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Changelogs
Version 2.5.1-weapons
Fixed an issue where John would revert back to the vanilla gun holding animations while not looking at him.
Added an extra file called "motiontypes_alt.ymt", this is for those that only want the beta rifle gun holding animations for John.
Added an extra file called "motiontypes_arthur.ymt", this is for those that want John's beta handgun holding animations on Arthur.
Version 2.5.1-rdr1
Same changes as the base version.
Version 2.5.1-base
Cleaned up the "install.xml" files a bit.
Fixed an issue with Pearson's neck being way too far back in his walking and running animations. - Example: https://imgur.com/a/pearson-LcTWG0n
Fixed an issue that made cigars lit immediately after picking them up.
Fixed an issue where Bill would revert back to the vanilla gun holding animations while not looking at him. - Example: https://imgur.com/a/lod-animations-oprTcJa
Fixed an issue where Arthur's off-hand shortarm (dual) would float around his hand while critically injured.
Version 2.5-weapons
All handgun and rifle animations have been completely overhauled for John. - They now react to all kind of environments and situations, such as walking on ice, slopes, stairs, foliage, having low health and landing from different heights.
John's handgun aiming animations (such as transitions, full-body pose and the arm's position) have been improved significantly.
John now has new handgun aiming animations while crouching.
Fixed a problem that made NPC John not shoot his guns while sprinting.
Fixed a problem when trying to turn while aiming with a controller as John.
Version 2.5-rdr1
John now holds rifles pointing downwards. - This change can only be seen with the “Extended Weapon Animations” optional file installed.
John’s hip fire rifle animation has been changed for the “underfire” variant, which closely resembles RDR 1’s. - This change can only be seen with the “Extended Weapon Animations” optional file installed.
John now uses the beta “generic” combat animations. - These animations were planned to be used in the “main file” version, but due to a couple of unfixable issues, they were made exclusive to this file…
John’s facial animations are now more “serious” looking.
Subtle changes have been made to John's upper body walking animation.
Subtle improvements have been made to John's upper body sprinting animation.
Even more subtle improvements have been made to John's upper body jogging animation.
Version 2.5-base
You’re now able to properly reload your guns while playing as NPCs, among some other improvements.
John's upper body animations, from idle to sprinting, have been improved, made less stiff and more reactive (meaning, they now react to drifts, swerves, slopes, etc...)
John's upper body sprinting animation should resemble his vanilla counterpart more, if not, better.
John's animations no longer switch to Arthur's when stepping on all kinds of terrain types.
John's crouching animations have been made more unique.
John’s facial animations have been improved, now with more unique animations.
John's back has been made straighter in his idle animation.
John's "casual" idle animation has been improved and no longer makes John slide backwards during the transition.
John now has a new "casual" walking animation.
John now has a new “tired” running animation.
John now has slightly more unique animations when carrying people/large animals - Arthur and John have their own unique shortarm animations while in this state. - And these new shortarm animations react to deep waters.
Arthur/John are now able to hold most NPC props. - You need a different mod that grants you the ability to pick up said props, though.
Arthur/John no longer make weird prolongated facial expressions after bumping into someone.
Arthur/John no longer look tired when entering a shop’s wardrobe through the catalog.
Arthur/John now sprint accordingly while burning alive.
Arthur/John now properly grip the “Bolt Action” and “Carcano” rifles in first-person.
Arthur’s “sick” animations that trigger during the “Red Dead Redemption” mission have been made more noticeable.
Arthur’s "tired" walking animation no longer disappears while walking fast.
Arthur now can keep his rifles above water with a scope installed as well.
Improvements have been made to the snow acceleration animations while in "combat" mode.
Improvements have been made to the “intimidation” and “caution” animations.
Improvements have been made to the shotgun "slope" walking animation.
Improvements have been made to the "start" and "stop" running/walking animations when carrying people/large animals.
Fixed an inconsistency that made Arthur/John run normally while being “very drunk”, among some other improvements.
