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Serviamnon

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Serviamnon

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14 comments

  1. Trapclap3f
    Trapclap3f
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    Hi this animation looks amazing did you have any plans on making a patch for AM's SVD?
    1. Serviamnon
      Serviamnon
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      I guess it would works with am's svd, just need to write a json file. I can upload it laterm
    2. Trapclap3f
      Trapclap3f
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      Awesome! no rush i was just wondering if you had plans for it 
  2. LoneDude
    LoneDude
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    Meshes from version 2.100 don't seem to work. Weapons also use different animations than the ones in the Override folder, ReloadO vs ReloadC and Attack3 vs AttackLeft, for example. Which version of the ZL mod features meshes used in the demo? I'd like to edit files/plugin myself, instead of waiting for updates.
    Edit: nvm figured it out
    1. Serviamnon
      Serviamnon
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      It works?
    2. LoneDude
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      Not with ZL's mod. But I have so many mods, I have no idea - maybe something is conflicting? Pardon me if I sound rude/blunt, I think I'm somewhat feverish as I'm writing this lmao

      I still got your animations working though.

      I ripped meshes/textures from ZL's mod, opened them up in Nifskope, renamed magazine-related nodes, ripped the charging handle from your standalone SVD, moved said nodes around to fit your animations, applied it onto SVD/Type-79 from Another Millenia, made edits to mil.esp to fit your AnimOverride files, disabled RNC_Type179.json to prevent conflicts and inserted ex-Type-79 id into your .json.

      Jam animation sounded a little weird, the clink of the charging handle on full reload also didn't feel right. I looked into it, and it seems the .kf files for both reference .wav files that are placed in the correct folder, but lack the "WEP_" prefix. Timings on sounds for both of these animations are also not synced well, even with properly named files. I'm currently playing around with timings and changing those via NifSkope, but its a pain to restart my game every time so it'll take too long to write about any discoveries regarding that.

      Aside from that, the animations work well, they look good and snappy, but not too much.
    3. Serviamnon
      Serviamnon
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      Well I guess I have to make a patch lol, thanks for your work! 
    4. LoneDude
      LoneDude
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      Uhhh, sorry, wait a little. There's more. I was editing the reply as you replied.
    5. LoneDude
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      I noticed that jam doesn't LOOK right, at least in my game. For whatever reason it causes the magazine of the rifle to slide forward slightly. Very rarely, mainly when jams happen one after another, magazine disappears altogether or, I kid you not, does a 360 spin around the mag port and proceeds to hover next to it diagonally lmao Couldn't spot it happening in the demo, but I play with increased FOV and modified Viewmodel, so idk if its just a me problem again. Tested it with both modified Jam animation, normal Jam animation, my Frankensteined SVD and your Standalone SVD.

      As for sfx/timings on jam and non-partial reload, I just modified both of them slightly through Text Key editing via NifSkope and fixed some tiny issues. I'll just post Text Keys for both Jam and Reload here with reasons for edits, in case you want to check it out:
      Spoiler:  
      Show

      2haJamO:

      • Time: 0.000000, Value: start
      • Time: 0.016667, Value: noblend
      • Time: 0.072500, Value: Soundpath:\fx\Svd\WEP_SVD_up.wav - switched 3rd and 4th Text Keys because WEP_SVD_up sounds like a "gun grab" sfx, yet it played BEFORE "charging handle grab" sfx. In addition, WEP_SVD_up.wav is not in the sound-related folder, "SVD_up.wav" is - so that file needs renaming, unless I'm missing something. Changed time, because grab happens very early on into animation. It still looks a LITTLE off when in slow-motion though.
      • Time: 0.946667, Value: Soundpath:\fx\Svd\Svd_foley_02.wav - assumed that sound is the "charging handle grab" sound, as I said before. Had to change the timing of it because otherwise it clipped into other bolt-related sounds.
      • Time: 1.550000, Value: Soundpath:\fx\Svd\WEP_SVD_boltpull.wav - "SVD_boltpull.wav" is present in the folder instead of "WEP_SVD_boltpull.wav" - needs renaming.
      • Time: 1.633333, Value: eject
      • Time: 1.650000, Value: F_99
      • Time: 1.970000, Value: Soundpath:\fx\Svd\WEP_SVD_Foley_BoltBack.wav - changed time because it looked out of sync
      • Time: 2.560000, Value: Soundpath:\fx\Svd\Svd_foley_01.wav - this one sounds like a "weapon grab" sound, but it played too late into the animation, so I changed time. In addition, the file path is missing a "v" in the "\svd\".
      • Time: 3.000000, Value: end
      2haReloadO: I kinda ditched the "mag drop" sound out of it and shifted first half of all sfx TextKeys, to place "charging handle grab" sfx before the "BoltBack.wav"

      • Time: 0.000000, Value: start
      • Time: 0.079167, Value: respectendkey
      • Time: 0.425000, Value: Soundpath:\fx\Svd\Svd_foley_02.wav
      • Time: 1.966667, Value: Soundpath:\fx\svd\Mag_rel.wav
      • Time: 2.225000, Value: Soundpath:\fx\svd\WEP_SVD_Foley_MagOut.wav
      • Time: 3.304167, Value: Soundpath:\fx\svd\Svd_mag_fetch.wav
      • Time: 4.287500, Value: Soundpath:\fx\svd\Svd_magin.wav
      • Time: 4.337500, Value: Soundpath:\fx\Svd\WEP_SVD_Foley_MagInA.wav
      • Time: 4.850000, Value: Soundpath:\fx\Svd\Svd_foley_02.wav - charging handle grab sfx. Because before it would leave too much empty time between sounds, even though character performs animations
      • Time: 6.000000, Value: Soundpath:\fx\Svd\WEP_SVD_Foley_BoltBack.wav
      • Time: 6.550000, Value: Soundpath:\fx\Svd\Svd_foley_01.wav - gun grab sfx was slightly late, changed time, fixed missing "v" in the path
      • Time: 7.000000, Value: end

      Hope it helps, don't take it as me bashing the mod or telling you how to go about things though. Just throwing out ideas. As for other animations - they looked good so I didn't even check them. And again, my game is heavily modded so maybe all of it is on me. I don't know crap about FNV animations, so its just me poking the work of local Titans with a stick in the dark lmao
    6. Serviamnon
      Serviamnon
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      Ok, I see. And thank you! I will check it out later and update it this weekend. I didn't pay attention to the sound delay in jam. But I will test it. I even forgot to show the jam anim lol.
    7. LoneDude
      LoneDude
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      Hope it helps, thanks for the mod and good luck!
  3. zealotlee
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    Great job with the new animations!

    Your timing couldn't have been better (or worse since I only updated the mod a few days ago lol). I had gotten a lot of complaints about the fire rate being uncapped on the previous animation set, plus there were some weird bugs with some of the inspect animations. This version looks a lot better and seems to fix the said issues. On the new SVD nifs I did need to change the node names to match up with their vanilla counterparts so RNC's anim's would work, so hopefully these work with the nifs from version 2.100.
    1. Serviamnon
      Serviamnon
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      Allright I'm going to update it to fit the new nodes lol
  4. lolwutyyy
    lolwutyyy
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    Awesome work as always!