Posts : 51 Join date : 2015-07-18 Location : somewhere
Character sheet Name: Character Faction: Level:
Subject: Aug grip animation issues Wed Jan 10, 2018 2:39 pm
I'm using H&H's animation pack and this happens to the grip animations on Millenia's Aug. They're fine one second then the animation switches to a different grip animation. Does anyone have any idea as why this is happening and / or how to fix it?
Staff Edit- Topic moved to fallout troubleshooting, please be more careful no rep given ~JJHughes
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IRORIEH
Posts : 864 Join date : 2015-04-09 Age : 28 Location : UK
Character sheet Name: Booker Faction: The highest bidder Level: 21
Subject: Re: Aug grip animation issues Wed Jan 10, 2018 4:30 pm
https://www.nexusmods.com/newvegas/mods/34703/
Download FNV edit. Open all of your load order within and locate the weapon in the Millenia esp or esm. Find the line for animation for first person w/weapon drawn, locate the animation in your folder and remove it temporarily (do not delete, just move it to another location) load the game and test. It may be an issue with the animation not belonging to the set. It looks to me like it's a broken animation, it doesn't fit with the rest of the set. I'll try and see in my game, but I myself have a few issues with some of H&H's animations. When you're replacing that many anims in game, this is inevitable, and fooling around trying to figure out every individual issue will drive you insane.
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angeloma000
Posts : 51 Join date : 2015-07-18 Location : somewhere
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Subject: Re: Aug grip animation issues Thu Jan 11, 2018 3:37 am
Do you mean the grip animations or animation type?
Edit: Tried what you said with the grip animation used and the animation switched to a 1 handed anim
Edit 2: I've just tested the Aug standalone from Weapons of the new Millenia and the animations worked fine. The issue there is that the standalone doesn't seem to have iron sights, so I'm still stuck.
Edit 3: I think I've mostly managed to fix this by changing 2hrhandgrip51_shortgrip.kf to 2hahandgrip5.kf in the H&H folder. So far its working to some degree so I'll leave it.
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IRORIEH
Posts : 864 Join date : 2015-04-09 Age : 28 Location : UK
Character sheet Name: Booker Faction: The highest bidder Level: 21
Subject: Re: Aug grip animation issues Fri Jan 12, 2018 11:41 pm
Hmm, 1 handed anim wasn't what I meant. That said, on my game the draw and grip type are both different. It uses a handle grip, so it doesn't sync 100% with the draw. What looked like the issue on yours was the firing animation.
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Alfaz
Posts : 147 Join date : 2017-07-15 Location : Somewhere west of Nevada
Subject: Re: Aug grip animation issues Wed Apr 04, 2018 12:57 am
I'm having a similar issue with RSA and Asurah's reanimation pack. Is there some kind of way i can manually change the animation?
_________________ so what i am supposed to do with this? Eat it?
angeloma000
Posts : 51 Join date : 2015-07-18 Location : somewhere
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Subject: Re: Aug grip animation issues Wed Apr 04, 2018 2:10 am
@Alfaz , If by change you mean in regard to the animation set then you can just go into tesedit or the GECK and change the animation. https://www.youtube.com/watch?v=hUyUNAWlJEo < this video may help you
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Alfaz
Posts : 147 Join date : 2017-07-15 Location : Somewhere west of Nevada
Subject: Re: Aug grip animation issues Wed Apr 04, 2018 4:41 am
So i tried to do that - what shiny did in the video - and my geck keeps crashing when i select the weapon i want to modify.
_________________ so what i am supposed to do with this? Eat it?
angeloma000
Posts : 51 Join date : 2015-07-18 Location : somewhere
Character sheet Name: Character Faction: Level:
Subject: Re: Aug grip animation issues Wed Apr 04, 2018 5:46 am
All I can tell you is to try and figure it out with tesedit/fnvedit https://www.nexusmods.com/newvegas/mods/34703/?tab=description <Nexus link to fnvedit You may find it more practical for these smaller edits
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lootershiner
Posts : 2 Join date : 2020-01-25
Subject: Re: Aug grip animation issues Sun Mar 29, 2020 4:33 am
Alfaz wrote:
I'm having a similar issue with RSA and Asurah's reanimation pack. Is there some kind of way i can manually change the animation?
