mikeeee1231 Posted April 3, 2017 Share Posted April 3, 2017 Hello, i always was wondering, how does animations and reloading works in fallout new vegas.Let me explain my question in details.When you download mods that adds new weapons or even the 1st person animation mod.Some animations needed to be replace, they are conflicting with each other.So my first question is, what should i do? how does it works? should i go with the bigger file?What should i do? Also, how does that work, are there more than 1 animation and reloading inside the kf file?If so, is it possible to merge it with other animations? (the same file but conflicting because different size)Second question, would it be possible to have animations working for every single mods? (if i do some changes to some things of course).Third question, using the 1st person animation mod, i would like to know if it was possible to add the stances you can find from the mod to the other weapon mods.I would like a detailed tutorial on how to do so if possible, thanks a lot.I hope you get what i mean, if not, let me know, i will try to go into details. Link to comment Share on other sites More sharing options...
mikeeee1231 Posted April 5, 2017 Author Share Posted April 5, 2017 Anyone? Please? Anything would help me a lot. Link to comment Share on other sites More sharing options...
dubiousintent Posted April 5, 2017 Share Posted April 5, 2017 First of all: I am not a mod creator. I do research, and publish what I find on the wiki. So other than pointing you to some resources, I'm afraid I can't help you. There is a "Weapon Animation Tutorial" in the "Getting started creating mod using GECK" wiki article under "Animation", along with a short summary regarding weapon animations. I think that will answer most of your questions. -Dubious- Link to comment Share on other sites More sharing options...
mikeeee1231 Posted April 10, 2017 Author Share Posted April 10, 2017 First of all: I am not a mod creator. I do research, and publish what I find on the wiki. So other than pointing you to some resources, I'm afraid I can't help you. There is a "Weapon Animation Tutorial" in the "Getting started creating mod using GECK" wiki article under "Animation", along with a short summary regarding weapon animations. I think that will answer most of your questions. -Dubious-Thanks, i will check it out, i would have prefer an explanation than a tutorial but i guess that will do. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 25, 2017 Share Posted April 25, 2017 Some animations needed to be replace, they are conflicting with each other. So my first question is, what should i do? how does it works? should i go with the bigger file? It would probably be best if you mentioned which mods, because it's not the kb/mb that matter per se. I'm guessing your refeering to attack and reloading animations (not weapon animations). Some mods will require their custom attack animations to work correctly with their weapons and that will exclude others. You are going to have to prioritize with custom animations, but there's no way I know of to have two different custom animations functioning in the same slot. You can use nvse to swap slots for a particular weapon, but that's a completely different beast (ie changing a one handed attack animation to a two handed etc). What should i do? Also, how does that work, are there more than 1 animation and reloading inside the kf file? Using one custom animation is simply going to preclude others. I do not believe I'v ever seen two (or more) different attack/reloading animations in a kf....nor special idle or any of the other keyfiles I'v looked at. If so, is it possible to merge it with other animations? (the same file but conflicting because different size) No sorry Second question, would it be possible to have animations working for every single mods? (if i do some changes to some things of course). No, not if at least two of them need the same custom attack animation in the same animation slot (which is essentially the problem you'v run up against). Third question, using the 1st person animation mod, i would like to know if it was possible to add the stances you can find from the mod to the other weapon mods. An attack animation includes a stance during the attack sequence. As an example there is a different kf for 1 handed pistol crouching than there is for 1 handed pistol standing. The stance is "included", ie part of the KF. That doesn't preclude you from making your own in blender, in which case you can mix together the components however you want. I can't help you there as it's above my pay grade. I'm not an expert in this area, but these have been my experiences. There is an exception in that it is possible to script a special character animation, but that is way above my pay grade and off hand I can only recall one mod that has done it. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 25, 2017 Share Posted April 25, 2017 There is an exception in that it is possible to script a special character animation, but that is way above my pay grade and off hand I can only recall one mod that has done it. Ooops just realized that could be a bit confusing. I mean it's possible to script a character animation that essentially acts as your reloading animation on a specific weapon. I'd assume it can be done for an attack animation, although I haven't actually seen it in practice, just the reloading animation. I think it was called the angel gun or something along those lines (fo3). But for all intents and purposes consider that a very advance project and assume it's not going to figure into the mix in any practical way. Link to comment Share on other sites More sharing options...
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