Для автоматов
Grip1-хват для М-16 ему подобных штурмовых винтовок
Grip2-хват для автоматов буллпап
Grip3-хват для помповых ружей с пистолетной рукоятью
Grip4-хват тактических рукоятей подходит для МП-40, М-16,Thompson и др.
Grip5-хват вертикальных тактических рукоятей пистолетов-пулеметов МП-5к, и M3 Grease Gun и др.
Grip6-хват для помповых ружей с пистолетной рукоятью и Tacstar Tactical Grip Coat
Grip-Дефолт- стандартный по умолчанию переделанный под АК-47 и ему подобных штурмовых винтовок
(Та же история, что и с пистолетными Grip, для автоматов сделано очень много, что требует особого внимания там и AUG, и FN FAL, Stg44. и др. но вставить возможности нет)
Для ружей и винтовок
Grip1-хват для горизонталок-двухстволок и прочих с ними
Grip2-хват для помповых ружей
Grip3-хват для M1918 BAR
Grip4-хват для Стена
Grip5-хват для ППШ, Suomi M-31 и др. с барабаном.
Grip6-хват для FN P90 и только для него
Grip-Дефолт- стандартный по умолчанию переделанный под популярные винтовки.
Для гранатометов
Grip1-хват для SMAW
Grip2-хват для РПГ-7
Grip3-хват для Панцершрек
Grip4-хват для Базука
Анимацию стрельбы, перезарядки описывать не буду т.к. сделано её очень много причем в нескольких версиях, просто когда мне одна не нравилась я делал с нуля другую.
Так же создана анимация дозарядки (когда меняется магазин без взведения затвора)
Создана анимация смены режимов огня.
Помощь в требуется в следующем:
Прошу Всех желающих поучаствовать в развитии проекта обращаться по ЛС, или почте DeclineDown@yandex.ru
Дата выхода проекта зависит от Вашей помощи.
Невероятное количество новых функций, таких, как анимированный ближний бой, спринт, приемы в стиле Deus Ex, улучшенное взаимодействие с предметами и многое другое!
Этот проект является объединением Animation Project и Lazarus Project в одно целое.
Этот мод призван улучшить погружение в мир Fallout New Vegas. Он привносит в игровую механику различные “фишки” из самых последних игр жанра FPS
Полностью совместим с большинством модов (в т.ч. Project Nevada) и легко настраивается.
Особенности из Animation Project
Боевые перекаты – выполнение боевых перекатов для избежания атак или приближения к противнику.
Анимированный спринт – добавляет спринт с новой анимацией. Во время спринта вы можете разбираться с врагами с помощью кнопки «атака».
Анимированный приём препаратов – при использовании стимуляторов, суперстимуляторов, Мед-Х, жгута, Винта, водки, виски – будет показана соответствующая анимация от первого лица.
Захват объектов – показ соответствующей анимации при взятии в руки объектов или открытии дверей.
Анимация приземления – анимация при падении.
Особенности из Lazarus Project
Меню «колесо»– новое HUD-меню выбора предметов, позволяющее быстро использовать предмет/оружие из инвентаря.
Динамический прицел из FO4 – замена ванильного перекрестья в прицеле на аналог из FO4 и ускорение активации на аналогичную из FO4.
Экипировка в режиме реального времени – возможность экипировки/снятия элементов, потребляемых препаратов, установка/удаление оружейных модификаций и выбрасывание предметов в реальном времени. Также используется для сохранения предметов в меню “колесо”.
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About this mod
This mod adds a huge amount of scripted abilities, with a focus on combat realism and world interaction. Including scripted combat effects, combat take-downs, animated ingestibles, parries, sneak-dodging, takedown counters, animated skills, and world object interaction.
DLC requirements
| DLC name |
|---|
| Dead Money |
| Honest Hearts |
| Old World Blues |
| Lonesome Road |
| Gun Runners’ Arsenal |
Nexus requirements
Off-site requirements
Credits and distribution permission
Author notes
you can use my code however you want, but this mod contains a lot of assets from other creators, so you’d need to get permission from them before you redistribute anything.
File credits
Donation Points system
This mod is not opted-in to receive Donation Points
Version 3.25
Version 3.23
Version 3.20
Version 3.14
Version 3.13
Version 3.09
Version 3.05
Version 3.03
Version 3.0
Version 2.99
Version 2.95
Version 2.81
Version 2.45
Version 2.41
Version 2.37
Version 2.36
Version 2.35
Version 2.32
Version 2.8
Version 2.3
Version 2.0
Version 1.93
Version 1.92
Version 1.91
Version 1.89
Version 1.81
Version 1.79
Version 1.75
Version 1.60
Version 1.50
Version 1.47
Version 1.41
Version 1.40
Version 1.39
Version 1.37
Version 1.35
Version 1.31
Version 1.30
Version 1.27
Version 1.21
Version 1.01
If you use StewieAI’s tweaks, make sure bAllowActivateWhileAnimPlays is set to 0, as it will interfere with the third person animated activate feature.
