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[FNV] Making Asurah's Animations Work | [FNV] Making Asurah's Animations Work | |
| Author | Message |
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gakusangi
Posts : 297 Join date : 2018-02-06 Age : 37 Location : Somewhere in Deep 13
Character sheet Name: Vapor Snake Faction: Dead Fox Level: 1
| Subject: [FNV] Making Asurah's Animations Work Wed Jan 29, 2020 8:15 pm | |
| So for the longest time, I've been using Hitman's animations for all my weapons, and it works well with weapon mods while being relatively easy to install with my current mod manager (FOMM). However, I've been increasingly interested in trying out Asurah's animation pack, but it comes with some issues. For one, there's a LOT of patches that seem necessary to get the best functionality out of the mod itself. You don't just download the animation pack and install it, you download some six different files and install them all. Some people are able to tweak the two animation mods enough to use BOTH, which just floors me. My issue is, for as complicated as it seems to put the mod together and activate it, and that it's not really compatible with mods like Weapons of the New Millenia, is there any easy way to get this thing working? Further, does anyone really find the effort put into getting it working WORTH that investment? |
| | | Arcades
Posts : 373 Join date : 2017-11-19 Age : 23 Location : The Fort
Character sheet Name: Noah Faction: L E G I O N Level: 25
| Subject: Re: [FNV] Making Asurah's Animations Work Wed Jan 29, 2020 9:45 pm | |
| Can you explain some of the problems you're having with the mod? I usually just install Asurah's mod after all my other animation mods, as well as the patches, and it works just fine for me. Which part isn't working for you? (Also I agree, the number of patches can be overwhelming) _________________ |
| | | gakusangi
Posts : 297 Join date : 2018-02-06 Age : 37 Location : Somewhere in Deep 13
Character sheet Name: Vapor Snake Faction: Dead Fox Level: 1
| Subject: Re: [FNV] Making Asurah's Animations Work Thu Jan 30, 2020 1:43 am | |
| - Arcades wrote:
- Can you explain some of the problems you're having with the mod? I usually just install Asurah's mod after all my other animation mods, as well as the patches, and it works just fine for me. Which part isn't working for you? (Also I agree, the number of patches can be overwhelming)
Atm, the main issue I have is it's compatibility with WNM, but I'm working on getting some patches installed and seeing if that works better for it. |
| | | Arcades
Posts : 373 Join date : 2017-11-19 Age : 23 Location : The Fort
Character sheet Name: Noah Faction: L E G I O N Level: 25
| Subject: Re: [FNV] Making Asurah's Animations Work Thu Jan 30, 2020 3:11 am | |
| - gakusangi wrote:
- Arcades wrote:
- Can you explain some of the problems you're having with the mod? I usually just install Asurah's mod after all my other animation mods, as well as the patches, and it works just fine for me. Which part isn't working for you? (Also I agree, the number of patches can be overwhelming)
Atm, the main issue I have is it's compatibility with WNM, but I'm working on getting some patches installed and seeing if that works better for it. Let me know if you have any questions, I'll help to the best of my ability! The more I think about it, I realize that it's taken me around three modlists to get my animations all working correctly (including Asurah's), so I completely understand grappling with getting it to work. Good luck! _________________ |
| | | gakusangi
Posts : 297 Join date : 2018-02-06 Age : 37 Location : Somewhere in Deep 13
Character sheet Name: Vapor Snake Faction: Dead Fox Level: 1
| Subject: Re: [FNV] Making Asurah's Animations Work Thu Jan 30, 2020 4:03 am | |
| So far, it's a matter of figuring out what works with it and what doesn't. It seems consistent that Bullpup rifles DO NOT work well with Asurah, no matter where I get them from. |
| | | Arcades
Posts : 373 Join date : 2017-11-19 Age : 23 Location : The Fort
Character sheet Name: Noah Faction: L E G I O N Level: 25
| Subject: Re: [FNV] Making Asurah's Animations Work Thu Jan 30, 2020 8:58 pm | |
| - gakusangi wrote:
- So far, it's a matter of figuring out what works with it and what doesn't. It seems consistent that Bullpup rifles DO NOT work well with Asurah, no matter where I get them from.
Can you give me some examples of Bullpup rifles to try out? I don't think I ever use any guns like that, and now I'm curious if my animations are broken . I'm just not quite sure I have any guns installed that would use those particular animations. _________________ |
| | | MrEggs0925
Posts : 160 Join date : 2014-12-14 Location : Canada
Character sheet Name: Faction: Level:
| Subject: Re: [FNV] Making Asurah's Animations Work Thu Jan 30, 2020 10:54 pm | |
| I had it all working together for one playthrough and it was a real step up from vanilla animations but as you said the amount of work needed can be a bit much.
I gave up on trying to make it all work but there is a patch for WNM-Asurahs that may help.
The New Vegas Ultimate Guide also goes through installing Assurahs to work with WNM, WMX, WRP, and a few other mods.
This Youtube video shows how to use both Asurahs and WARS together but I haven't tried it may be a little outdated.
