New custom animation set for the "Nerd" and "Dushman" Saigas from Boomsticks and Sharpsticks, including new reloads, sprint/walk cycles, inspect, draw/holster, and unjam animations, as well as new sounds.
Should be fully compatible with GAMMA and EFP.
Disclaimer,
Before you report any issues, please try disabling any other mods that affect the Saiga, ESPECIALLY the Drum Mag Saiga mod. This mod seems to be a common source of issues.
What's this mod do?
This mod replaces the animations on the "Nerd" and "Dushman" Saigas from Boomsticks and Sharpsticks, including new reloads, sprint/walk cycles, inspect, draw/holster, and unjam animations, as well as new sounds.
Requirements:
Preview:
Credits:
- Radon226 - Provided a tutorial, along with lots of assistance, in order to make this possible!
- BarryBogs - Helped with troubleshooting, as well as understanding scripts. Also provided the mag check script for this latest update. Thanks dude!
- Utjan - Worked on this sweet mag check script to allow mag check animations
- Rezodrone - Helped with config files
- BaS Team (Mich, Mortan, SiberCat, and YungPr1nce) - Source of the original Boomsticks and Sharpsticks addon
Changelog:
(V1.2.3)
- Nuked problematic camera animations (idle, movement, etc.)
- Added motion marks (reloads/unjam should now finish when the mag goes in, as opposed to at the end of the animation.)
(V1.2.2)
- Cleaned the FOMOD to save space (If you already downloaded 1.2.1 don't bother with this- nothing ingame changes with this patch)
(V1.2.1)
- Removed some unused scripts
- Added patch for weapon cover tilt
- This mod now uses FOMOD! This means that patches and additions will be options inside the installer, as opposed to being separate versions :)
(V1.2.0)
- Added mag check animations for people who use the ammo check addon w/ mags
- Multiple changes to the reloads- they should be much more dynamic/less stiff
- Slight improvements to the transition animations
- Changed this changelog to "synchangelog.txt" because other mods often use "changelog.txt", making it appear as a conflict :P
(V1.1.0)
- Added transition animations when entering or exiting a sprint
- Minor changes to numerous animations
- Changes to the unjam animation
* A shell now ejects when the bolt is racked
* Motions should be more lively
- Shell ejections are now animated, instead of using particle effects
* When the weapon jams, no shell will be ejected
- Changed firing sounds
- Cleaned config files
- Both Saigas now share the same .omf file
(V1.0.2)
- Attempted to make firing animation slightly less obstructive
- Slight adjustments to hands and reactions on empty reload
- Added missing "hands_position" values
- Smoothed out walk/sprint cycles
(V1.0.1)
- Modified sprint animation to make it less obstructive
- All camera animations modified in order to be more noticable
- Unjam animation made less static
- Increased compatability with new versions of BAS
(V1.0.0)
- Initial Release
Got issues or ideas?
Feel free to contact me on Discord (Synd1cate#1273) or leave a comment. I can't guarantee I can help, I'm neither a coder nor a modder, just a regular ole animator, but I can try at least :^)
This just gave me another reason to turn up my mutant and stalker spawns just to shred through tons of ******** *evil smile*
great
10/10 I'm really glad that you changed the weapon swap animations so you don't have to flip the safety every time you need to bring the weapon up.
That was actually one of the main reasons I made this mod, lol. I changed those then figured "I've gone this far, why not just redo the rest of the set"
Jesus Christ YES LORD! Thank you so much for this. I basically was avoiding the saiga because of those safety flips. Thanks again for the upload!
cool shotgun did you change the sound too like the vadio?
It does, but the gunshot in the video is the result of GAMMA, not this mod. Come to think of it I should probably make a better showcase that shows it off better :p
The sounds are from Shrike's Dark Signal standalone weapon audio, which is included in GAMMA.
sights are misaligned with eft repos rn
Heyo, the new patch should hopefully fix this. If not, try putting the repo after the reanimation in your load order.
is it compatible with the mod that adds drum magazines to these weapons?
Moddb.com
No- the drum mag variants are considered different weapons internally, so the animations won't apply to them.
Ooooooh boy that’s awesome 🤩 !!! Congratulations for the release !
Ооооомг это хорошая работа! 10/10
So many amazing weapon addons have been released lately, including yours. Wonderful.
Wonderful.
However i just have one thing to criticize : idk if you go for realism, but, the ADS shooting animation is a bit too exagerated. Mostly the rotation thing in the rapid fires at 26-28 sec time mark.
For having shot one of those things at the range, yes it kicks, but if you control / shoulder it properly the rear part of the cover should not bounce like this. Guns mostly have "pushing" recoil rather than any significant muzzle climb like we see (way too much) in video games.
It can make sense though for the non ADS shooting...
Nevertheless, I give it a solid 8.5/10
Hey, thanks for the feedback! I think what's going on here is that both hipfiring and firing while ADS share the same animation, and I animated it to look good from the hip, without giving much thought to how it would look while aiming down sights. I'll see if I can make it less obstructive, or maybe add a separate animation for ADS :)
Very cool! But no one gets the mag like this:
Disk.yandex.ru
There is a lever that must be pressed to extract the magazine
The lever is actually pressed with the right hand, it's just not very obvious I guess 🤔
Hmm... yes, i see a finger there.