If you’d like to join my Discord Server, and keep posted on feature updates, ask questions, etc.. Eze P’s Merry Band of Misfits
*default control binding is assumed in the moveset, game controls were used for inputs (not keys), so rebinding your game controls will affect mod controls
for example: changing the autorun control from Q to P will change the healing injestibles control to the new binding (in this case P)
Visor Overlays : I added visor overlays to all the vanilla headgear, and the night vision goggles I added. They’re pretty straight forward, no cracked damage visuals, but they’re still visible while you’re using your Pip Boy, and don’t disappear while you’re scrolling through my ingestibles, like the others out there.
Quick equip previous weapon : Grab (Z) (Tap)
Scripted Falling : Falling distance is based on agility, increased fall distanced is tiered, starting with a combat roll, followed by player collapse, with potential arm dislocation, and limb damage, next is severe limb damage, internal bleeding, KO and eventually death. You can jump on enemies and knock them back or smash them if you’re wearing power armor. Arms will relocate automatically outside of combat, or can be relocated via the healing ingestibles ability
Visible Holstered Weapons : Your previous weapons will automatically remain visible on your character, with up to two rifles and one pistol. This uses the assets from Armed to the Teeth, with several meshes re-rigged to be compatible with vanilla weapons. The plugin download is required for this to function, and the ATTT esp must be disabled, but I didn’t overwrite the original assets, so just re-enable the ATTT esp if you prefer Quicksilver500’s scripting approach. His is way more dynamic, but mine is implemented automatically and vanilla weapon compatible.
* This uses the setscale command, which has it’s drawbacks, some weapons will clip, depending on the animation replacers you’re using, and the game engine scales back your damage when you’re set to a smaller scale. Stewieai has a fix for this in his tweaks, which is the best way to get around it. Make sure bPlayerNonMeleeDamageIgnoresScale is set to 1 in his ini.
Gestures \ Companion Commands : (C) + NumBar 1-8
This allows you to interact with objects and NPC’s in the game world, as selected by your cross-hair. Simply press C + W, and let the mod take over.
Sit anywhere (while looking down press (C+W)). while seated you can left click to speed up time (you’ll heal a bit), press T to open the wait menu, or press R to take a nap (animated)
Bury the dead (if you’re standing on dirt)
Destroy unlit campfires created by animated skills
Warm your hands at lit campfires (saves game)
Access System Archives at terminals, this will allow you to watch videos, play games, download an Eze P moveset, or simply save your game.
trade with teammates
collect bottled brahmin turds straight from the back end of a Brahmin. Used in the crafting of Jet.
This allows you to apply your player skills in an appropriate way depending on what’s in your crosshair.
Doctor NPC’s (doctor’s bag required, will not be consumed)
Repair Robots (repair kit required, will not be consumed)
Conductor = 25
whet stone = 15
surgical tweezers = 15
surgical scissors = 15
duct tape = 10
Wondergule = 10
Scrap electronics = 10
spare parts (scrap metal i think)= 10
box of detergent = 5
Turpentine = 5
Abraxo cleaner = 5
Left Punch : You can now punch any time with your left hand, and equip fist weapons as a back melee weapon any time with the Ammo Swap Key.
Lethal Takedowns : Any bladed melee weapon will perform a lethal takedown from behind, like before, but now right clicking will perform non-lethal
(C) + Left Click (Hold)
Roundhouse Kick : unarmed skill, strength and armor weight will affect success
Ranger takedown : Requires perk, while looking down, unarmed skill and strength determines success at dropping multiple enemies
(C) + Right Click (Tap)
Pistol Whip\Rifle Butt : You ca n punch with a pistol in hand, or use the butt of a rifle to attack, this has a slightly longer reach than a regular left punch, uses your melee weapons skill, and weapon weight to determine damage
Bladed 1h : Disarm, kick while looking down, non-Lethal takedown (from behind)
Unarmed : Weapon Snatch, kick while looking down, non-lethal takedown (from behind)
(C) + Right Click (Hold)
Paralyzing Palm : Requires perk, unarmed weapons only, this will paralyze the target and cripple the affected limb if an armor check is passed. You can also use this on paralyzed enemies to wake them back up. (now that I’m thinking about it, i need to add my duct tape tie-up feature to work with this)
Scripted KhanTrick : Requires perk, while looking down, right click and hold to perform a khantrick attack. This head staggers multiple enemies in front of the player, if they’re not wearing eyewear, and reduces their perception for 2 minutes. Enemies that have the blindness cooldown will be easier to perform counter takedowns on.
