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(WIP) Super Mutant Animation Expansion

General mod discussion and requests.
Hitman47101
Posts: 10
Joined: Sat Dec 06, 2014 10:14 am

(WIP) Super Mutant Animation Expansion

Post by Hitman47101 » Thu Dec 11, 2014 9:33 am

Hey Guys, I was recently asked by a friend working on leveled lists to look into expanding the range of weapons super mutants can use, i started doing it today and realized that it's possible to make animations for mutants so they use every weapon in the game without issues, they're creatures and don't suffer from the same limitations as NPCs.



TTW immediately sprang to mind since mutants are much more common in DC.



Two handed auto and rifle are both done, they can now use any weapon from these categories without the silly restriction due to lack of reload or attack animations.



I'm working on one handed pistol at the moment, some WIP shots: http://imgbox.com/g/vI9LoZJhCA



As you can see that's a super mutant firing an UZI in full auto. :)



A little to do list so i don't forget:



All 2 handed handle reloads.



All pistol reloads.



Pump action shotgun attack and reload anims.



Anti-materiel rifle attack anims.



Repeater attack anims. (maybe reload, that would be a pain in the ass, the hands are so big! haha)



Probably more that I've forgotten.



I hope something like this would be useful to the folks here. :)


Here's the latest download, consider it a beta until i get all weapons working with at least a few custom reloads included: http://www.mediafire.com/download/xim76xrthcrtx1x/Hitman%27s+Super+Mutant+Animation+Expansion+Beta+1.2.7z#39;s_Super_Mutant_Animation_Expansion_Beta_1.2.7z


This (and any animation i make) is fully modders resource, use it as you want, credit would be nice but it's not a requirement.




Take care. :)

 



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Sounds pretty cool, I'd like

Post by RoyBatty » Thu Dec 11, 2014 1:27 pm

Sounds pretty cool, I'd like to see a video demonstrating them using a wider array of weapons.


 


Image

Hitman47101
Posts: 10
Joined: Sat Dec 06, 2014 10:14 am

I won't be making a video

Post by Hitman47101 » Thu Dec 11, 2014 2:54 pm

I won't be making a video myself, i lack the time or knowledge at the moment, you can see it for yourself however (download added to OP)



There's still some things missing and most of the reloads are just vanilla ones placed into different anim groups because making custom reloads for every slot would take more time and will power then i can muster at the moment haha, I'll get to it eventually though.



Sadly i think the super mutant weapon form list is still necessary, not really sure how it works.



If you give it a go let me know what you think. :)

 



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

The form list is easy, just

Post by RoyBatty » Thu Dec 11, 2014 2:59 pm

The form list is easy, just drag and drop weapons into it in GECK.


Image

Hitman47101
Posts: 10
Joined: Sat Dec 06, 2014 10:14 am

Oh i know that, just a bit

Post by Hitman47101 » Thu Dec 11, 2014 3:00 pm

Oh i know that, just a bit annoying that it's (probably) still necessary even if they can use all weapons. haha



 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Hitman47101 wrote:Sadly i

Post by TJ » Thu Dec 11, 2014 3:15 pm

[quote=Hitman47101]Sadly i think the super mutant weapon form list is still necessary, not really sure how it works.[/quote]


The FLST dictates what weapons are eligible to be used. Adding a weapon to it as you get it finished will also help you keep track of what's done.


My project Dash is on Kickstarter!



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

OK I'm not SURE

Post by JaxFirehart » Thu Dec 11, 2014 3:17 pm

OK I'm not SURE


But I think the list operates as a whitelist in that, if there is no list, all weapons are elligible.


Might be worth checking but, as TJ said, makes it easy to track progress one way or the other, not to mention that there might still be weapons that look bad when SMs use it.



Hitman47101
Posts: 10
Joined: Sat Dec 06, 2014 10:14 am

Yeah, i fully expect most

Post by Hitman47101 » Thu Dec 11, 2014 3:25 pm

Yeah, i fully expect most pistols to look crappy when held by a super mutant, their hands are just to big haha, but i think that shouldn't mean they are literally incapable of using them, it should be down to the user so I'm just opening up everything. :)  



Might make ghouls able to use weapons one day, just for fun.



My apologies, i left some important anims out of that last download, here's the update: (download added to OP)



It makes single shot/semi auto weapons in 2 handed auto possible for super mutants. :)

 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Aren't you doing double work?

Post by Senterpat » Thu Dec 11, 2014 9:01 pm

Aren't you doing double work? http://www.nexusmods.com/fallout3/mods/6773/?


 


Sorry if I'm wrong :P


Call me Pat. Senterpat is too much to type.

Hitman47101
Posts: 10
Joined: Sat Dec 06, 2014 10:14 am

The super mutants in New

Post by Hitman47101 » Fri Dec 12, 2014 4:33 am

The super mutants in New Vegas use different animations to the ones in fallout 3 right? not to mention all the reloads and more importantly attack anims that aren't in fallout 3, think pump action shotgun, anti material rifle and so on.



I'll look into it however, I might have to call it kaput and work on something else if that mod already does everything I've set out to do. haha


Edit:



Alright so i looked at that mod, it uses entirely vanilla anims for everything, so they hold and fire a pistol like an assault rifle for example, same with the reloads.



And it's missing some rather critical things for New Vegas, such as most attack anims and half the reloads.   



So all in all i think my project is worth continuing, what do you think? :)



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