Great job ! Thanks !
I have noticed that a small frame is missing during the run/walk animation (using Gamma 0.9). It's not a big deal but I wanted to let you know :)
What do you mean?
Hello !
For a fraction of second, a part of the walk/run animation is not as smooth as the rest of the animation, making the animation a bit cut.
I am maybe too fussy after all ^^
Oh, I can see what you're talking about. I'll fix that next patch :)
Nice, thank you !
Is it compatible with the 20 round drum kit for saiga mod?
No, the drum mag saiga is considered a different weapon internally, so it uses a different animation set. If you did get it to work it wouldn't fit the model very well
for some reason the saiga position is off set and the gun is literally unusable when aiming because the saiga sight just offset so horribly
Could you explain a bit further? Or perhaps send an image somewhere?
Place the addon in MO2 below the others (weapon related)
Hello. Tried your suggestion, but still the same like Stalkerlover12094 described.
Here is the screenshot. ( Imgur.com )
Edit: If you have EFT reposition BaS Patch by Sneaky, you may need to delete one of the following files in config/items/weapons folder.
wpn_saiga12s_m1
wpn_saiga12s_m2
This should fix the ADS offset issue.
removed these files, but still the weapon is offset, guess it's time for the drag weapon hud editor to shine
Did you figured it out? i'm having the same problem
I'd try to fix it but frankly I'm not even sure what's causing it :/
It doesn't seem like a mod conflict and it's working just fine for a lot of other people
It sure is a strange bug, in my MO2 doesn't even appear compatibility issues with another addon. I have other weapon's animation mods and they work with no problems at all, this is the only one in which the position of the weapon and the sight is off, tried a lot of stuff but i reached a dead end.
Really hope you can find the cause, it is an very nice addon mate.
Are you by chance using the Drum Mag mod for the Saiga? It seems like that's a common issue
Nope, i don't use that mod
I think the same thing happens with any mod that adds a reposition or alters the w_saiga12s.ltx file and its "BAS variants", but when it is altered by a variant in DLTX format it is therefore more difficult to trace not only the Saiga 12s mod Drum Magazine, any other mod that adds a DLTX file that modifies the base files of the weapon will conflict with this mod, and there must be many other mods that do this.
Oh, that's tough
Do you have any idea how I could fix this?
I really understand what the cause of the problem is, but I don't really know how to fix it. but I think that first we should start tracking the mods that use the same files, and then work together with those mods, there are mods that people use that are too many for example Moddb.com I think this weapon has already been added to Bas and should also use the base files of the weapon. Unfortunately you can't make a patch for everything on the page.
Your mod uses DLTX files to alter the base files of the weapons (Saiga 12s Drum Magazine) adds 3 new weapons that also do the same and depend on the base files of the weapons. (THAT is when the conflict of the reposition and animations is generated). And recently an EFT "DLTX" reposition was made for this mod because when the base files edited to the EFT reposition were used, something similar to what happens with your mod happened. So I think maybe you could try to edit the original base file with your new animations, so that the other mods work with your base edition, this way the other complements should do DLTX adaptations to be able to work with your animations but I think that all this is too much complex to achieve
Editing the original files instead of using DLTX isn't too tough, that's actually what I did for the early versions of this mod. The issue with that is that if BAS rebalances the gun, then my mod would be keeping the old values, so I would have to update my mod in order to maintain parity every time BAS updates. The other issue is somewhat minor, but not using DLTX means that you might have to be more specific with where in the load order you place this mod.
What I might be able to do is that now that this mod uses FOMOD, I might have an option between DLTX configs, or complete overwrites of the original configs. I'll have to give that a shot :p
Of course BaS updates will be another problem in the future. The next thing is that the other mods that add DLTX editions adapt to your version of the base files of the weapons, you could contact the authors of those mods to improve the quality of life of their mods with your animations, that would be great .
Ooooh, looks great
author are you serious? I use only BaS and EFT reposotion
imgur.com
why is it so huge in normal position compared to other guns? why such ratings? unfinished untested! with most of the mods that people use 1/10
Imgur.com
Nope, it's a finished animation set and it's been tested on both my end and a couple other people's ends as well, with few/no issues.
I'd fix the issue but so far no one's been able to figure out what's causing it, and I can't even reproduce it. I'll tell you what I told other people- disable EFT Repo, and make sure your resolution is set to 1920x1080. Beyond that the only choices are either figure out what's causing the issue, or just don't use the mod :p
Can you please do a reanimation for the versions with drum?
I'm not sure if I'm up for a full new animation set, I could adapt and adjust for them though
Would be nice!
Actually need firemode switch anim (
Anyway, I'll take it for myself, thank you. Yes, I know what I wrote here earlier. I was waiting for a more complete version.
This comment is currently awaiting admin approval, join now to view.