I hope it helps and good luck.
|
| | | gakusangi
Posts : 297 Join date : 2018-02-06 Age : 37 Location : Somewhere in Deep 13
Character sheet Name: Vapor Snake Faction: Dead Fox Level: 1
| Subject: Re: [FNV] Making Asurah's Animations Work Fri Jan 31, 2020 1:04 am | |
| - Arcades wrote:
Can you give me some examples of Bullpup rifles to try out? I don't think I ever use any guns like that, and now I'm curious if my animations are broken . I'm just not quite sure I have any guns installed that would use those particular animations. Bullpup rifles are just ones that have the magazine loaded behind the trigger...there's more to it than that, but that's a good way to identify them. The FAMAS is probably the most prominent, and both the one by Millenia and the one from Lead Farm (here on GUNetwork) don't work with Asurah, the sound cuts out, and the Millenia one is WAY too close to the camera. @MrEggs0925Yeah I was wondering about those patches myself. I wonder if they fix things. I AM using some Millenia weapons that seem relatively compatible with the animations, but I'm loading them in one by one. I am glad they're making a guide for it though. |
| | | Arcades
Posts : 373 Join date : 2017-11-19 Age : 23 Location : The Fort
Character sheet Name: Noah Faction: L E G I O N Level: 25
| Subject: Re: [FNV] Making Asurah's Animations Work Fri Jan 31, 2020 1:28 am | |
| - gakusangi wrote:
- Arcades wrote:
Can you give me some examples of Bullpup rifles to try out? I don't think I ever use any guns like that, and now I'm curious if my animations are broken . I'm just not quite sure I have any guns installed that would use those particular animations. Bullpup rifles are just ones that have the magazine loaded behind the trigger...there's more to it than that, but that's a good way to identify them. The FAMAS is probably the most prominent, and both the one by Millenia and the one from Lead Farm (here on GUNetwork) don't work with Asurah, the sound cuts out, and the Millenia one is WAY too close to the camera.
@MrEggs0925 Yeah I was wondering about those patches myself. I wonder if they fix things. I AM using some Millenia weapons that seem relatively compatible with the animations, but I'm loading them in one by one. I am glad they're making a guide for it though. Ah, yea I know what Bullpup rifles are, I just didn't know if I had any installed - I'm going to test them out and see if any of them work, although I think I've used the one from The Lead Farm successfully. _________________ |
| | | gakusangi
Posts : 297 Join date : 2018-02-06 Age : 37 Location : Somewhere in Deep 13
Character sheet Name: Vapor Snake Faction: Dead Fox Level: 1
| Subject: Re: [FNV] Making Asurah's Animations Work Fri Jan 31, 2020 3:49 am | |
| @ArcadesSeems that most revolvers added by mods also have some issues. When attempting to aim down the iron-sights, they like to bounce, jostling the camera up and down violently. |
| | | Alron
Posts : 1 Join date : 2020-07-26
| Subject: Re: [FNV] Making Asurah's Animations Work Tue Jul 28, 2020 10:44 pm | |
| Does anyone have the Asurah animations/ Weapons of the New Millenia patch ? its been recently taken off the nexus... |
| | | Naitor295
Posts : 1 Join date : 2020-08-03
| Subject: Re: [FNV] Making Asurah's Animations Work Mon Dec 07, 2020 7:51 pm | |
| - MrEggs0925 wrote:
- I had it all working together for one playthrough and it was a real step up from vanilla animations but as you said the amount of work needed can be a bit much.
I gave up on trying to make it all work but there is a patch for WNM-Asurahs that may help.
The New Vegas Ultimate Guide also goes through installing Assurahs to work with WNM, WMX, WRP, and a few other mods.
This Youtube video shows how to use both Asurahs and WARS together but I haven't tried it may be a little outdated.
I hope it helps and good luck.
DON'T USE SINITAR'S GUIDE, that idiot doesn't know anything about modding, he also doesn't accept criticism in any way, most mods in his guide are either incompatible, outdated or broken, use viva new vegas instead, it's infinitely better than this broken mess, i only check his video to get the WMX and WNM compatibility. |
| | | paczkins069
Posts : 270 Join date : 2016-03-27 Age : 23 Location : Dębno,Poland
Character sheet Name: Jacob Faction: NCR Level: 43
| Subject: Re: [FNV] Making Asurah's Animations Work Mon Dec 07, 2020 10:16 pm | |
| i have a problem with asurah and idk hot to fix this problem with foregrip weapons - Spoiler:
- Spoiler:
this weapon has no foregrip - Spoiler:
- Spoiler:
Can anybody help me ???? |
| | | VWgolfR1
Posts : 328 Join date : 2015-10-11 Age : 33 Location : Slovenia
| Subject: Re: [FNV] Making Asurah's Animations Work Tue Dec 08, 2020 7:37 pm | |
| Honestly, until the author brings up his next update (said so himself that it would come this year, not so sure now), I'd rather use Hitman's Anniversary Anim pack for the time being. |
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