Fixed an issue of mine which made the foliage animations play while standing still.
Fixed an oversight of mine which prevented every "fidget" idle animation from playing as Arthur.
Fixed an oversight of mine which prevented the "turn around" animations from playing while on snow and crouching.
Fixed an oversight of mine which prevented the left and right slope animations from playing. (my bad :'p)
Fixed an oversight of mine that prevented the "low health" core animations from playing in "combat" mode for John.
Fixed an oversight of mine that prevented John from playing the "panic" animations when alligators are near through the deep waters of the swamp.
Fixed an oversight of mine that prevented John from playing the "fidget" idle animations while roaming around the deep waters of the swamp.
Fixen an oversight of mine which prevented some "fidget" idle animations from playing as John, such as: * INSECTS (This one was actually a vanilla issue) * SUNNY_HOT (Fixed a few broken ones as well, this also goes for Arthur) * EAGLE_EYE_SEARCHING * CAUTIOUS_MEDIUM_INTENSITY * RAIN * HEAVY_BODY_DROP (This also goes for Arthur) * SMOKE * SKINNING_SMALL_ANIMALS * probably a few more, idk.
Fixed a vanilla oversight that prevented the left and right slope animations from playing while tired, low health, low dead-eye and a few other states.
Fixed a vanilla oversight that prevented “blizzard” animations from playing while using “eagle eye”.
Fixed a vanilla oversight which prevented “combat” animations from playing properly in rivers.
Fixed a vanilla oversight that prevented John from playing the proper facial animations when entering, exiting and calling for deluxe baths.
Fixed a vanilla oversight that made the "rain" animations play while in-doors as John.
”Fixed” a vanilla oversight that made Arthur/John walk normally while walking fast on ice.
Fixed weird animations when standing near fire while holding a rifle.
Fixed a issue of mine which made the old fortune teller, Cassidy, unable to have facial expressions.
Fixed the "floating cigarette" issue that happens after fast travelling on train and Arthur/John is seen standing up smoking a cigarette.
Fixed unfitting facial expressions when standing and walking on stairs.
Fixed unfitting facial expressions that trigger after dismounting your horse, most notably in cold/hot environments.
Fixed Arthur’s constant “poker face” when roaming around camp before starting Trelawny’s “Friends in Very Low Places” mission.
Fixed weird inclination of the hat during the chopping wood chore/minigame before every swing.
”Fixed” an issue that made Uncle beardless during the “An Honest Mistake” mission. - I also made a couple of very subtle additions and QoL changes to this mission, can you figure out what they are?
Fixed an issue that made Charles Châtenay’s right arm desync and not follow his own walking speed towards the end of “The Artist’s Way - IV”
Fixed idle transitions while on snow during "combat" mode.
Removed unfitting idle transitions when going from “combat” to “stealth” and viceversa.
Added a subtle "deceleration" animation when transitioning from sprinting/jogging to walking while roaming around camp for both Arthur and John.
Added/Polished up some idle transitions for John and Arthur in situations that needed them, such as: * ARTHUR_IDLE_TO_JOHN_IDLE (While using the Off-Hand holster.) * ACTION_TO_IDLE * STEALTH_TO_IDLE * LOW_STAMINA_STOP_TO_IDLE * DRUNK_LANDING_TO_IDLE * EXITING_HORSE_TO_IDLE * EXITING_HORSE_TO_ACTION_IDLE * SLIDE_STOP_TO_IDLE * FISHING_PRECAST_OUTRO * LANDING_INJURED * LANDING_VAULT * LANDING_SNOW * LANDING_NORMAL (Only for Arthur, unfortunately.) * CLIMB_EXIT_VERTICAL (INJURED VARIANT TOO) * CLIMB_EXIT_STEPUP (INJURED VARIANT TOO) * CLIMB_EXIT_CONCAVE * CLIMB_EXIT_ACTION * USING_JOURNAL (Also when inspecting props.)
