Just a quick question. Does any of your launcher animations work with Titans Of The New West? Ive seen on the modpage that launcher anims are uncompatible unless a "modified 2HL weapon loose files" are provided. Just wondering if they would work together, because trading those new PA models for your animations is just not right.
I don't have the slightest idea, sorry. I've never used Titans of the New West. Just install both and try them out. If things look wonky, you'll have your answer.
I feel it's necessary to say that the video you have on this mod page doesn't do your mod justice - like at all. The editing is great but the explosion looks nothing like what I see in game with your mod (it looks orders of magnitude better in-game than what's shown in the video)
This makes the mini nukes look so, so much better. Endorsed
07/09/2024 EDIT: Just saw the replies and they're both correct - this mod is not the one that changes the Mini Nuke Explosion.
I have no idea which mod does but that's just one more thing to sort out - this is still a great animation mod.
That number has a habit of rising quickly without you noticing- started with VNV and now I'm up to 120 mods and counting - these authors on Nexus make some quality stuff!
Okay just a heads up, apparently since B42 inspect uses the jam animation it could lead to do some of your "cool jam anim features" whether it is on low or high condition. Actually a cool unintentional game mechanic, other explosive and energy weapons could use this too.
While I appreciate your work, especially those on the heavy weapons. I have but one complaint….All of your reanimation mods conflict for some reason and it’s driven me a bit crazy…I don’t know what work goes into making these mods, but I can only hope that you find some way to make your individual animations play nice with one another At some point. I know it may be stupid to write all this, but I really hope you at least consider some sort of tweaking to their conflicts. It would greatly improve the modding experience if you did considering your work on the only heavy weapon animation mods on nexus.
It's just identical sound files overwriting each other. No way around it unless I rename sound files constantly. Nothing is functionally conflicting, although things like MO2 will say that something is conflicting.
Sorry about that. I'll have to leave something in the description or stickied post from now on.
But yeah, there's no actual conflict. You can safely use all of my animation mods together.
Thank you for explaining. As of recent I figured out how to fix loops, so these issues sort of become null. However I am certain with streamlining your mods, you might not have to deal with renaming sound files. I could be wrong, again, not FULLY aware on how making mods, but still could be worth looking into maybe. I hope to see these animations complete one day, and wrapped up in one big mod that will be a one stop shop for all weapon animations in game!
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The intention is to create a giant pack at one point, but that's not happening until I've animated everything that I want to animate.
I feel it's necessary to say that the video you have on this mod page doesn't do your mod justice - like at all. The editing is great but the explosion looks nothing like what I see in game with your mod (it looks orders of magnitude better in-game than what's shown in the video)This makes the mini nukes look so, so much better. Endorsed07/09/2024 EDIT: Just saw the replies and they're both correct - this mod is not the one that changes the Mini Nuke Explosion.
I have no idea which mod does but that's just one more thing to sort out - this is still a great animation mod.
Sorry about that. I'll have to leave something in the description or stickied post from now on.
But yeah, there's no actual conflict. You can safely use all of my animation mods together.