About this mod
Comprehensive overhaul for all animations pertaining to the Laser Pistol and its unique variants. Unique firing animations provided for variants. Uses and requires kNVSE. Supports TTW out-of-the box.
- Requirements
- Permissions and credits
- Changelogs
ANIMATION LIST
- Idle, iron sight idle
- Two attack animations, and one iron sight attack animations w/ISControl support (will not play if using vanilla/WMIM meshes)
- Two attack animations, and two iron sight attack animations (<--click for showcase) for unique, "high-power" laser pistols from both NV/TTW (iron sight animations will not play if using vanilla/WMIM meshes)
- Reload
- Jam
- Equip, unequip
- 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
REQUIREMENTS
RECOMMENDED MODS
- Immersive Recoil 2.0
- Viewmodel Recoil
- b42 Weapon Inertia
- Reload Reloaded
- FOV Slider
- Jamming Fix and Optional Tweaks
OTHER CLEAN ANIMATION SETS
- FNV Clean Animation Sets | 10mm Pistol
- FNV Clean Animation Sets | 9mm Pistol
- FNV Clean Animation Sets | Plasma Pistol
- FNV Clean Animation Sets | Laser Rifle
COMPATIBILITY
Compatible out of the box with any mod that does not use kNVSE to modify the Laser Pistol animations.
Patches provided for:
- Laser Weapon Iron Sights (requires original mod)
- EVE (requires original mod)
The meshes for your Laser Pistol--or whatever weapon you apply these animations too--must be patched to have an ##ISControl node. If neither of the provided patches work for you, you will have to patch them yourself. You can patch your meshes with SNIFF. Here is a tutorial on how to do this.
Please note that vanilla/WMIM do not have iron sight animations for laser weapons. If you want iron sight animations to function, you must download one of the linked mods above.

If you enjoy these animations, please consider joining my Patreon and supporting me, or making a one time donation, if, and only if, you have the means. I work a full time job, and
animating is hard work. Your support helps me develop and support my
animations with greater efficiency.
DESCRIPTION
When designing these animations, I focused first on the firing animations. I wanted to make them visually distinct from traditional firearm animations. I decided to make the weapon look like it was "charging up" for the shot, while still making it gameplay friendly (as such, it doesn't take very long. It actually seems the Bethesda devs had a similar idea--the vanilla text key for the projectile is slightly delayed, but the animations don't really reflect this. As such, you get the "shake" or "wobble" you see, and then its quickly released, creating some force to know the gun back.
For the reload, well, I mostly took inspiration for the reload from my old mod, since I really love it. However, as is normal now, there has been a greater emphasis place on detail, and I may or may not have gotten the idea for snapping the door shut from Halo Infinite's Mangler reload. It just looked too cool to not try out and, really, even though you're still an amateur at the point in the game where you'd find/use this weapon--it's a laser gun. It deserves to look cool.
GAMEPLAY NOTES:
- The base reload time for this weapon is now 3.6 seconds, which is a .6 increase from vanilla's 3 second reload time. While testing, I found this .6 second increase to be negligible, especially considering how many shots the Laser Pistol can fire before having to reload. It's already a fairly powerful early-game weapon.
- The jam animation is also slightly longer. Take care of your weapons!
- All fire animation timings remain unchanged (i.e. this weapon still has the vanilla rate of fire).
F.A.Q.
Question: The reload for this gun is super fast and looks bad. Why?
Answer: You have a very high Agility stat and/or are using the Rapid Reload perk. This will generally make animations look bad. This happened in vanilla, too, but vanilla animations already looked bad, so you never noticed.
Question: According to Fallout lore (or something) laser weapons don't have recoil!
Answer: I truly, sincerely, do not care.
Question: What should I set my FOV to?
Answer: Between 55 (vanilla) and 75 will look best. Mine is set to 64. I cordially think that anything over 75 looks like utter dogshit, but you're free to set it higher if you'd like. I try to mitigate any weirdness that might happen at higher FOVs, so you should be fine. However, if you encounter something weird looking when you're running at 110 FOV or whatever, you have been warned.
Question: I don't have iron sight animations!
You're using vanilla/WMIM meshes. If you are happy with those meshes, nothing is going wrong--iron sight animations are not set up to play with those meshes.
If you think you should have iron sight animations, but don't, your meshes need to be patched. Use the patches provided on the Files page. If those somehow don't match your meshes, you can use SNIFF to do this yourself. It is very easy to use and a tutorial, made by hitman4101, can be found here.
Question: Why no inspect animation this time around?
Answer: Because I didn't feel like making one.
Question: Will you apply these animations to X High Poly Gun Mod?
Answer: Nope! Thankfully, it's easy to do so yourself. You can find out how by visiting kNVSE's mod page (you will need to edit the .json file with something like Notepad++). If you don't want to do that, you might wait until someone else does it for you. Unfortunately, I have neither the time nor the desire to hunt down every weapon these animations could be applied to and patch them.
Question: I don't like the style of this animation. Will you change it completely?
Answer: Nope! Criticism is very welcome, but the style you see is the style that you get. It's not changing.
Question: Will you make an animation(s) for me?
Visit my Patreon.
Question: Can you help me start animating?
Answer: Yes and no. I'm actually a technical dumbass, so in many respects, no. But there are resources available to you here. They are outdated now, but they should help you get started enough to where you can begin asking questions. I might be able to help you if you PM me, but please note that I am busy, and can't promise anything. I will do my best, though--I know it's hard to get started. But you also have to take some initiative.
KNOWN ISSUES
Please don't report these as bugs. I'm aware of them. These will be closed if you report them, because I'd rather make room for bug reports I'm actually unaware of.
1) Col. Autumn's Laser Pistol has weird looking attack animations. This is due to it using a Loop attack animation, which I hadn't initially accounted for. A fix will be provided later.
2) Compliance Regulator's reload animations clips. It's fairly noticeable. I will not, however, be fixing it. I'm only supporting TTW weapons from here on out--any NV-specific weapons/variants that get included are a bonus.
CREDITS AND THANKS
Without the help of the following individuals, I would not have been able to animate at all.
Januusz: for inspiring and encouraging me to continue, your technical knowledge of blender, your advice, and your boundless patience with my confusion.
hitman47101: for supplying the vanilla rigs and answering questions.
DecerBW (Asurah): for answering questions and troubleshooting.
jmajero: for answering questions and troubleshooting.
Jacksonelhage: for answering questions and troubleshooting.
Xolerys1: for your input, perseverance, and generally making our little animation community better.
korri123: for kNVSE, troubleshooting, and for being tolerant of my technical ineptitude.
ShinyHax: for their tutorial.
Obsidian: for making the game.
Bethesda: for creating such a malleable - if wonky - game engine for us all to muck around in.
blender: the primary tool I use to make these animations.
NifSkope: the secondary tool I use to make these animations.