(C) + Left Click (Tap\Hold)
Sneaking Takedowns : lethal for 1h bladed melee, non-lethal for everything else
(C) + Right Click (Tap\Hold)
Sneaking Non-Lethal Takedowns : pretty much any weapon can now perform a non-lethal takedown now while sneaking
These are abilities that will automatically happen, with a successful roll based on skill, under the appropriate conditions.
Counter Takedowns : This is based on your equipped weapon skill, with unarmed being used if you have pistols, or rifles equipped. When an enemy is attacking you with unarmed or 1h melee weapons you will roll to perform a counter takedown (if your guard is down, you’re walking, and you’re crosshair is fixed on the attacker). Remember to toggle run\walk if you want to perform counter takedowns. *walk them down and bust a move, it’s badass.
Standing Dodge : This is based on your survival skill, and your agility. If a counter takedown roll fails, you will roll for a dodge, dodging the incoming attack and any others for a brief moment.
*At higher skill levels these rolls will succeed very frequently, so dont forget about these abilities if you have a low level character.
Every «On Hit» triggers a script to run, there are no conditions, so it applies to the player, npc’s, from npc to npc, etc. This script will calculate the damage done, the armor and general toughness of the character attacked, and if that armor check is exceeded by the damage, it will apply an effect appropriate to the type of damage, and the extent to which the armor check was exceeded.
*all effects stack.
* helmets armor have a very real protective affect, and can prevent all of these from occurring (returns to vanilla combat essentially)
Most of these are just quick, one time changes to game settings at startup. They can all be disabled in the config.
Stealth boy Psychosis overusing stealth boys will cause neurological damage. This will cause you to hear voices, hallucinate, and have visual effects. You can craft a tin foil hat to quiet the madness, using tin cans (NO BENT ONES. ). When you get severely brain damaged, you’ll get the Wild Wasteland perk. Don’t worry if you’re hearing voices, this will get better with time.
Companions health will not reset at the end of combat
player will instantly start playing fall animations when running off a ledge
Auto aim is disabled
Ammo Tracking Scripts will track your ammo count for each hot-keyed weapon
No Zoom when looking down iron sights
Right click unarmed zoom only works if you have eligible eyewear (power helmets, riot helmets, telescoping monacle, etc.)
Toxic cloud protection and gasmask SFX for appropriate headgear (a standalone respirator is added to Chet’s). sound effect can be disabled from config.
Pressing the mouse wheel will swap the camera from left to right. Crouching will automatically adjust the camera position upward a bit.
less bouncy grenades
skill does not affect damage
mines explode faster (half second)
60% one crippled leg speed
45% two crippled legs speed
general damage multiplier (config default set to 1.5)
full damage taken in vats
classic barter settings (more closely matching fallout 1 and 2)
ranged sneaking criticals do normal damage
Vats can be disabled
Tag skills level twice as fast
Perks available every 3rd level, this is a fallout game after all.
Max Level cap set to 99
Black mountain radio can be picked up anywhere
Timescale changable in config file (set to 12)
mod count will display in the console on game startup
thanks for giving this mod a try, I worked really hard on it.
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Animation Resources
File information
Last updated
Original upload
Created by
Uploaded by
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Tags for this mod
About this mod
Mixed stuff about animations
Off-site requirements
Author’s instructions
File credits
Hitman credits and thanx:
Xilandro, Fallout2AM, Luthienanarion, JazzIsParis, The NVSE team and everyone involved in it’s development, The Nexus community, The GUN community.
Donation Points system
This mod is opted-in to receive Donation Points
GENERAL DESCRIPTION:
This is a page where Hitman47101 and Fallout2AM will place random free resources inherent with animations. We’re going to put new things weekly, at least for a while. PLEASE READ DETAILS UNDER PERMISSIONS.
Since the page’s starting to be cluttered, we decided to put a «Table of Contents» on top, so you can easily check what’s inside and see what was updated. Still, if you find some content you appreciate, please go in the middle of the page, to its section, and read if there are special things to do for install etc.etc.
TABLE OF CONTENTS
Last updated contents:
Small Animator
Sneeze Reset
Fem run updated and added optional Sprint
Hitman’s 1st Person Weapon Animations
Hitman’s Reload Animation Resource Pack
———————————
Older contents:
————————
Description
————————
Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is.
Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature)
Everything works in GameMode (realtime), because I can’t suffer MenuModes. Actually it contains around 300 animations divided in 8 categories.
Keys and other stuff are configurable via MCM.
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Purpose
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Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won’t be a karma counter that tells me how good I am. I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.).
So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don’t like scripting, you follow a procedure I described inside a pdf and then you re-package everything and then do whatever you want with it.
The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs)
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How to use it
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Please watch the video under the «Video» tab
— Requires last NVSE
— Requires JIP NVSE
— UIO is pretty much mandatory. It works very well. You can find it here: JazzIsParis’ UIO.
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Incompatibilities
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— Nothing to report on script side.
— Darn UI changes the fonts. So the strings won’t be perfectly formatted. The hud is still usable, just more ugly.
— oHud : I tried the old version (not the one which requires UIO), both with UIO and without it. Both installed before and after AnT. No strange things happened and everything worked. My hud also wasn’t affected by the key which disables the hud (immersive hud).
I’ll add to and improve upon this frequently, it’s an ongoing project.
And yes it’s compatible with WAR, just overwrite WARs files with mine.
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Installation
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Same as most mods, use a mod manager or manually drop the files into your data folder, overwriting anything when asked.
Due to the increased number of gestures, the default hotkeys are changed.
Roll remains on X, but then there are 6 gestures and they are bound on the first six keys of the numeric pad (numpad 1-6).
However, you can re-configure them all via MCM as always.
The six gestures are: Flip the bird, Flip the bird V style, Pistol Point, Thumb Up, Thumb Down, Horns.
Roll in third person, gestures in first person. Weapon wield is no more a requirement, you can have it or not,they will work in both cases. Flip the bird is still the only one with a 3rd person version. Check the video if you want to see how they appear in game.
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Installation
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Unpack everything under Data, flag the Flip+Roll.ESP on your Load Order. If you had previous versions, overwrite the files when it asks you and remove eventual old ESPs with a different name. Wouldn’t be bad if you do a clean save too.
NVSE Required.
MCM Required to configure keys.
The default hotkey is X and it only works in 3rd person, you can change it easily using this console command:
set aaaHitRollKey to
Change the to the DirectX Scancode you want, the default is 45 which corresponds to X
Use a mod manager or manually drop the files into your data folder, load order doesn’t matter.
An animation with a hotkey to flip the bird, just like in Far Cry 3: Blood Dragon! Annoy
your enemies to death! look badass while you blow stuff up! shout one
liners for extra points!
It’s 1st person only for now and the default hotkey is X hold it down to keep flipping that bird!
you can change it easily using this console command:
set aaaHitFlipOffHotkey to
Change the to the DirectX Scancode you want, the default is 45 which corresponds to X
(Disclaimer: Just like in Blood Dragon it doesn’t actually effect gameplay
mechanically at all, it just lets you flip stuff off, the rest is up to
the imagination)
Use a mod manager or manually drop the files into your data folder, load order doesn’t matter.
Two-handed automatic idle.
1st person one-handed melee idle.
Forward jump and landing. (Roll)
Crippled run and walk animtions.
Pistol Grip Bolt Action Rifle
Desert Eagle
AN-94
UZI
PPSH-41
M14
KRISS Vector
mp412 Rex
Colt 1849 Pocket
MP5 (old)
SR/RU-556
R5 RGP
Bushmaster M4A1
VSH-D2
AN-94
AKS-74U
ACC Honey Badger
AK-12
Crossbow
M16A2
Glock 17
MG42 (Half finished only)
P90 (Half finished only)
USP Match
Taurus Raging Bull
Mossberg m930
Sawed-off Shotgun
Sniper Rifle
P90
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Installation
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Use a mod manager or manually drop the files into your data folder, overwrite anything if asked.
Ncrvet kindly made a video of it in action, check the videos tab.
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Installation
————————
Use a mod manager or manually drop the files into your data folder, overwrite anything if asked.
>>> BnB 360 degrees Fem walk replacer «Haughty Mare»
Small Update 09/01/15: corrected audio textdatas
The fem walk replacer I’m using. It affects all the fem npcs in game (no ESPs / scripts), males are not touched.
Same installation of any other animation replacer: unpack it under Data or use a Mod Manager to unpack it.
The package includes the mtidle I use to correct the problem with BnB locomotion, where the breast most of the times gets stuck in a wrong position when you stop. Mtidle is shared between males and females, so I had to keep it neutral / vanilla. However, if you are already using a custom mtidle which makes something peculiar, probably you don’t want to overwrite it.
A BnB compatible SKELETON IS REQUIRED, or you probably will CTD.
