About this mod
Gameplay-friendly animation overhaul for the .44 Revolver and all of its variants (including TTW).
- Requirements
- Permissions and credits
- Changelogs
FEATURES
- Covers all animations related to the .44 Revolver.
- Supports TTW.
- Multiple attack animations.
- Includes full locomotion set.
- Includes optional file without locomotion, which can be used with Hit - Locomotion, Frozen Locomotion, Frozen Hitman Locomotion, etc.
- Credit notice: uses a sound from Hitman's revolver animations, so thanks to hitman47101 for making those free to use. All credit goes to him for making that sound, obviously.
REQUIREMENTS
RECOMMENDED MODS
- WMIM
- Immersive Recoil 2.0
- Viewmodel Recoil
- B42 Weapon Inertia
- B42 Weapon Inspect
- Reload Reloaded
- FOV Slider
- Jamming Fix and Optional Tweaks
COMPATIBILITY
- Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the .44 Revolver animations.
- Does not overwrite vanilla animations, allowing you to safely switch back.
- No plugin. Safe to install/uninstall mid-game.
SUPPORT
- If you enjoy this mod in any capacity, please do consider endorsing it.
- If you wish to support me and my animating habits further, donations or Patreon support are very helpful. My job is contract-based, and I will be absent work in the summer; any additional income not only helps me get by, but allows me to justify more time animating. Small, one-time donations are especially helpful.
DESCRIPTION
Not much to say here. I wanted to add some flair back into my animations, as I was beginning to find them quite boring, so here we are. With the jam animation, I wanted to preserve the vanilla Fallout 3 jam animation where you spin the cylinder, as I really needed an excuse to bring that back, and, well, here you have it.
The reload and the jam are both roughly 1 second longer than their vanilla counterparts, but that's pretty in-line with how most kNVSE animations are hewing these days, so it shouldn't be a huge problem.
Vanilla firerate is basically untouched, except for the fact that there is a very tiny, basically imperceptible delay when shooting to have the double-action hammer work like it does in real life (!). To account for this, you can fire the gun slightly faster than you can in vanilla, so it should even out in the end.
CREDITS & THANKS
As always, I'm both standing on the shoulders of giants here, and supported by some very helpful people. The following individuals have either supported, assisted, given me resources, knowledge, or encouragement in order to animate. They are, in no particular order, as follows: