This mod is no longer maintained. Any issues you encounter won't be fixed, but you should be able to do so yourself, or someone else can patch it I suppose.
And so it was, that 1.5.1 has graced the internet.
With it's release so do I update my mod. This time as a all in one pack. Everything is here.
So come over and take what you want be it binoculars, knives, bolts or pistol sprinting.
This mod is no longer maintained. Any issues you encounter won't be fixed, but you should be able to do so yourself, or someone else can patch it and release their fix I suppose.
Not gonna say much here. Just some easy re-animations/tweaks I done for u4h8 ported to 1.5.1 with one new goodie, a re-made vanilla Knife animation, and for those nostalgic for original bolt I ported Call of Pripyat bolt animations.
This pack contains all of my previous addons. Also included config files for Binocular tagging.
Hotfix Update: Changed name of the bolt animation file to stop the game from loading old bolt animations when trying to use alternate equip anim.
Update 1: Added alternate pistol sprint animation. Link to a vid below :) Also updated all folders to be in gamedata instead of being loose to avoid confusion while installing.
Update 2: Hey guess what. New Knife anims. This time attack only. Woo
Update 3: Updated knife sprint (smoother and less stiff). Due to request I opened up the clenched hands in binocular and pistol sprint animations. I apologize to any ripped tendons this might have caused.
Update 4: Completely new never seen before bolt re-animation that gives classic bolt a new life. Inspired by gunslinger and completely made from scratch. Check out the video below for how it looks like in action :) I will make an update to make the idle look more interesting as right now it's pretty basic due to me experimenting with making complete animations.
Additonally I included a bunch of hud_fov 0.45 locked files as an option in case you want to use the pack with position and view addon.
Speaking of Position and view. Included in this new version is PistolRedo pack, which was made with PaV in mind. You can use it with Blindside's animations too, but you NEED to let blindside files overwrite mine. Otherwise you will encounter issues. There are some other features in that pack which you'll find when you check out screenshots that come along with it ;)
I also included my detector position tweak. You can see it's effects in comparison screenshots included in the 7z file.
Update 5: Smoother walking animation. Additional idle with some small bolt rotation with thumb (it can play either old or new and it's very subtle so you might not notice it)
New bolt throw animation. It's based heavily on Shadow of Chernobyl bored animation. It might look a bit rough, but I tried to make it as smooth as possible.
Update 6: Updated walk cycle for bolt. New sprinting for pistol, knife and bolt animations. Should feel less like the character is flailing their hands around. New knife equip and hide animations. Swapped cement position tweaks for specifically edited OMF animation files. Included versions for both latest release and new beta release. Removed hud_fov locks due to potential issues and made EFT Binoculars hud_fov locked to 0.45 by default (remove hud_fov = 0.45 in m_binoc.ltx file if you want to revert that). Reverted flashlight position to vanilla in detector re-done pack. HOTFIX: Fixed flashlight aiming.
Update 7: Not too many changes. I brought back the pistol lowered pack since people requested it. There are two versions, for vanilla Anomaly hud_fov 0.45 and if you use Position and View hud_fov 0.55 (should be compatible with 2.0 but I didn't test it. Might look weird with hud_fov 0.7 so I'd recommend just grabbing sprinting omf file for it instead)
Also in this pack I include the new blindside animation replacer. It's compatible with both normal version and Blindside Reanimated Repositioned (Gallus Viewmodels).
REPOSITIONS ARE NOT COMPATIBLE WITH BLINDSIDE ANIMATIONS! TRYING TO USE THEM WILL CAUSE THE WEAPON TO NOT SHOW UP AND YOU WON'T BE ABLE TO SHOOT IT!
Known bugs: When holding a detector the bolt bore animation will still play. Should be fixed in next Anomaly update if devs disable bore animations when holding detectors. Also EFT Binoculars cause a weird animation glitch with gasmask wipe. Don't know what's causing it.
Adjusted Binoculars
EFT Binoculars
Tweaked Knife
Re-Done Knife
Re-Done Knife v2
Classic Bolt Remake
Updates
we *** tonight
Yes yes yes! Ive been waiting for this!
This is my best day in the world
I'm guessing this isn't compatible with Position and View?
it is.
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Not bad
We need compass position from your pistol video))
That's from an outdated Autumn Aurora 2 HUD mod.
I'm trying play with BaS and it's not working for me :(
Yeah, my mod might need some merging with BaS to avoid crashes or conflicts. As I don't use that mod myself I won't be providing patches for it tho, sorry.
Is this compatible with food, drug and drink anims? thanks
Second this question
It is compatible. I use it without any need to merge them :v
If you're wondering about the skinning animation with second knife anims from this pack, then I can 100% say they work perfectly well.
I.imgur.com
Wonderful,thank you. :D
Could you make redone knife right click with 2 hands like in 3rd person view? Only one hand look weird. Thank you
*sorry for my english
You can consider it done.
Nice work my friend, totally gonna use it.
is this compatible with blindside's weapon reanimation?
For now it seems everything should be "mostly" compatible, but once Blindside completes more weapons this might change.
Obviously upon full completion of that pack I'd recommend not mixing two animations mods together :)
An update yesterday or before must have broken the compatibility, pistol sprint completely disappears when activating both animation mods, regardless of the load order the pistol sprint always disappears.
Oh stalker...
Thats an intentional effect of bindside's animation. Its mentioned in his comment section
thank you for the awesome mod!
just one thing i found though- when i press T(helmet wipe) with EFT binoc, its bit buggy that how left hand is moving to wipe helmet. hope you fix next version. yet still awesome!
Unfortunately it's not my animation. It's a port of an already existing animation and I noticed it as well that the second hand doesn't play nicely with the wipe anim. Don't know why that happens and the issue I suspected turned out to not be it.
thx for answering. I just simply don't use wiping while im holding bino ;) along with bino animation, others make gameplay much smoother too!
The animation of the gun with the mod POSITION AND VIEW 1.9. 4 for some reason goes to the left, although the binoculars and knife work normally in the center as expected. How do I fix this?
I will soon upload an updated version of the Animation Compendium and will include a set of files that were made with PaV users in mind :)
Thanks for the answer! I would be very grateful. Very good animations
Compliments Anomaly so well
What's up with the anomaly particles in the new bolt vid? They look nice.
It's the cinematic vfx mod :o
Moddb.com
Thanks.
I think new detectors conflict with Artefact Renovation mod.
They both affect items_devices.ltx.
Yeah. Merging them manually won't be an issue tho.
I marked my changes with "; DaimeneX" at end of needed lines. :)
I recommend using Winmerge if you want to do it yourself.
Aha, i think i can do it. Thanks for the tip!
Noticed some problems:
1. It plays with this bolt even when you have a detector or a dosimeter in your hand! Just somewhere the bolt flies and comes back like a boomerang.
2. When the bolt or a knife is already equipped in your hands, when you take the flashlight also in your hands, it first winks (glitches) behind the bolt and only then takes it! And the lantern begins to search for its position on the screen... first to the left, and then to the right it rushes.
(Also, this glitch is slightly visible when wiping the glass, when the flashlight and the bolt or knife are already in your hands)
On a note I put from the mod Adjusted knife and the bolt animations 0.45 for Pav*
3. When the detector is equipped and activated, when changing to a dosimeter or another detector in the inventory, you can see how the animation of the left hand flinches
4. EFT bino when equipped, the animation glitch starts when wiping the armor glass.
5. I added your New pistol sprint (Raise_lower) to the Pav mod, as well as a new detector animation. When you take a detector to the gun in the game, the gun teleports closer to the screen!
Although with the bolt from the mod and the knife from your mod, everything works fine. Maybe you just forgot to edit it?
I use the PaV mod for a note*
Yandex translator. Sorry for my English
1. That's the thing about wanting to have cool idle animations, haha. I didn't think about detectors when I made them. Don't know if it's going to be possible to fix that at all. The devs would have to implement an option to disable bore animations when detector is out for example.
2. The flashlight glitch is vanilla as far as people are concerned on Discord. The devs already know about it. It seems to draw in ironsight mode instead of normal, even when you aren't aiming down sights.
3. That's a new one. Probably an issue with positions. Not gonna be able to fix that.
4. That glitch is a mystery to me. I thought I had a solution for it but it seems to be completely unrelated. Don't know if I'll be able to fix it as the EFT binoculars aren't my animations, but just a port from EFT weapon pack.
5. I noticed that when detectors have hud_fov lock they will force other items to take that hud_fov and move closer to the screen. Can't fix that, might be a better idea to use the normal versions instead. This is why they are optional in the first place.
There are so many nuances and problems that it seems to me that it is better to just collect a pack of animations (working normally) and lay out, than to lay out animations that can not be fixed as an EFT binocol, for example. Well, I think so
Because some animations work fine, others don't
2. I removed the animations of your mod and the lantern is still looking for its place, but it does not glitch behind the weapon or bolt. I think the fault of the animations is still there
3. I went to the anomaly now only with the Pav mod and there is no flinching there. This is also a problem the animation was. With a pure anomaly with the Pav mod, instead of flinching, the hand simply turns to the normal position and there is no glitch
And the question is, do you think this mod will work in Dead air?
Or could you tell me how to position your hands correctly on the screen? In dead air, the left hand is too far to the left and when you run, it goes off the screen. What should I do to change its location? closer to the right hand
Okay so here's what I know as of right now.
1. The bolt flying around while holding a flashlight or detector will be fixed when a new version of Anomaly comes out. The devs have to add a check that disables bore animations when detector is being held.
2. I see what you're talking about. It's an issue with how the game handles positions and while I tried to have the flashlight sit at the right spot when using pistols, when exiting aiming the pistol aims out too fast and passes through the flashlight before it comes back to idle position.
3. Again as I mentioned, that's a positioning issue. To have the detector fit okay with the pistol it has to rotate a bit and when it goes back to idle it snaps back to correct position.
Don't know, might need some merging.
Despite the issues, I feel like the binocular animations are way better than vanilla. They are smoother and look natural, and while I understand the wipe animation might be jarring, there is really little I can do to fix it without having to go ahead and make animations from scratch...
This is why the pack isn't a gameready kind of deal. It has options so that everyone can pick what they are comfortable with. If something is too jarring for them, they can just remove that part of the mod.
What program do you use to edit animations in meshes?
I also want to try to make some animation
I use blender, but believe me there are better alternatives.
Will you consider making a simple animation that activates whenever you use the 'use key' (F by default) to show the player is picking up an item or opening a door?, similar to Tarkov (tho I never played it) Sorry if I am asking for something impossible. Cheers :)
I'm pretty sure that would require digging in the engine source code to make it work, and that's way outta my league, hah.
I've seen recent animations of melee with gun and even a punch. All you would need is to open the actor hands instead of punching with close fist to make it seem he is opening a door. That is, this is all in my head lol
Sometimes the animation bugs out and my character is only holding weapons/stuff with his right hand and the left one seems to get stuck somewhere in the lower part of the screen, barely moving or visible. The bug goes away on death / save-game load but I have no clue what's triggering it or who's at fault even.
Thanks are in advance !
That's an odd bug. Which weapons have that?
Fixed by updating and changing the load order of other animation mods by putting yours on top.
How do I install this correctly? I installed the sprint anim through MO2 and can't see any difference in game :(
Please tell me what could be the problem.
This is not a bug of your add-on, but I was hoping that addon would fix it, but addon did not fix it. I don't remember if it was in pure Anomaly, or if it was the result of other addons (quick melee attack or something else). The essence of the bug:
After RMB or LMB of a knife attack, the knife slides unnaturally to its original position in the hand, as if the strike animation and idle animation have origin points that are not aligned with each other.
I'm trying to understand this knife slide too, don't know if it's a easy fix