Cement Position and view 1.9.4 (not necessary, but recommended, as some of the weapons were repositioned in the hud following his viewmodels);
Souvlaki's FAL 2.0;
Blindside's weapons animations and rebalance;
Blindside's JSRS compatibility patch;
Any other addon for Blindside's pack;
This addon.
VIDEO (A little outdated)
CHANGELOG
v0.95: Added ASH12 with partial reload animation; Added Vityaz with partial reload animation; Added FNC with partial reload animation; Added SR25 with partial reload and misfire animations.
v0.94: Updated for the latest version of Blindside's weapons animations and rebalance;
v0.93: MP133 model smoothing fix provided by PYP, author of STCS Redux (Thank's dude!); Exported some animations again (Some detail was lost before, should be a little bit smoother now); Added misfire animations for Remington 700 and LR300; Replaced M16(M16A2, M16A3 and SR25) and Kar98k moving and sprint animations; Replaced L96, TRG and SV98 reload animations with better ones.
v0.92: Replaced TRG and SV98 hud animation files that caused incorrect animation during partial reloads (the addon shold be working 100% now).
v0.91: Removed conflicting leftover files (sorry) that where breaking animations and sounds of some weapons from Blindside's pack.
DETAILS
Fixed most corrupted/broken animations when walking, running and reloading with some weapons and added animations and sounds for partial reload (most weapons, excluding Blindside's ones) and misfire (some weapons).
No animation, sound or model present in this compilation was done by me, they were all collected during years of modding stalker. They are from various versions of STCOP, AO, STCS, STCS Redux, among others that I don't remember.
Weapons with only animation fixes:
fort500 mp133 (including better texture and model, from STCS Redux)
Weapons with animation fixes and/or partial reload:
9a91 aek ak ak12 ash12 aug bizon fn2000 fnc fort500 g3 g3sg1 galil gauss kar98k l96a1 lr300 m16a2 m16a4 m4a1 m82 m98b mp5sd mk14 mp133 (including better texture and model, from STCS Redux) oc33 p90 remington700 scar sig552 sr25 sv98 svd trg type63 vihr vityaz vsk94 vssk
Weapons that have been added misfire animations:
aek galil groza l85 l96 m4 m14 m16a2 m16a4 m82 m98 m249 pkm pkp sr25 sv98 trg val vintorez all pistols (generic animation, sound by Blindside)
Weapons to find smoother animations, partial reloads, etc (not touched):
That's strange, are you using any other weapons addon other than this and Blindside one? Are you in Anomaly 1.5.1? That wpn_ak12_mepro are not present even in the original game files.
Hi, I was looking for things like that, I'm surprised I couldn't find all of this in STCOP 3.4... maybe I missed things i dunno.
There are issues (not sure if it's my installation, but I guess i got everything working so... idk anyway... for instance I noticed the cz52 doesn't have any mag inserted when reloading... AK74 RPK CTD...weird stuff lol).
One question though, what are the "smoother animations" like mentionned at the bottom ? I can't see any difference, or am I blind ?
Now, that's not a "great mod" imo, but as you mentionned that's a compilation. Does its job. I'm Not saying it's crap, but people should be careful : it resembles more like assets provided than a fully fledged mod, don't take it for a perfect polished thing.
Yeah, it's just trying to improve default weapons until something better comes. By smoother i mean when you walk, sprint and reload some weapons like the M98b, you can see the animation skipping some frames. I tried to find analogue ones that don't or skip less. Just noticed that cz52 thing, i'll fix it. The RPK is the AK RPK with an EOTECH? If it is, this is a know bug in Blindside's pack. Thanks for your input!
So, just to make sure, your addon is entirely ports ? Not a single animating fix from you ?
I'm asking that because we have a few issues with anims in TAZ here, and we can't fix them right now, but if someone has the knowledge, it could really enhance the mod. For instance we have a gun with a nice animation, but the mag disappears for 1 frame, and it does a quick "disappear-reappear". Not that bad, but it can be annoying if you're a maniac for details.
Also if you're seeking for consistency, well, you have a lot of work. Don't overburden yourself, gun mods are very time consuming to create and fix !
It is all from other mods, none of then are mine, since i can't animate. And yes, just to make this compilation, finding better flowing animations etc took me a long time, i can't imagine doing it all from scratch!
But man, I can't wait for TAZ! Every update from you guys makes me drool.
I love the work you did, thanks to that. By the way, I've recognized that your addon also realigns the position and view of every gun, almost identical to cement's PoV addon. Is it intended? I'm a bit confused because in the description you said cement's addon is recommended but not necessary, and I don't have it, yet the guns look as if I installed his addon. No disrespect to him but his addon isn't my taste (not yet), so I wonder if there's a way to revert the PoV back to vanilla?
You can unpack configs.db0 and compare each weapon file (excluding weapon_sounds.ltx) with mine, replacing everything inside but anm_* lines. The only thing that might get missaligned (weird position) after this is the MP133 that I used an different model with different animations (you can use debug mode and in game press f7, then 5 to open the align menu).
There's too many variables to account when modding weapons, and as I use Cement's viewmodels myself, I used his mod as a base.
Maybe in the future, for now I'm pretty done here haha.
