVSE 6 6+ required Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
Do not include the plugin with your mods, instead link here so that old versions don't get distributed
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
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Version 37
- Add missing nullchecks to prevent crashes
- Fix more possible crashes
- Add move flag change event handlers
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Version 36
- Fix deadlock (freeze) which could happen in some instances
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Version 35
- Crash fix for PlayAnimationPath command
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Version 34
- Improve additive animations
- Bug fixes
- New commands related to additive animations
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Version 33
- Fix crashes
- Add exports for requested internal kNVSE functions
- Add B42 Loot to list of paths that use old broken anim time function
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Version 32
- Fix hook conflict with NVAC that would break partial reloads
- Fix B42 Inject and Interact issues that relied on old broken behavior (these mods will still use the old buggy behavior but will work correctly in their own functionality)
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Version 31
- Fix bug where ants and other creatures would get a massive speedboost (and other issues related to actors)
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Version 30
- Fix crashes and memory leaks
- Fixes a lot of animation bugs and kNVSE bugs (partial reloads, script keys, blending and more)
- Add over 40 new script functions
- Add new text keys
- Optimized file loading on startup
- Add support for loading from .BSA archives
- Implemented additive animations
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Version 20
- Fix crash issue from last version
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Version 19
- Various bug fixes
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Version 18
- Fix vats, holster, invisible weapon issue for hitman's first person anims which use the respectEndKey text key for 1st person anims
- Fix issues with pollCondition relating to non existing vanilla animations
- Other stuff I'm forgetting
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Version 17
- Attempt to fix bug where moving while doing a long unequip anim in 1st person would mess up the holster position in 3rd person
- Fix soundPath breaking after loading a game
- Fix SetActorAnimationPath lambdas not capturing variables
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Version 16
- Fix crash issue on load for some people
- Fix respectTextKeys not working
- Fix polling in SetActorAnimationPath/JSON condition
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Version 15
- Fix issues with custom text keys on non-AnimGroupOverride anims
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Version 14
- Bug fixes
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Version 13
- Fix crash from vers. 12
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Version 12
- Fix kNVSE sets conflicting (JSON and file based sets) where instead of overriding JSON anims would get placed as variants
- Fix JSON conditions not applying as a stack (previously it would only try to evaluate the first condition)
- Boost startup AnimGroupOverride performance
- Fix crash issues
- Add scriptLine text key support
- Allow kNVSE to override animations that were not shipped with the vanilla game (various handgrips, and specific hand type animations for example)
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Version 11
- Fix possible crash
- Add new text key: blendToReloadLoop which fixes Reload Loop blending
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Version 10
- Fix crash in SetActorAnimationPath
- Fix respectTextKeys issues
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Version 8.0
- Fix freezing/load time when a lot of anims were stored in AnimGroupOverride
- Add a big number of new text keys for animators to utilize
- Add engine fix for the looping reload issue: https://www.youtube.com/watch?v=Vnh2PG-D15A
- Add engine fixes for other animation related bugs
- More info can be found on mod page or on the GECK wiki
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Version 5.0
- Fix GECK crash
- Fix animations for refs inside form lists
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Version 4.0
- Fix race specific animations
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Version 3.0
- Fix animation issues when two actors were playing the same animations.
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Version 2.0
- Fix SetActorAnimationPath
- Fix movement stutter on locomotion
- Allow JSON to handle all the other form types
- Add support for Race specific animations
- Add parameter to SetActorAnimationPath that switches the animation instantly if it's already playing
- Fix sneak, swimming, power armor etc specific actor animations
- Fix animation variants
- Add support for sequential animation variants instead of random
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- Donations
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Straight donations accepted
Enables support in the engine for custom weapon animations, custom walking animations and a lot more. Now you can finally have weapons with new animations without overwriting animations for other weapons. You will most likely be installing this plugin as a requirement for other mods that e.g. add new weapons, features and animations to the game.
Installation
UPDATING TO kNVSE 3X
kNVSE 30 accumulates over 3 years of development into a single update. There will be some issues, especially from mods that rely on broken behavior from previous kNVSE versions. There will also be some real bugs so if you spot any of these then provide as much information as you can, including the mods that are using kNVSE that are affected and preferably videos of the bug. If you get crashes post logs from yvile's Crash Logger.
Mods utilizing kNVSE
See the Requirements section to see a list of mods utilizing kNVSE.
Background
Did you know that there are only a limited amount of animation slots for weapons in this game? When Bethesda coded this engine, they designed it so that all the weapons choose from a limited number of slots named anim groups, where each anim group slot holds an animation that weapons are allowed to use for shooting, aiming, reloading etc. This was probably fine during development of the games; if someone wanted to add support for rocket launcher weapons, they could just ask one of the programmers to add a new anim group slot specifically for all rocket launcher weapons. The only issue is that there is no way for modders to create new anim groups. They are completely hardcoded inside the engine.
