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rockbiter68

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rockbiter68

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About this mod

Full reanimation of the LaLongue Carbine and its Fallout 3/TTW counterparts. Uses and requires kNVSE.

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FNV CLEAN ANIMATIONS | Lever-Action Rifles
This video shows off the FO3 Lever-Rifles while playing Johnny Cash, which might be why you can't view it for whatever reason.


This video showcase the LaLongue Carbine (it has different animations), the other rifles, and probably won't be blocked in your country.



FEATURES
  • Complete re-animation for all of the FO3/TTW Henry-style Lever-Action weapons and for New Vega's LaLongue Carbine.
  • Psuedo-bullet counted-reload animations for the FO3/TTW weapons up to a certain point.
  • Gameplay-friendly????? lol
  • Four attack variants because kill me.
  • Up to three reload variants for FO3/TTW weapons, with four reload variants for the whole set (also kill me).
  • Built in TTW support because duh.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
What started of as a simple "yeah, I guess I'll do that gun next" quickly evolved into a veritable nightmare. There was the arduous mechanics of the gun itself, the desire to make it bullet-counted, problems with the mesh to make it bullet-counted, the reload and attack animations going through several different iterations (the equip almost suffered the same fate), and the cacophony of demands for release EDIT: most of you were very kind and understanding about this--thank you. That last one is partially my fault, at least: I first implied it would be released some time ago, and then directly stated that it would be released "next" (and then it wasn't).

The sheer scope of the project lead to a lot of stress, and a strong desire to not actually want to work on the weapon, which butted heads with a desire to just get the damn thing released. So, due to problems with coordinating with the people I needed help with (and with wanting to spare them the pain that I was experiencing), and due to not wanting to bother the .nif people I know, and due to the fact that actually making this gun bullet-counted would actually make it functionally useless: I simplified the scope, stripped out the need for other people to be involved, and finished the damn set.

The result: it's no longer bullet-counted. Not really. For the FO3 Lever-Action variants, you will do a bullet-counted reload after you fire off the first two-shots. This is because, with kNVSE, one can set certain conditions that allows the weapon to point to a specific animation--so, in this case, the condition reads the individual bullets left in each gun (which sucks, because different guns have different bullets), and then points to a hand-made bullet counted animation (i.e. it doesn't use a looping system, but rather requires me to manually animate every single bullet to be counted into the reload in a separate animation).

I wanted to die after making two of these. I realized I'd have to make thirteen more. And that this would, again, push the reload time up into the double digits. So you only got two of these.

After this, I went ahead and converted the "load two bullets" reload into a catch-all, vanilla style "wave your fingers around" reload where it's implied you somehow quickly dump all of the bullets in. The LaLongue Carbine, in Obsidian's genius, has different proportions to the FO3 weapons it is based off of, so I made another custom reload for that one that pays respect to that particular model, but that one only has a catch-all "load all bullets" animation--no fake bullet counting for that gun, sorry.

So, reload times sit at around 6 - 6.3 seconds, which, on the upper end, is longer than the longest reload animation I've ever made (the Minigun and the Missile Launcher, both of which are 6 seconds).

I also ended up ditching the custom model for compatibility reasons and because TTW for some reason adds in a unique model that requires a totally different grip which WHY DID THEY DO THAT, and also because fiddling with that little bullet no longer felt necessary if we were ditching bullet-counted.

Then I had to fix a litany of bugs and errors with the animations, because the core of the work represents where my skills were at 8 months ago, and not today. If I made these sets today, they'd be better.

But I didn't. So this is what you're getting.

After this long, painful odyssey, I'd say that bullet-counted for this weapon is now unlikely to ever happen. Sorry. I told hitman that, even if he suffered a blow to the head and asked, I wouldn't give him my .blends to convert to third-person to make bullet-counted. So, unless he suffers from severe brain degradation and decides to remake this whole set from scratch: this is good as its getting, folks.

At least it's playable this way.

Cheers.



REQUIREMENTS


IRON SIGHTS ADJUSTMENT
The iron sights may be misaligned. This is very easy to fix.

1. Ensure that you have ISControl Enabler installed.
2. Ensure that all of this mod's requirements (above) are completely up-to-date.
3. Use a baseline iron sights alignment mod, like Vanilla Iron Sights Realligned.

In most cases, nothing more should be required from you other than this. :)

However, it is possible that with some weapons, the sights may still be misaligned after completing the above steps. In this case, you have one more step, which is to simply follow the instructions on ISControl Enabler's mod page for re-aligning sights in-game. It is extremely easy, and only takes a couple of seconds. I have also posted an image here with the most relevant control underlined for your convenience.


When I release my animations in packs ("parts"), I will have them bundled with a custom ISControl.ini to simplify the install and avoid senseless overwriting.


RECOMMENDED MODS




COMPATIBILITY
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  • Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the same 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 are very helpful. Small, one-time donations are especially helpful.


DISCLAIMER
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While I frequently animate firearms for Fallout: New Vegas, I simply ask that my animating of these weapons not be conflated with interest or enthusiasm for firearms, or support of wholly unrestricted gun rights. I do not particularly like guns outside of a passing interest in their mechanics (i.e. how their various little parts move), and I do not support the free, near-unrestricted access to firearms seen in the United States, or the inane "but my rights" debate that happens every single time schools like the one I work at get shot up.

This disclaimer is up simply to avoid being associated with a group whose beliefs I pointedly do not share, and so that public perception of me--limited as it is--can at least be somewhat accurate.

This said, animating these weapons so often has forced me to learn a bit about them. Please know that, by the time an animation set is released, I have done any research I deem necessary. Do not offer me corrections as to the "accuracy" of a weapon; if you seem something that you wouldn't considered 1:1 realistic, know that I already am aware of this, and deliberately omitted it for gameplay, technical, aesthetic, and/or time constraint purposes.

Please note that I am fully open to feedback--the above is simply here to state that I do not conflate 1:1 real-life weapon accuracy with a "good" animation, and to also clarify that I do not shoot for realism in my animations (although I do take inspiration for it in order to create a believable animation). Any critiques animation-side (i.e. anything that's not you correcting how a lever should work in real life, etc.) are extremely welcome and hugely beneficial to the craft.

I will not be commenting on any posts regarding this disclaimer, specifically about anything political. It is not my intention to make people angry, but to simply clear me of any unwanted associations.

Thank you.