Fallout 4

Fallout 4

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TNS Aug 12, 2016 @ 1:53pm
Custom Animations are finally in!
Thanks to the hard work from the boys at Nexus, we finally have a break-though.

https://youtu.be/noRYqO_q8W4

Glorious!
Last edited by TNS; Aug 13, 2016 @ 2:06am
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Showing 1-15 of 43 comments
mfree Aug 12, 2016 @ 1:59pm 
That's a pretty fantastic difference.

Now, if they can just have a chat with somefolks with real-life experience and work in that with the left-handed charging going on there, there's no reason to take the weapon off your shoulder...
HoroSaga Aug 12, 2016 @ 2:01pm 
Nice. I suspect that we'll see more and more ambitious modding like this once Bethesda is done patching the game.

Looking forward to it.
TNS Aug 12, 2016 @ 2:32pm 
Time for some new guns!
Last edited by TNS; Aug 12, 2016 @ 2:33pm
Naxterra Aug 12, 2016 @ 2:42pm 
Am I blind or what? What is the difference?
Buzzerker Aug 12, 2016 @ 2:48pm 
this game needs a story overhaul , professional writers , it's all about combat and crafting and that ain't a bad thing but to make it a great game the writing holds it all together. MORE GUNS MAYBE? when in doubt add more guns? But what are we shooting and why?
Last edited by Buzzerker; Aug 12, 2016 @ 2:49pm
cpma Aug 12, 2016 @ 2:55pm 
Originally posted by Naxterra:
Am I blind or what? What is the difference?

Watch the magazine.
BitsOfSkin Aug 12, 2016 @ 2:57pm 
And so it begins...
Fellby Aug 12, 2016 @ 2:58pm 
Originally posted by Naxterra:
Am I blind or what? What is the difference?

Pretty blind.

Watch the side by side at the magazine towards the end of the reload. Vanilla clips because it doesn't line up with the custom weapon, whereas with the new mod, the animation looks proper
TNS Aug 12, 2016 @ 6:10pm 
Originally posted by Fellby:
Originally posted by Naxterra:
Am I blind or what? What is the difference?

Pretty blind.

Watch the side by side at the magazine towards the end of the reload. Vanilla clips because it doesn't line up with the custom weapon, whereas with the new mod, the animation looks proper

A big difference it is. One big step for us.
mfree Aug 12, 2016 @ 6:12pm 
Originally posted by TNS:
Originally posted by Fellby:

Pretty blind.

Watch the side by side at the magazine towards the end of the reload. Vanilla clips because it doesn't line up with the custom weapon, whereas with the new mod, the animation looks proper

A big difference it is. One big step for us.

And it wouldn't matter if it was the worst crap animation on the planet... *Bethesda didn't make it*, a modder did. And practice makes perfect.
TNS Aug 12, 2016 @ 6:22pm 
Originally posted by mfree:
Originally posted by TNS:

A big difference it is. One big step for us.

And it wouldn't matter if it was the worst crap animation on the planet... *Bethesda didn't make it*, a modder did. And practice makes perfect.

True, and this is just a proof of concept.

Hopefully we see some guns with full custom 1st person AND 3rd person animations since we just unlocked the ability to import our own animations in Fo4.
mfree Aug 12, 2016 @ 6:28pm 
It means that someone can make an AK with the bolt on the right side and animate it to "run" properly, even down to tilting the magazine forward to change it; or an AR15/M16 could be done with the charging handle animation on top where it belongs (though it's unlikely to be used, since that's a straight mag well with a free release and a bolt release on the left... drop-slap-smack-aim-bang). A truly resourceful modder could implement a 'malfunction' script on a random roll with an appropriate weapons clearing animation.

And it's not going to be limited to weapons. New idle animations for NPCs, new active objects, new creatures on new models that don't have to re-use any of the existing frameworks (how about a giant squid with multiple articulated arms, for far harbor).

This really is a big deal.
TNS Aug 12, 2016 @ 6:38pm 
Originally posted by mfree:
It means that someone can make an AK with the bolt on the right side and animate it to "run" properly, even down to tilting the magazine forward to change it; or an AR15/M16 could be done with the charging handle animation on top where it belongs (though it's unlikely to be used, since that's a straight mag well with a free release and a bolt release on the left... drop-slap-smack-aim-bang). A truly resourceful modder could implement a 'malfunction' script on a random roll with an appropriate weapons clearing animation.

And it's not going to be limited to weapons. New idle animations for NPCs, new active objects, new creatures on new models that don't have to re-use any of the existing frameworks (how about a giant squid with multiple articulated arms, for far harbor).

This really is a big deal.

Idle animations for NPC's? Oh...that also means those sex animations and strip pole animations are also coming back too huh...? :O
(There were quite a few in Skyrim last I checked)

Damn, this is going to be a long rest of the year then.
Last edited by TNS; Aug 12, 2016 @ 6:39pm
ChemicalBacon Aug 12, 2016 @ 6:42pm 
Originally posted by cpma:
Originally posted by Naxterra:
Am I blind or what? What is the difference?

Watch the magazine.
and the cupped hand as he goes for the clip
Urizen Aug 12, 2016 @ 6:55pm 
I have downloaded the said mod and it works great for weapons added by mods. But it does make the reloading for the Thompson a little wierd. Nothing like vanilla wierd tho.

http://www.nexusmods.com/fallout4/mods/17299/
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Date Posted: Aug 12, 2016 @ 1:53pm
Posts: 43