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rockbiter68

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rockbiter68

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About this mod

Complete reanimation and revision of previously release Assault Carbine set. Uses and requires kNVSE.

Requirements
Permissions and credits
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FNV CLEAN ANIMATIONS | Assault Carbine - Redux




FEATURES
  • Two unique reload variants.
  • Extended magazine support (with two unique reload variants).
  • Gameplay-friendly. Attack, jam, and reload animations are the exact same length as vanilla animations.
  • For use with any locomotion set available on Nexus.


DESCRIPTION
Nobody wanted it, but I did, so I made it, anyways. This intention here is to bring the Assault Carbine set up to the standards of my Service Rifle and Marksman Carbine sets--and just the assault rifle sets in general, since it was always the weak link.

This was done primarily by smashing the two animation sets together. While very little was made from scratch here, make no mistake: it was not an easy task to stitch two totally different reloads together. Once my surgery was done, I went and make some subtle--but significant--tweaks to the reloads to help further differentiate this set, which included making a variant for the main reload (not the partial, as it wasn't needed). Then I ported all of this to the extended mags and, re-baked the jam God knows how many times and, well, here you go.

"But Rock," you ask, "why make a separate mod? Why not upload it as an update for Part 2?"

Well, my child, the answers are myriad. First and foremost was that this required a lot of work, so it deserves its own page and, yes, I do want the DP from it being on its own page. Times are tough, y'know.

Furthermore, the previous set is not bad (well, the jams are awful, but who cares). I mean, even after redoing it, I still kind of like it. Is it the same quality as the other sets? No. But it feels really nice and satisfying in game, which is not often the case of sets I outright replace in updates. Posting this on its own page allows users who prefer the old set to use that. In the future, I may go and post this as an update to Part 2, and keep the original set as an optional file--but frankly, I can't be bothered to do that right now, and I've about reached my limits on my mini-modding return here. I'm going back into my hole. I've seen my shadow.

Oh, yeah, balance stuff: partial is only slightly longer than vanilla reload, and full reload is under 3 seconds, making it the fastest assault rifle set that I've released. So, there you go.

Anyways, for those of you who prefer this set, you can go ahead and overwrite the original set/Part 2, no problem, and you'll be good to go.

Cheers.


REQUIREMENTS


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.
  • Uses a plugin to apply mesh/handgrip changes. Safe to merge or edit, and/or remove 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, such as things regarding timing, pacing, anticipation, weight, movements, 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.