Here few links where to find one:
— Deedes
— Thaumx
— Astymma
Note that you only need the BnB skeleton to avoid to CTD. This means you don’t need BnB meshes and you can still stick with your favourite armor replacer even if it’s not BnB, you simply won’t have BnB animations.
Before installing, check the video under the Video tab, so you see if you like it.
>>> BnB 360 degrees Fem run replacer «Jogging Butterly»
Update 01/03/15: corrected backward speed
Update 27/02/15: did a more relaxed and less exagerated version. Backward speed is more similar to Forward now.
Added optional Sprint. To sprint you must run forward and then keep Shift pressing. If you use PN or some other sprint mod you should first disable them via MCM or change the sprint key. There’s no AP consumption, it’s just a temporary test I’m doing to try the animation itself, however I added many breathing sounds too when you sprint. As for most of my animations, only 3rd person is avaiable.
New Version and sprint are showed in this video
Old version video is here.
Fem run replacer. It affects all the fem npcs in game (no ESPs / scripts), males are not touched.
Same installation of any other animation replacer: unpack it under Data or use a Mod Manager to unpack it.
A BnB compatible SKELETON IS REQUIRED, or you probably will CTD.
Here few links where to find one:
— Deedes
— Thaumx
— Astymma
Note that yYou only need the BnB skeleton to avoid to CTD. This means you
don’t need BnB meshes and you can still stick with your favourite armor
replacer even if it’s not BnB, you simply won’t have BnB animations.
Before installing, check the video under the Video tab, so you see if you like it.
Someone on the forum was interested to this animation, but that version had the actors facing not really correct.
A compatibility skeleton shouldn’t be necessary.
I included a generic ESP to try it in game, but you should keep in mind that paired animations are not «natural», so they have strong limitations and they glitch easily. So, it wouldn’t be a bad idea to save before kissing someone or at least track down the ref ID of your «victim».
Some of the glitches in this kind of pair animations:
— the actors must be on the same plane, and not like with a rock under a foot etc.etc.
— the NPC shouldnt make anything.
— the NPC should face the player
— the camera is free (you rotate with the mouse), but you will notice that it will glitch bad when you reach a certain angle: this is normal, because it’s like if you are approaching to a wall, you will see your camera moving completely. Well, the same is in this case, the NPC is considered like an obstacle for your camera, so you won’t be able to rotate it freely.
— the npc will disappear after you kissed (no they don’t hate you)
etc.etc.
You can avoid this using different scripts that act in different ways, like using TFC or scripting an entire cutscene
Check the video if you want to see how it is in game.
How the ESP works in game: you will automatically receive a pill when you start playing, and a message that explains what to do.
>>> Sneeze Reset
The only workaround I found to reset the engine automatic pickidle when it glitches and stops working after a script call, conceiled behind a funny sneeze. This is mainly intended as proof of concept for animators with mods that suffer of this glitch. M/F random sneeze sounds added. The slight graphic glitch during the sneeze seems impossible to be bypassed (not the shake effect, that’s an IMOD added by me. I mean the camera flipping 180 degrees very fast for 2 times). Can be invoked in game via X key held for a couple of seconds. Requires NVSE version 4+.
>>> Small Animator
A smaller version of AnimTool, not much more to say. It allows to invoke on the fly 9 different animations ingame, using 9 different hotkeys. Everything’s configurable via MCM.
Actually there are included 3 unarmed combat animations (a spin kick, a kick, a punch with the palm of the hand) and six vanilla dances. To change them, just replace the files located in the path Data\Meshes\characters\_male\IdleAnims\aPA. You must use the same exact name of the existing files, so you must replace them.
To install it, Use a mod manager or unzip everything under data, as always. The only requirement is NVSE, however the 3 unarmed animations included are BnB so they require a compatible skeleton.
Video here.
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Installation
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Same as most mods, use a mod manager or manually drop the files into your data folder, overwriting anything when asked.
Future purpose
In general, bringing more life to Mojave. If you’re a modder and like animations or scripting, you could check here what’s in our wishlist (mine, not sure if Hitman will do one) about future plans and see if there’s something you appreciate, if you want to join us.
A. wishlist:
— More interaction with the inventory items and the surrounded environment (event driven)
— Different 3rd person animations per faction/group of people (especially add few more feminine)
— More interactive environments (furnitures and activators)
— NPC behaviours
Pretty much the same as Fallout2AM‘s, i want to add animations to the world to make it more interactive and connect the player to it in an «immersive» way, think opening a door with an actual animation instead of telepathy. And of course lots more reloads, lots and lots of reloads.