This effectively means that adding new weapon types into the game is impossible. Want to mod in crossbows? Sure, but they'll need to use the same reload animations and sounds as the Plasma Pistol, making them not a very realistic crossbow. Want to create a shotgun that's a tad smaller than a normal? You might now notice that the player character is holding it really strangely, leaving space between the grip and the weapon. In fact, several vanilla weapons suffer from bad hand grips due to the one-size-fits all anim group system.
If only there was a way to override these anim groups, so that you could have custom animations per weapon. Custom hand grips. Custom anything. Or even custom anim groups for actors as they share the same anim group system in regards to walking, running and jumping etc.
Introducing...
kNVSE Animation Plugin
Guide on usage for animators or mod creators
Folder usage guide
First, inside the Fallout New Vegas\Data\Meshes folder, make a folder named AnimGroupOverride. Or do it inside a MO2/Vortex mod folder (Meshes\AnimGroupOverride), your choice, really.
Overriding animations for a single weapon or actor reference
Tip: You can also use the form ID of a form list which may contain multiple weapon or actor forms to be overridden.
Tip 2: You can have multiple animation variants which get picked randomly, just add an underscore after the variant and some letters to differentiate the file names. If you want variants to play in order, have the file names end with _order_[NUMBER].kf
Tip 3: kNVSE folder named with form ids can be used for weapons, actors, races, form lists and creatures.
Examples
Overriding animations for multiple weapon or actor references with JSON
If you have animations you want to apply for multiple weapons, but don't want to wastefully copy folders full of animations just so that they can have different form ID names there is a second option that utilizes JSON.
Inside AnimGroupOverride, make a JSON file with a unique name and a folder with a unique name containing the animations. Create a JSON array, and in the array you place objects with three string fields: mod (name of the esm/esp filename), form (hex form id without mod index) and folder (name of the folder you just created). Form field can be a JSON string or a JSON array containing multiple strings (folders). If mod and form fields are discarded, the animations will apply globally to all forms.
Example
JSON Conditions
An optional field in JSON is "condition" (script line that evaluates to boolean which determines if animation plays or not).
By default the condition is evaluated before an animation is overridden. If you need the condition to be evaluated constantly, then the "pollCondition" JSON field will do that for you:
In this example, the sprint animation will stop as soon as the shift key is no longer pressed or AP goes down to 0 as the condition is evaluated each frame.
Context specific animations
You can have animations only override in contexts or conditions.
Examples
Scripting
kNVSE also comes with scripting commands that allow you to replace animations on the fly with scripts.
For a list of functions, see GECK Wiki.
KF Animation Text Keys
kNVSE adds support for new text keys which can be placed on KF files in NifSkope which alter the animations behavior. For a list of text keys, see GECK Wiki.
Bug Fixes
Videos
Beginner tutorial on how to make kNVSE sets by Xolerys (thanks!)
Tutorial on how to create animations in Blender for kNVSE by Xolerys
Source code
Is available here
Thanks
Installation
- MO2/Vortex: either use the Vortex button or load the 7z file in the mod manager as with any other mod
- Manual: Extract into Fallout New Vegas\Data\
UPDATING TO kNVSE 3X
kNVSE 30 accumulates over 3 years of development into a single update. There will be some issues, especially from mods that rely on broken behavior from previous kNVSE versions. There will also be some real bugs so if you spot any of these then provide as much information as you can, including the mods that are using kNVSE that are affected and preferably videos of the bug. If you get crashes post logs from yvile's Crash Logger.
Mods utilizing kNVSE
See the Requirements section to see a list of mods utilizing kNVSE.
Background
Did you know that there are only a limited amount of animation slots for weapons in this game? When Bethesda coded this engine, they designed it so that all the weapons choose from a limited number of slots named anim groups, where each anim group slot holds an animation that weapons are allowed to use for shooting, aiming, reloading etc. This was probably fine during development of the games; if someone wanted to add support for rocket launcher weapons, they could just ask one of the programmers to add a new anim group slot specifically for all rocket launcher weapons. The only issue is that there is no way for modders to create new anim groups. They are completely hardcoded inside the engine.
This effectively means that adding new weapon types into the game is impossible. Want to mod in crossbows? Sure, but they'll need to use the same reload animations and sounds as the Plasma Pistol, making them not a very realistic crossbow. Want to create a shotgun that's a tad smaller than a normal? You might now notice that the player character is holding it really strangely, leaving space between the grip and the weapon. In fact, several vanilla weapons suffer from bad hand grips due to the one-size-fits all anim group system.
If only there was a way to override these anim groups, so that you could have custom animations per weapon. Custom hand grips. Custom anything. Or even custom anim groups for actors as they share the same anim group system in regards to walking, running and jumping etc.
Introducing...
kNVSE Animation Plugin
- Override anim group animations on a per-weapon and per-actor basis
- Can be used with scripting, plain form id named folders or JSON
- Solves all your animation engine limitation problems
Guide on usage for animators or mod creators
Folder usage guide
First, inside the Fallout New Vegas\Data\Meshes folder, make a folder named AnimGroupOverride. Or do it inside a MO2/Vortex mod folder (Meshes\AnimGroupOverride), your choice, really.
