[NV]Would like to see more attack animations for Super Mutants

Oracle

Vault Senior Citizen
Anyone know/has a mod that gives the Super Mutants more attack animations?
I annoyed that they cannot use many different weapons (testla cannon, gauss rifle and bozar pop to mind)
I looking for a mod that changes this. I tried fiddling around in the GECK and adjusted the weapon list of the super mutants which makes them draw the weapons but they simple cannot use them (no fire animation)
The Bozar complete missing weapon animation upon drawing the weapon.

I'm probably much to late with the request, but I still would like to try anyway. I use Marcus as a companion and would like to give him the plasma caster (just like in Fallout 2)
 
Yeah, Mutants in NV were never brought 'up to spec' with their Fallout 1-2 counterparts.

They used miniguns, flamers, laser rifles (which was in lore, sniper rifle in appearance), plasma rifles (the big caster ones), annnnnnnnnnnnnnnnnd...Fist based weapons IIRC.
 
FNV mutants don't use many weapons because the game does not have animations for them to use with the weapons. Without animations there is no way to make SM use more weapons.
Last time I checked there was no mod to increase animations.
 
FNV mutants don't use many weapons because the game does not have animations for them to use with the weapons. Without animations there is no way to make SM use more weapons.
Last time I checked there was no mod to increase animations.

Is that hardcoded (limited 'slots' for animations), or just that none exist, and someone could make some and make them work?
 
The Fallout 3 mod uses entirely vanilla animstions for everything, so the Super Mutants hold and fire a pistol like an assault rifle for example, same with the reloads. And it's missing some rather critical things for New Vegas, such as most attack animations and half the reloads.
Also the Fallout New Vegas Super Mutants use different animations (I mentioned this recently in a different thread when someone was saying that FNV SM are just a retextured version of FO3 SM but with different faces. SM in FNV are totally different from FO3, so what works for one game doesn't work for the other).
It should be possible to add more animations to the FNV Super Mutants, but if you don't know what you're doing you will get a game crash everytime a SM tries to use a "new" weapon.
Animations are not even close to be my specialty and I only have superficial knowledge about it, so there might be a animation limit I am aware of.
 
So only chance is to make new animations and hope for the best.

Isn't animating in FO3/NV fairly easy? I mean, visually the models and rigs are a lot simpler, right?
 
The Fallout 3 mod uses entirely vanilla animstions for everything, so the Super Mutants hold and fire a pistol like an assault rifle for example, same with the reloads. And it's missing some rather critical things for New Vegas, such as most attack animations and half the reloads.
Also the Fallout New Vegas Super Mutants use different animations (I mentioned this recently in a different thread when someone was saying that FNV SM are just a retextured version of FO3 SM but with different faces. SM in FNV are totally different from FO3, so what works for one game doesn't work for the other).
It should be possible to add more animations to the FNV Super Mutants, but if you don't know what you're doing you will get a game crash everytime a SM tries to use a "new" weapon.
Animations are not even close to be my specialty and I only have superficial knowledge about it, so there might be a animation limit I am aware of.
Thanks for the answer. That explains why we still havent had this mod for FV.
I'm running Tales of the two Wastelands so I was hoping the aditional F3 animations would be used anyways.
https://taleoftwowastelands.com/content/wip-super-mutant-animation-expansion

There was also that project but its abandoned. I guess I need to let the idea go unless there are still so animation modders around.
 
Thanks for the answer. That explains why we still havent had this mod for FV.
I'm running Tales of the two Wastelands so I was hoping the aditional F3 animations would be used anyways.
https://taleoftwowastelands.com/content/wip-super-mutant-animation-expansion

There was also that project but its abandoned. I guess I need to let the idea go unless there are still so animation modders around.
We (TTW team) are trying to implement more SM animations so they can use all the weapons it make sense for them to use from both wastelands. But I am not working on that part (like I said it is not even close to my area of expertise) so I don't know how work on it is going. I think we might have failed already in the past though.
 
