A note for anyone who's using the "Classic Fallout Weapons Remastered KNVSE Anims" mod alongside this mod: the CFWR KNVSE Anims mod includes a script that will break the reload animation of this mod if it's loaded alongside. If you want to use these animations along with the CFWR KNVSE Anims for the other guns in CFWR, you need to go into the mod folder for the CFWR KNVSE Anims mod, find the script "gr_CFWR_KNVSE.txt" and either delete it or hide it (if you're using MO2).
Hey Sandal, so I put the original P90 mod in a merged plugin, as a result, it's got a different form from the JSON. I tried changing things around, including the FormID listed on the JSON as well as the name of the mod listed to the merged plugin. Mostly everything else seems to work, including the faster fire rate script.
However, for some reason, the reload for me doesn't. It plays the wonky substitute animation I'm trying to override with yours.
At first, I thought it was my Asurah somehow interfering with it, but I found out that disabling that didn't help either. I tried doing things manually by making the override folder specifically for the merge and the P90 in it, no dice there either.
I'd really like to get the reload working, it looks dope! Any help with this would be mightily appreciated!
(I left a comment same as this one word-for-word on your showcase vid on YT. Just in case!)
Sorry for the incredibly late reply, I didn't know you had asked until literally just now.
But for what it's worth, I think this is what I did back in May:
Instead of trying to edit the JSON arrays by changing around the values for the FormID and folder name and such, I added an entirely new JSON array that conformed to my info for my merge plugin. Basically, in Notepad, when you open up Sandal_P90.json in AnimGroupOverride under Meshes, you'll see two other arrays there already for ""Classic Fallout Weapons Remastered v.1.2.esp" and "P90.esp" respectively.
What you're gonna do is type a comma after the second array, then write in your new one between that comma and the ending bracket. The file will look something like this after (pay attention to the bottom third of the lines):[ { "mod": "Classic Fallout Weapons Remastered v1.2.esp", "form": "7944", "folder": "Sandal_P90" }, { "mod": "P90.esp", "form": "ADE", "folder": "Sandal_P90" }, { "mod": "FULL AND EXACT PLUGIN NAME HERE.esp", "form": "LAST FOUR DIGITS/CHARACTERS OF P90 FORMID HERE", "folder": "Sandal_P90" } ]
You can look up the FormID for your P90 using FNVEdit for the exact reference on your plugin.
Also, if you have the latest Asurah like I do for most of my weapon anims, you're gonna want to make sure through FNVEdit that the P90 uses Animation Type: "Pistol - Ballistic (1 Hand)", Grip Animation: "DEFAULT", Reload Animation: "ReloadL". I don't know how exactly having it set up that way helps, but when I tested it, that's when Sandal's P90 reload started working for me!
I hate to be a nitpicking bastard, this is awesome, but is there anyway I could get the p90 to holster on my back? Or is it basically a game limitation thing
the holster position is determined by the animation type set in the geck.
so short of changing the holster position of every pistol/smg type weapon or someone makeing a way to dynamically alter bodyslots its just how the game is.
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However, for some reason, the reload for me doesn't. It plays the wonky substitute animation I'm trying to override with yours.
At first, I thought it was my Asurah somehow interfering with it, but I found out that disabling that didn't help either. I tried doing things manually by making the override folder specifically for the merge and the P90 in it, no dice there either.
I'd really like to get the reload working, it looks dope! Any help with this would be mightily appreciated!
(I left a comment same as this one word-for-word on your showcase vid on YT. Just in case!)
But for what it's worth, I think this is what I did back in May:
Instead of trying to edit the JSON arrays by changing around the values for the FormID and folder name and such, I added an entirely new JSON array that conformed to my info for my merge plugin. Basically, in Notepad, when you open up Sandal_P90.json in AnimGroupOverride under Meshes, you'll see two other arrays there already for ""Classic Fallout Weapons Remastered v.1.2.esp" and "P90.esp" respectively.
What you're gonna do is type a comma after the second array, then write in your new one between that comma and the ending bracket. The file will look something like this after (pay attention to the bottom third of the lines):
[
{
"mod": "Classic Fallout Weapons Remastered v1.2.esp",
"form": "7944",
"folder": "Sandal_P90"
},
{
"mod": "P90.esp",
"form": "ADE",
"folder": "Sandal_P90"
},
{
"mod": "FULL AND EXACT PLUGIN NAME HERE.esp",
"form": "LAST FOUR DIGITS/CHARACTERS OF P90 FORMID HERE",
"folder": "Sandal_P90"
}
]
You can look up the FormID for your P90 using FNVEdit for the exact reference on your plugin.
Also, if you have the latest Asurah like I do for most of my weapon anims, you're gonna want to make sure through FNVEdit that the P90 uses Animation Type: "Pistol - Ballistic (1 Hand)", Grip Animation: "DEFAULT", Reload Animation: "ReloadL". I don't know how exactly having it set up that way helps, but when I tested it, that's when Sandal's P90 reload started working for me!
Try out what I did and see if it works for you.
so short of changing the holster position of every pistol/smg type weapon or someone makeing a way to dynamically alter bodyslots its just how the game is.