[NV]Would like to see more attack animations for Super Mutants

Discussion in 'Fallout 3 and New Vegas Modding' started by Oracle, Jun 3, 2017.

  1. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    Anyone know/has a mod that gives the Super Mutants more attack animations?
    I annoyed that they cannot use many different weapons (testla cannon, gauss rifle and bozar pop to mind)
    I looking for a mod that changes this. I tried fiddling around in the GECK and adjusted the weapon list of the super mutants which makes them draw the weapons but they simple cannot use them (no fire animation)
    The Bozar complete missing weapon animation upon drawing the weapon.

    I'm probably much to late with the request, but I still would like to try anyway. I use Marcus as a companion and would like to give him the plasma caster (just like in Fallout 2)
     
  2. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Yeah, Mutants in NV were never brought 'up to spec' with their Fallout 1-2 counterparts.

    They used miniguns, flamers, laser rifles (which was in lore, sniper rifle in appearance), plasma rifles (the big caster ones), annnnnnnnnnnnnnnnnd...Fist based weapons IIRC.
     
  3. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    FNV mutants don't use many weapons because the game does not have animations for them to use with the weapons. Without animations there is no way to make SM use more weapons.
    Last time I checked there was no mod to increase animations.
     
  4. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
  5. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Is that hardcoded (limited 'slots' for animations), or just that none exist, and someone could make some and make them work?
     
  6. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    They just don't exist.
    I think the Nexus mod I posted added the animations to F3.
     
  7. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    The Fallout 3 mod uses entirely vanilla animstions for everything, so the Super Mutants 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 animations and half the reloads.
    Also the Fallout New Vegas Super Mutants use different animations (I mentioned this recently in a different thread when someone was saying that FNV SM are just a retextured version of FO3 SM but with different faces. SM in FNV are totally different from FO3, so what works for one game doesn't work for the other).
    It should be possible to add more animations to the FNV Super Mutants, but if you don't know what you're doing you will get a game crash everytime a SM tries to use a "new" weapon.
    Animations are not even close to be my specialty and I only have superficial knowledge about it, so there might be a animation limit I am aware of.
     
  8. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    So only chance is to make new animations and hope for the best.

    Isn't animating in FO3/NV fairly easy? I mean, visually the models and rigs are a lot simpler, right?
     
  9. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    Thanks for the answer. That explains why we still havent had this mod for FV.
    I'm running Tales of the two Wastelands so I was hoping the aditional F3 animations would be used anyways.
    https://taleoftwowastelands.com/content/wip-super-mutant-animation-expansion

    There was also that project but its abandoned. I guess I need to let the idea go unless there are still so animation modders around.
     
  10. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    We (TTW team) are trying to implement more SM animations so they can use all the weapons it make sense for them to use from both wastelands. But I am not working on that part (like I said it is not even close to my area of expertise) so I don't know how work on it is going. I think we might have failed already in the past though.
     
  11. lolpop109

    lolpop109 Water Chip? Been There, Done That
    Modder

    Jul 14, 2016
    I didn't even notice that !? So can the super mutants use any mele weapons just not the guns ? I take it they can use grenades as well. I can't believe i didn't notice although to be fair there arn't oo many mutants in NV anyway. Well I mean its not fallout 3 where you fight hundreds of them
     
  12. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    Ah great! As we have an inside man here, maybe you can check if added animations makes it in the 3.0 release? Did some digging but no info on it as far I can tell. Thanks to TTW I played F3 btw.
     
  13. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    I kinda wish SM in NV were 'final enemies' sort of hard, like they literally were in Fallout 1.

    Of course, most are friendly by then, but they should have had some awesome heavy mutant armour and bigass guns.
     
  14. Prone Squanderer

    Prone Squanderer A bit of a Sillius Soddus.

    Jan 3, 2016
    Maybe the ones at Black Mountain, or a few of them at least. By this point in the timeline SMs are not that much of a threat and they're not as many in number as they were before. I figure most of them just want to be left alone instead of looking for a fight.

    I do think they should be a bit tougher. If a SM punches you it should have some force to it.
     
  15. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    I honestly didn't have any issues killing all of the super mutants and nightkin at around level 10.

    In Fallout 1-2 though, a plasma rifle/missile launcher would basically 1 hit kill a low level character.
     
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  16. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    We managed to add more weapon animations to the Super Mutants, 3.0 will have those.
    Super Mutants in FNV can't use grenades (they could use them in FO3) and can't use many weapons because Obsidian broke it (they removed the extra data that reparents the weapon to the hand bone). We fixed that for TTW 3.0.
    The TTW team is even now fixing engine bugs that Obsidian made. Someone should start paying us or something :rofl:.
     
  17. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Ooooh! What engine bugs are you fixing?

    I love hearing the bugs being fixed in the Xray engine, but what about NV?
     
  18. Risewild

    Risewild Half-way Through My Half-life
    Modder Orderite

    Jun 14, 2014
    ^^Well, that's one for starters.^^

    I will copy paste the worlds of our Project manager RoyBatty:
     
  19. ThatZenoGuy

    ThatZenoGuy Residential Zealous Evolved Nano Organism

    Nov 8, 2016
    Sounds good! ;D
     
  20. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    That's awesome! Guess i going to be troublesome to get it installed properly over my heavy modded yet stable version. Looking forward to 3.0