Added “drunk” animations in “combat” and “stealth” modes.
Added “combat” and “stealth” animations when walking on ice.
Added a “knee crouch” idle animation while holding 2 shortarms.
Added new “combat” and “first-person” animations to Long Blades (aka, The Machete and Broken Pirate Sword).
Added “rain”, “drunk”, “eagle eye”, “near fire”, “mild winds”, “strong winds” and “blizzard” animations to all weapon types that had them missing, such as: * Dual Shortarms * Shotgun * Lasso * Fishing Rod * Blade * Long Blade * Throwing Knife * Molotov * Dynamite * Tomahawk * Lantern * Torch * Binoculars * Camera * Electrostatic Detector
Almost all weapon animations from the list above have been slightly altered to better fit John’s animations (Arthur’s stay the same).
The “run deceleration” animations no longer trigger while walking.
The “180 turn around” animations now trigger properly on stairs.
NPC John now uses his beta aiming/dodging/firing animations while in combat.
Characters now react to foliage and doors while crouching.
Characters now react to right and left slopes while crouching.
Slightly altered the “blizzard” running animation, the right arm should move more naturally.
Made some subtle adjustments to a few chore animations. - Made the water bucket chore animations look less stiff. - Slightly tweaked the pitchfork walking animation, characters should move their arms more naturally. - There’s no longer exaggerated facial animations when carrying around hay bales.
Restored missing deep water idle animations. Example
Restored missing sound effects when skinning a “Collared Peccary Pig/Javelina”.
Restored Micah’s “hands on holsters” animation while walking in specific missions.
Restored Javier’s handgun idle animation, alongside the “combat” mode variant.
Restored Sadie’s handgun idle animation, alongside the “combat” mode variant.
Restored “subtle” idle animations meant for shortarms, longarms and in-doors.
Restored a few beta idle animations for Arthur and John.
Restored fancy idle animations meant for “The Gilded Cage”, which correspond to the following characters: * Arthur * Dutch * Bill
Restored all unique “firing gun” facial animations for gang members, such as: * Abigail * Bill * Charles * Dutch * Hosea * John * Micah * Uncle
Improved the moveset of various gang members, such as: * Micah * Bill * Hosea * Dutch * Sadie * Sean * Kieran * Javier * Jack (Kid) * Jack (Teen)
And a few other fixes/improvements that are not worth mentioning in this changelog.
Version 2.0
Moveset Changes: -
Each one of the terrain-based animations (snow, swamp, rivers, ice, etc...) have been either changed or altered to fit John's current moveset.
Each one of the "situational" animations (combat, stealth, drunk, tired, etc...) have been either changed or altered to fit John's current moveset.
John's other miscellaneous animations have been altered as well (like starting a sprint, drift, turn around, moving up and down slopes, etc...).
John's sprinting animation has been improved by using a much better and faster animation as a base.
John's idle animations have been altered (He doesn't look like a crippled old man anymore... sort of).
John's crouch animations have been altered (Just a little bit).
John's tired running/jogging animation has been altered to make the movement look more natural.
John now has his own relaxed animation in Beecher's Hope, before, It would use Arthur's.
Stair animations have been altered to fit John's moveset.
Animations for going through bushes have been changed to fit John's moveset.
John now reacts going through bushes while crouching.
John's stand up from a crouch animation has been changed to make it transition better into his idle animation.
John has proper idle variations now.
John's cautious walk animation has been restored.
Most of these changes affect NPC John as well.
- Weapon Changes: -
Each one of the 4 "main" weapon animations (handguns, dual wields, rifles and shotguns) have been completely redone.
Each one of the "situational" weapon animations (combat, stealth, drunk, tired, etc...) have been completely redone as well.
All of the new animations have been improved and tested to work on all kind of environments.
Fixed an oversight that made John not rise his rifle above water when a scope is installed.
Fixed some weird problems with shotguns when moving through deep water.
I accidentally made brand new First Person animations when sprinting through deep water with all 4 main weapon types.