But if you want, the only affected file should be weapon_sounds.ltx. Just keep where I changed compared to the same file in JSRS and Blindside, and go into [base_sounds] and change "snd_reload_misfire = weapons\pm\pm_unjam" to "snd_reload_misfire = weapons\generic_close", this should take care of any dependency.
cement position and view doesnt work with 1.5.1 atm, or at least i cant get it to work. it conflicts with anomaly mags but i merged them. pretty sure its jsrs or just anomaly.
[error]Arguments : Can't open section 'torch_definition'.
edit: ok i did some monkey math and replaced the old devices ltx in the cement addon with the current vanilla one i think it works now, ill try it with the rest of the ****
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Блин че тоже видосика нет, да. ..
Очень плохо, что без демонстрации.
Попытался накатить:
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_ak12_mepro'. Please attach [*.ini_log] file to your bug report
Все условия соблюдены
Ты правда поставил этот мод поверх Бумстика и удивляешься вылету?)
That's strange, are you using any other weapons addon other than this and Blindside one? Are you in Anomaly 1.5.1? That wpn_ak12_mepro are not present even in the original game files.
I use the aforementioned weapon pack. Thanks for the tip.
Is a patch for working together hard to make?
Not at all, but VERY time consuming.
Pls add video demonstration :)
I'll consider it, but there is not much to show, the animations are still the default ones, just somewhat less buggy.
Hi, I was looking for things like that, I'm surprised I couldn't find all of this in STCOP 3.4... maybe I missed things i dunno.
There are issues (not sure if it's my installation, but I guess i got everything working so... idk anyway... for instance I noticed the cz52 doesn't have any mag inserted when reloading... AK74 RPK CTD...weird stuff lol).
One question though, what are the "smoother animations" like mentionned at the bottom ? I can't see any difference, or am I blind ?
Now, that's not a "great mod" imo, but as you mentionned that's a compilation. Does its job. I'm Not saying it's crap, but people should be careful : it resembles more like assets provided than a fully fledged mod, don't take it for a perfect polished thing.
Your contribution is much appreciated anyway !
Yeah, it's just trying to improve default weapons until something better comes. By smoother i mean when you walk, sprint and reload some weapons like the M98b, you can see the animation skipping some frames. I tried to find analogue ones that don't or skip less. Just noticed that cz52 thing, i'll fix it. The RPK is the AK RPK with an EOTECH? If it is, this is a know bug in Blindside's pack. Thanks for your input!
So, just to make sure, your addon is entirely ports ? Not a single animating fix from you ?
I'm asking that because we have a few issues with anims in TAZ here, and we can't fix them right now, but if someone has the knowledge, it could really enhance the mod. For instance we have a gun with a nice animation, but the mag disappears for 1 frame, and it does a quick "disappear-reappear". Not that bad, but it can be annoying if you're a maniac for details.
Also if you're seeking for consistency, well, you have a lot of work. Don't overburden yourself, gun mods are very time consuming to create and fix !
It is all from other mods, none of then are mine, since i can't animate. And yes, just to make this compilation, finding better flowing animations etc took me a long time, i can't imagine doing it all from scratch!
But man, I can't wait for TAZ! Every update from you guys makes me drool.
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'wpn_knife8'. Please attach [*.ini_log] file to your bug report
stack trace:
What is the reason
You have some conflicting addons, i didn't include any knife files.
It`s Boomstick.
I recognized you updated the post again, yet the version is still 0.94. Is there any change? :)
Just updated with the latest Blindside JSRS hotfix.
I love the work you did, thanks to that. By the way, I've recognized that your addon also realigns the position and view of every gun, almost identical to cement's PoV addon. Is it intended? I'm a bit confused because in the description you said cement's addon is recommended but not necessary, and I don't have it, yet the guns look as if I installed his addon. No disrespect to him but his addon isn't my taste (not yet), so I wonder if there's a way to revert the PoV back to vanilla?
You can unpack configs.db0 and compare each weapon file (excluding weapon_sounds.ltx) with mine, replacing everything inside but anm_* lines. The only thing that might get missaligned (weird position) after this is the MP133 that I used an different model with different animations (you can use debug mode and in game press f7, then 5 to open the align menu).
There's too many variables to account when modding weapons, and as I use Cement's viewmodels myself, I used his mod as a base.
Thank you for the 0.95 update. The 0.94 one was tanking fps for some reason until I disabled the addon.
any possibility for a version without the need for blindsides animations?
Maybe in the future, for now I'm pretty done here haha.
But if you want, the only affected file should be weapon_sounds.ltx. Just keep where I changed compared to the same file in JSRS and Blindside, and go into [base_sounds] and change "snd_reload_misfire = weapons\pm\pm_unjam" to "snd_reload_misfire = weapons\generic_close", this should take care of any dependency.
Hey I know you just updated the mod but is this compatible with the new blindside patch today?
Thanks in advance
Yes.
cement position and view doesnt work with 1.5.1 atm, or at least i cant get it to work. it conflicts with anomaly mags but i merged them. pretty sure its jsrs or just anomaly.
[error]Arguments : Can't open section 'torch_definition'.
edit: ok i did some monkey math and replaced the old devices ltx in the cement addon with the current vanilla one i think it works now, ill try it with the rest of the ****
it works, though pistols that are reanimated disappear when you run with them
dunno if thats a bug or intended
ok im a huge dummy, there was a cement version for 1.5.1
but i made the old one work lmao so theres that
Ah monkey brain smash head against wall till door opens, I know it well :)
tfw got the door open but there was a doorknob the whole time
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can you fix this animation? it has a dead frame and lots of guns use it
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