Overriding animations for a single weapon or actor reference
- Inside the AnimGroupOverride folder create a folder named the same as the .esp or .esm that contains the form you are overwriting, e.g. TestMod.esp.
- Then inside that folder create a folder with the form ID in hexadecimal without the mod index, e.g. 80ADE.
- Inside that folder drop in your _male and _1stperson folders which contain the .KF animation files that you want to override with.
Tip: You can also use the form ID of a form list which may contain multiple weapon or actor forms to be overridden.
Tip 2: You can have multiple animation variants which get picked randomly, just add an underscore after the variant and some letters to differentiate the file names. If you want variants to play in order, have the file names end with _order_[NUMBER].kf
Tip 3: kNVSE folder named with form ids can be used for weapons, actors, races, form lists and creatures.
Examples
- Data\Meshes\AnimGroupOverride\FalloutNV.esm\8ED0B\_1stperson\ <- Animations in here override anims for the FNV Hunting Shotgun in first person view
- Data\Meshes\AnimGroupOverride\MyWeaponMod.esp\_1stperson\ <- Animations in here override all first person weapon and actor anim groups which are contained in MyWeaponMod.esp except those that have their own form id folders. This means you can have base animations that are only applied for that mod and then on top of that custom animations for selected weapons of your choice.
- Data\Meshes\AnimGroupOverride\FalloutNV.esm\14\_male\ <- Animations in here override for the player in third person view.
Overriding animations for multiple weapon or actor references with JSON
If you have animations you want to apply for multiple weapons, but don't want to wastefully copy folders full of animations just so that they can have different form ID names there is a second option that utilizes JSON.
Inside AnimGroupOverride, make a JSON file with a unique name and a folder with a unique name containing the animations. Create a JSON array, and in the array you place objects with three string fields: mod (name of the esm/esp filename), form (hex form id without mod index) and folder (name of the folder you just created). Form field can be a JSON string or a JSON array containing multiple strings (folders). If mod and form fields are discarded, the animations will apply globally to all forms.
Example
- Create folder Data\Meshes\AnimGroupOverride\MyExampleAnimations\... which contains the _1stperson and/or _male folders
- Create file Data\Meshes\AnimGroupOverride\TestAnimations.json
- Inside the JSON file, we are going to make both the hunting shotgun and Dinner Bell use animations from MyExampleAnimations folder:
[
{
"mod": "FalloutNV.esm",
"form": ["8ED0B", "F0B12"],
"folder": "MyExampleAnimations"
}
]
JSON Conditions
An optional field in JSON is "condition" (script line that evaluates to boolean which determines if animation plays or not).
[
{
"mod": "FalloutNV.esm",
"form": ["8ED0B", "F0B12"],
"folder": "MyExampleAnimations",
"condition": "GetActorValue Strength > 5"
}
]
By default the condition is evaluated before an animation is overridden. If you need the condition to be evaluated constantly, then the "pollCondition" JSON field will do that for you:
[
{
"mod": "FalloutNV.esm",
"form": "14",
"folder": "SprintAnimations",
"condition": "IsKeyPressed 42 && GetAV ActionPoints > 0 && (SetAV ActionPoints ((GetAV ActionPoints) - 4))",
"pollCondition": true
}
]
In this example, the sprint animation will stop as soon as the shift key is no longer pressed or AP goes down to 0 as the condition is evaluated each frame.
Context specific animations
You can have animations only override in contexts or conditions.
- Weapon mods: inside a weapon animation folder described above, place the animations inside a folder either named Mod1, Mod2 or Mod3. The weapon mod animations will only override if the mod slots are used.
- Gender specific: inside an actor folder, place the animations into either a folder name Male or Female.
- Crippled legs: inside an actor folder, place the animations into a folder named Hurt
- Human: Only human actors will use the animations in a folder named Human
Examples
- Data\Meshes\AnimGroupOverride\FalloutNV.esm\8ED0B\_1stperson\Mod1 can contain animations that'll only override if the weapon has the mod 1 slot enabled.
Scripting
kNVSE also comes with scripting commands that allow you to replace animations on the fly with scripts.
For a list of functions, see GECK Wiki.
KF Animation Text Keys
kNVSE adds support for new text keys which can be placed on KF files in NifSkope which alter the animations behavior. For a list of text keys, see GECK Wiki.
Bug Fixes
- Looping reload: kNVSE includes an engine fix for the infamous looping reload bug.
- Diagonal idle movement: You can now move diagonally while an idle animation is playing.
- Duplicated 1st person animations on high speed mults: kNVSE includes a fix for 1st person animations playing twice if the speed multiplier is high enough (High agility can cause this)
- Blend issues: kNVSE fixes several blend issues. Some of those consist of weird issues like spider hands, animations flickering, and more.
Videos
Beginner tutorial on how to make kNVSE sets by Xolerys (thanks!)
Tutorial on how to create animations in Blender for kNVSE by Xolerys
Source code
Is available here
Thanks
- lStewieAl for doing much of the decoding work in IDA so this could happen.
- Hitman47101, Fallout2AM, Asurah, Johnson99, Ha_Ru and Rockbiter68 for testing
- youngyone01 for the mod page icon