- RDR1 Moveset: -
Idle Animation:
- Changed the idle animation for something that's similar to the first game.
- A lot of effort was put into making as many smooth transitions as possible for the new idle animation.
Walking Animation:
- Reduced the head bobbing dramatically.
- He doesn't move around as much anymore.
- His walk now transfers throughout all walking variations ( stairs, walking up and down slopes, etc...)
Running Animation:
- Altered his running/jogging animation to make it more similar to the first game:
- The arms now swing slightly more to the sides.
- Opened up the right hand.
Sprinting Animation:
- I took THE RDR 1 sprinting animation that Rockstar used for testing purposes and layered it on top of John's sprinting animation.
Version 1.2.1.b
Main Version Changes:
- John retains his walking and jogging animations while passing through foliage (his sprinting animation was already fixed)
Notes: Sorry for the very insignificant update tonight, since i won't be updating this mod for a while, I thought it would be a good idea to leave this mod in the most perfect state possible.
The reason why this mod is temporarily receiving no more updates it's 'cus I literally improved anything that needed to be improved with the limitations that we have, anything else will be futile.
So, for now, this is as unique John can get. I also wanted to thank everyone for all the support y'all have been giving to this mod, it has been really fun and i hope i get to come back to this once better tools come out. Take care, folks!
Version 1.2.1
RDR 1 Weapon Animations Changes:
- Fixed the spinning issue when aiming while standing still.
- "Holstering Animation" is part of this mod now.
Version 1.2
Main Version Changes:
- John retains his walking, jogging and sprinting animations when calming a horse.
- John's idle animations are now present when standing on all types of terrains (swamps, ice, snow, water, rivers and tar.)
- Fixed a very rare issue where John's animations would swap to the NPC ones for a very brief moment.
- John runs up/down the stairs properly now.
RDR 1 Weapon Animations Changes:
- Fixed an issue where the rdr 1 holding gun animations wouldn't play when using dead-eye to look for tracks or when avoiding the law.
- Fixed an issue where the rdr 1 holding gun animations wouldn't play while sprinting in "Action Mode".
Version 1.1.2
Fixed an issue where Arthur's voice was changed into John's...
Version 1.1.1
I added new first person entries for John only, unfortunately, i wasn't able to change the animations, though at least John's sprinting animation remains intact.
And also added some stuff to make it compatible with "RDR 1 Weapon Animations"
Version 1.1
- Changed the swamp/mud animations to Arthur's. Before, it was using the NPC ones, which were a bit less expressive.
I only did this as a preparation for when editing animation files are available.
Version 1.0
Base Release:
- No more Arthur animations while in Beecher's Hope as John.
- Changed the jog and sprinting animations when walking on ice as John.
- Changed the sprinting animation when in a fight as John.
- Changed the sprinting animation when drunk as John.
- John's walking animation is present when walking on snow. (I tried to change the running animations as well but sadly they were overwhelming to look at, so only the walking animation will stay until we get to tweak the animations themselves.)
Note: I also tried to change the water animations for John, but some of the animations sadly appeared broken (you can actually see my attempts in the files), so the water animations remained untouched... until we get to tweak the animations themselves, that is.
”Extended Player Animations”, also formerly known as “Extended John Marston Animations”, is a mod dedicated to fix/improve/add all kinds of things related to in-game animations, hopefully enhancing the visual experience for the player.
When this mod first came out, its one and only purpose was to fix and improve John Marston’s in-game animations to make his moveset as unique and separate from Arthur’s moveset as possible, but as development of this mod went on and the less things there were to fix on John’s animations, the more I kept adding and fixing things outside of that purpose.
And now, this mod brings fixes and improvements to essentially everything and everyone in the game (animation wise), not only enhancing the experience when playing as Arthur or John, but also giving players less headaches when trying to play as NPCs, opening the opportunity of using unique NPC animations without running into too many issues, hopefully giving role-players more freedom.