I didn't even notice that !? So can the super mutants use any mele weapons just not the guns ? I take it they can use grenades as well. I can't believe i didn't notice although to be fair there arn't oo many mutants in NV anyway. Well I mean its not fallout 3 where you fight hundreds of them
 
We (TTW team) are trying to implement more SM animations so they can use all the weapons it make sense for them to use from both wastelands. But I am not working on that part (like I said it is not even close to my area of expertise) so I don't know how work on it is going. I think we might have failed already in the past though.
Ah great! As we have an inside man here, maybe you can check if added animations makes it in the 3.0 release? Did some digging but no info on it as far I can tell. Thanks to TTW I played F3 btw.
 
I didn't even notice that !? So can the super mutants use any mele weapons just not the guns ? I take it they can use grenades as well. I can't believe i didn't notice although to be fair there arn't oo many mutants in NV anyway. Well I mean its not fallout 3 where you fight hundreds of them

I kinda wish SM in NV were 'final enemies' sort of hard, like they literally were in Fallout 1.

Of course, most are friendly by then, but they should have had some awesome heavy mutant armour and bigass guns.
 
I kinda wish SM in NV were 'final enemies' sort of hard, like they literally were in Fallout 1.

Of course, most are friendly by then, but they should have had some awesome heavy mutant armour and bigass guns.

Maybe the ones at Black Mountain, or a few of them at least. By this point in the timeline SMs are not that much of a threat and they're not as many in number as they were before. I figure most of them just want to be left alone instead of looking for a fight.

I do think they should be a bit tougher. If a SM punches you it should have some force to it.
 
Maybe the ones at Black Mountain, or a few of them at least. By this point in the timeline SMs are not that much of a threat and they're not as many in number as they were before. I figure most of them just want to be left alone instead of looking for a fight.

I do think they should be a bit tougher. If a SM punches you it should have some force to it.
I honestly didn't have any issues killing all of the super mutants and nightkin at around level 10.

In Fallout 1-2 though, a plasma rifle/missile launcher would basically 1 hit kill a low level character.
 
Ah great! As we have an inside man here, maybe you can check if added animations makes it in the 3.0 release? Did some digging but no info on it as far I can tell. Thanks to TTW I played F3 btw.
We managed to add more weapon animations to the Super Mutants, 3.0 will have those.
I didn't even notice that !? So can the super mutants use any mele weapons just not the guns ? I take it they can use grenades as well. I can't believe i didn't notice although to be fair there arn't oo many mutants in NV anyway. Well I mean its not fallout 3 where you fight hundreds of them
Super Mutants in FNV can't use grenades (they could use them in FO3) and can't use many weapons because Obsidian broke it (they removed the extra data that reparents the weapon to the hand bone). We fixed that for TTW 3.0.
The TTW team is even now fixing engine bugs that Obsidian made. Someone should start paying us or something :rofl:.
 
Ooooh! What engine bugs are you fixing?

I love hearing the bugs being fixed in the Xray engine, but what about NV?
 
Ooooh! What engine bugs are you fixing?

I love hearing the bugs being fixed in the Xray engine, but what about NV?
Super Mutants in FNV can't use grenades (they could use them in FO3) and can't use many weapons because Obsidian broke it (they removed the extra data that reparents the weapon to the hand bone). We fixed that for TTW 3.0.
^^Well, that's one for starters.^^

I will copy paste the worlds of our Project manager RoyBatty:
RoyBatty said:
We fixed a crash because of ptr_dereference was missing a null pointer check, fixed the rockit it launcher in vats, jip has fixed dt/dr bypass and the repair to be like fallout 3 but that's not in the ttw plugin and not sure if it will be yet, it's in jip_ln for now though.
The ptr_dereference crash was causing a great many things in the code to crash, from the roulette table, to removeallitems script command, and probably a lot more.
 
That's awesome! Guess i going to be troublesome to get it installed properly over my heavy modded yet stable version. Looking forward to 3.0
 
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