ok so i found out how to solve it, simply move all the animations to a back up folder on the work area, then drag from asurah animations pack and drop THE ANIMATIONS LEAVE THE FOLLOWING: [skeleton] dont know why tho
Alfaz
Posts : 147 Join date : 2017-07-15 Location : Somewhere west of Nevada
Subject: Re: Aug grip animation issues Sun Apr 05, 2020 11:11 pm
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
_________________ so what i am supposed to do with this? Eat it?
D3adSh8t
Posts : 6 Join date : 2020-03-20
Subject: Re: Aug grip animation issues Tue Feb 09, 2021 9:47 pm
Alfaz wrote:
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
Could you help me with this? Cause first I cant find the anim after extracting the bsa file, and I don't know where to find the Decer's instructions you said.
D3adSh8t
Posts : 6 Join date : 2020-03-20
Subject: Re: Aug grip animation issues Tue Feb 09, 2021 9:48 pm
Alfaz wrote:
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
Could you help me with this? Cause first I cant find the anim after extracting the bsa file, and I don't know where to find the Decer's instructions you said.
Alfaz
Posts : 147 Join date : 2017-07-15 Location : Somewhere west of Nevada
Subject: Re: Aug grip animation issues Mon Feb 15, 2021 7:02 am
D3adSh8t wrote:
Alfaz wrote:
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
Could you help me with this? Cause first I cant find the anim after extracting the bsa file, and I don't know where to find the Decer's instructions you said.
The anim's are located in Meshes/CHaracters/_1stperson and _male
The instructions that asurahs mentions are on her Nexus mod description page
_________________ so what i am supposed to do with this? Eat it?
Character sheet Name: Markov Faction: House Level: 50
Subject: Re: Aug grip animation issues Tue Feb 16, 2021 12:16 am
angeloma000 wrote:
Do you mean the grip animations or animation type?
Edit: Tried what you said with the grip animation used and the animation switched to a 1 handed anim
I know this is supposed to be a problem solving thread, but seeing an AUG get one handed is quite amusing.
ThePredator
Posts : 3 Join date : 2018-11-09
Subject: Re: Aug grip animation issues Sun Aug 01, 2021 2:26 pm
Last edited by ThePredator on Sun Aug 01, 2021 2:30 pm; edited 1 time in total
ThePredator
Posts : 3 Join date : 2018-11-09
Subject: Re: Aug grip animation issues Sun Aug 01, 2021 2:27 pm
Alfaz wrote:
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
Isnt there any way you could make the asurah compatible rsa archive a downloadable file? It would save time to a lot of people and the author of the mod has apparently stopped developing a compatible version
Alfaz
Posts : 147 Join date : 2017-07-15 Location : Somewhere west of Nevada
Subject: Re: Aug grip animation issues Tue Aug 10, 2021 12:35 am
ThePredator wrote:
Alfaz wrote:
i was actually able to fix this, and other issues buy deleting or hiding all the _1st person and male anims found in the original weapon mod (RSA in this case) then i just did the following
SOLVED - RSA tactical & Asurah's Reanimation Pack using tools MO2+Bethesda Archive Extractor 1. Extract the R&S_InnovativeMod.bsa into a data folder located in parent mod folder i named 'RSA Tactical'. 2. Edit the Nif Files with Nifskope as per Decer's instructions shown on their modpage 3. Archive 'RSA Tactical" or whatever you named the mod folder. 4. Either delete the BSA or hide it in MO2 once the mod is installed. 5. load above Asurah_reanimation.esp
i had this issue with millenias and RSA and i did this method for both using Asurah's in place of hitmans. Becuase they edit the same named files, i can safely assume you can use the same method above, just subout the weapon mod / anim mod.
Isnt there any way you could make the asurah compatible rsa archive a downloadable file? It would save time to a lot of people and the author of the mod has apparently stopped developing a compatible version
Considering this method works best with loose files, and thats how i use RSA - not really. I could give it a shot but i cant guarantee it'll work unless you unpack it.
_________________ so what i am supposed to do with this? Eat it?