This mod is still somewhat John oriented (and for good reason), but now it has a lot of cool extra stuff accompanying it.
An overview of things included in the main file ”Extended Player Animations”.
It is recommend to click on the blue text to get a preview on some of the things in the list.
You’re now able to properly reload your guns while playing as NPCs, among some other improvements.
Arthur’s animations are no longer present in John’s moveset.
John has been given his own “motion” animations for all kinds of terrain types (such as swamps, rivers, ice, snow, etc…)
John has been given his own “motion” animations for all kinds of situations (such as combat, stealth, drunk, casual, foliage, first-person, etc…)
John has visited a chiropractor and straightened his back in his idle animation.
John now has his own “casual” idle and walking animations.
John now has a new “tired” running animation.
John now has slightly more unique animations when carrying people/large animals. - Arthur and John have their own unique shortarm animations while in this state. - And these new shortarm animations react to deep waters.
John’s crouching animations are now slightly more unique. Example
John’s facial animations have been improved, now with more unique animations.
John’s sprinting animation has been improved by using a much better and faster animation as a base.
Arthur/John are now able to hold most NPC props.
You need a different mod that grants you the ability to pick up said props, though.
Arthur/John no longer make weird prolongated facial expressions after bumping into someone.
Arthur/John no longer look tired when entering a shop’s wardrobe through the catalog. Example
Arthur/John now sprint properly while burning alive.
Arthur/John now properly grip the “Bolt Action” and “Carcano” rifles in first-person.
Arthur’s “sick” animations that trigger during the “Red Dead Redemption” mission have been made more noticeable.
Arthur’s “tired” walking animation no longer disappears while walking fast.
Improvements have been made to the first-person gun holding animations while moving through deep water/snow. Example
Improvements have been made to the snow acceleration animations while in “combat” mode.
Improvements have been made to the “intimidation” and “caution” animations.
Improvements have been made to the shotgun “slope” walking animation.
Improvements have been made to the “start” and “stop” running/walking animations when carrying people/large animals.
Fixed an inconsistency that made Arthur/John run normally while being “very drunk”, among some other improvements.
Fixed an oversight that made the “rain” idle animation play in-doors as John.
Fixed an oversight that prevented the left and right slope animations from playing while tired, low health, low dead-eye and a few other states.
Fixed an oversight that prevented “combat” animations from playing properly in rivers.
Fixed an oversight that prevented John from playing the proper facial animations when entering, exiting and calling for deluxe baths.
Fixed an oversight that prevented “blizzard” animations from playing while using “eagle eye”.
”Fixed” an oversight that made Arthur/John walk normally while walking fast on ice. Example
Fixed an oversight that prevented Arthur/John from keeping their rifles above water with a scope installed.
Fixed weird animations when standing near fire while holding a rifle.
Fixed unfitting facial expressions when standing and walking on stairs. Example
Fixed unfitting facial expressions that trigger after dismounting your horse, most notably in cold/hot environments.
Removed unfitting idle transitions when going from “combat” to “stealth” and viceversa. Example
Added “drunk” animations in “combat” and “stealth” modes.
Added “combat” and “stealth” animations when walking on ice.
Added a “knee crouch” idle animation while holding 2 shortarms.
Added new “combat” and “first-person” animations to Long Blades (aka, The Machete and Broken Pirate Sword).
Added “rain”, “drunk”, “eagle eye”, “near fire”, “mild winds”, “strong winds” and “blizzard” animations to all weapon types that had them missing, such as: * Dual Shortarms * Shotgun * Lasso * Fishing Rod * Blade * Long Blade * Throwing Knife * Tomahawk * Molotov * Dynamite * Lantern * Torch * Binoculars * Camera * Electrostatic Detector
Almost all weapon animations from the list above have been slightly altered to better fit John’s animations (Arthur’s stay the same).
The “run deceleration” animations no longer trigger while walking. Example
The “180 turn around” animations now trigger properly on stairs.
NPC John now uses his beta aiming/dodging/firing animations while in combat.
Characters now react to foliage and doors while crouching.
Characters now react to right and left slopes while crouching.
Slightly altered the “blizzard” running animation, the right arm should move more naturally.
Made some subtle adjustments to a few chore animations. - Made the water bucket chore animations look less stiff. - Slightly tweaked the pitchfork walking animation, characters should move their arms more naturally. - There’s no longer exaggerated facial animations when carrying around hay bales.
Restored missing deep water idle animations. Example
Restored missing sound effects when skinning a “Collared Peccary Pig/Javelina”.
Restored Micah’s “hands on holsters” animation while walking in specific missions.
Restored Javier’s handgun idle animation, alongside the “combat” mode variant.
Restored Sadie’s handgun idle animation, alongside the “combat” mode variant.
Restored “subtle” idle animations meant for shortarms, longarms and in-doors.
Restored a few beta idle animations for Arthur and John.
Restored fancy idle animations meant for “The Gilded Cage”, which correspond to the following characters: * Arthur * Dutch * Bill
Restored all unique “firing gun” facial animations for gang members, such as: * Abigail * Bill * Charles * Dutch * Hosea * John * Micah * Uncle
Improved the moveset of various gang members, such as: * Micah * Bill * Hosea * Dutch * Sadie * Pearson * Sean * Kieran * Javier * Jack (Kid) * Jack (Teen)
Fixed Arthur’s constant “poker face” when roaming around camp before starting Trelawny’s “Friends in Very Low Places” mission.
Fixed weird inclination of the hat during the chopping wood chore/minigame before every swing.
”Fixed” an issue that made Uncle beardless during the “An Honest Mistake” mission. - I also made a couple of very subtle additions and QoL changes to this mission, can you figure out what they are?
Fixed an issue that made Charles Châtenay’s right arm desync and not follow his own walking speed towards the end of “The Artist’s Way - IV”. - Here’s an example of said issue.
And a few other changes that are not really worth mentioning in here.
An overview of things included in the optional file ”Extended Weapon Animations”.
The “gestural” gun holstering animations have been removed and replaced for the normal ones. - Essentially doing what Holstering Animation does.
John’s beta aiming animations have been restored. - And gave him the “generic” crouch aiming animations as well.
John has been given unique/beta gun holding animations for shortarms and longarms.
These new animations react to all kinds of environments and situations, such as: * Combat * Stealth * Carrying Peds/Large Animals * Deep Waters * Stairs * Foliage * Injured/Low Health * Ice * Slopes * Landings
A lot of effort and time has gone into ensuring these new/beta animations work properly (… most of the time).
An overview of things included in the optional file ”RDR 1 Animations”.
John has been given the generic idle animations to closely resemble RDR 1’s.
John’s walking animation has been changed to something that resembles RDR 1’s. Example - This animation was achieved by combining 3 different walking animations.
John’s jogging animation has been slightly altered to resemble RDR 1’s - His right hand is slightly open and his arms swing differently.
John’s sprinting animation has been moderately tweaked to resemble RDR 1’s. - This was done by using the actual RDR 1 sprint animation as an upper body overlay.
John now holds rifles pointing downwards.
This change can only be seen with the “Extended Weapon Animations” optional file installed.
John now uses the beta “generic” combat animations. Example - These animations were planned to be used in the “main file” version, but due to a couple of unfixable issues, they were made exclusive to this file…
John’s hip fire rifle animation has been changed for the “underfire” variant, which closely resembles RDR 1’s. - This change can only be seen with the “Extended Weapon Animations” optional file installed.
John’s facial animations are now more “serious” looking.
If I was able to edit and make my own animations, I’d probably do a better job at recreating the RDR 1 animations… hopefully these changes are good enough.
Once installed, simply drag the “lml” folder directly into your game’s directory and you should be done. + It’s the same process for installing optional files, replace everything when it asks you to.
This mod restores unused vomiting sound effects for both Arthur and John.