VSSK Reanimation & Remodel
UPDATE 1.5 (January 1st 2023)
Huge New Years Update!
V1.5 ChangeLog:
Redid Every VSSK animation
Added ADS (Aiming Down Sight) animations for Magchecks & Reloads
Redid All Textures
Bullet Textures By Blackgrowl
New Icons by Maid
New Scopes Ported by Maid
Ammo Updates On Mag-In & Not At The End Of The Animation For Reloads
Includes
New Model Purchased/Licensed & Made Game-Ready By Me Just For This Mod
Full Animation Sets For Both VSSK & Ash12
VSSK Animations Fully Redone For Update 5
Custom Scripts By Utjan
New Animation Types
New Sounds
Features
Two New Mag/AmmoCheck Animations
A Third "No Mag" MagCheck For Those Using Mags Redux
Multiple Unjam Variants
New ADS (Aiming Down Sight) Animations For Magchecks & Reload
Detachable Scope With Rails On The New VSSK Supporting Irons, Acog, AC10632, Eotech & The New Cortex Scope
Cortex Scope Fit For Ash12
MagCheck Features For Ash12 Too
FOR MAG/AMMOCHECK ANIMATIONS TO PLAY YOU REQUIRE ONE OF THE TWO MODS THEY RELY ON, EITHER MAGS REDUX OR THE STANDALONE AMMOCHECK MOD BY ISHMAEEL
Mags Redux: Github.com
AmmoCheck By Ishmaeel: Moddb.com
Install Instructions
DLTX & 1.5.2 Required
USE MO2
Make Sure Its Loaded After Mags Redux & AmmoCheck By Ishmaeel
Not Compatible with WPO versions from before Dec 10th 2022
WPO is not required itself but if you do have it, It must be Dec10th or Newer
WPO Github Link: Github.com
USE THE FOMOD INSTALLER
Animation Scripts
This mod contains common animation scripts that a lot of other mods use as well
These scripts are updated all the time so sometimes youll have mods with out dated versions in your install
This addon is currently shipping with the latest versions so loading it last will be fine but
I do highly recommend you remove them from most mods & make these scripts their own addon in MO2
Update them yourself from the github to make sure you always have the latest.
These common animation scripts by Aoldri can be found here:
Compatibility
Not Compatible With Anything That Edits The VSSK Upgrade configs
Not Compatible with WPO versions from before Dec 10th 2022
WPO is not required itself but if you do have it, It must be Dec10th or Newer
WPO Github Link: Github.com
DO NOT USE IN A PREEXISTING SAVE WHERE YOUVE PICKED THE ZOOM UPGRADE
Known Issues / Updates
Ash12 Anims are still on the old version
Credits
Original Model By Aleksandar Milankovic
Script Edits By Utjan
Animations, Sounds & Everything Else By Me
Void Interactive & BSG For Some Of The Audio Samples Used
Everyone At The Testudo Cohort, a Modders' Guild
Firebreath for general animation guidance
Maid for porting scope models, Icons & a million little things along the way
Demonized for some script/sound help
Aoldri for animation scripts & some technical help
KronQ for some config setup advice
Haruka for some script fixes
Thank You Very Much Everyone Who Helped Test!
My Other Mods:
More Melee Features
Adds 3 New Melee Features Anomaly. Actual Durability Loss Per Hit, Usable Shovels & Melee Blocking.
link: Moddb.com
Barry's Better Knives
Barry's Better Knives is a Knife Reanimation & Rebalance. All knives deal more damage by default & can break boxes in one swing but degrade faster requiring you to sharpen them more often.
link: Moddb.com
SVU Reanimation
New SVU Animations & Model. Features full SVU animation set including MagCheck animations & all new ADS (aiming down sight) animations for MagCheck & Reloading. Includes full Jammed animation set to visually see your gun jammed as you walk around.
link: Moddb.com
Scopes-as-Binos
Allows you to put the scopes in your binocular slot and look through them as if they were binoculars, Fully Animated!
link: Moddb.com
Contact/Feedback:
Comment Any Issues/Feedback Below
Any Issues or Feedback Please Let Me Know Below In The Comments!!!
hola buen mod me gusta
quiero regalarte 2 ideas para mods
Youtube.com (from twitch)
i think your mod broke my weapons, they dont check the mag when inspecting ammo
i swear lauta, ill get you! '-'
Hey i'm having 3 issues with the mod:
1 The base Ash 12 has audio sync issues on reloading,
2 The VSSK has no sound when you shoot, u can hear it when youre nearly empty mag
3 I can use the check ammo animation, i have the mods but there is no animation
I'm using 1.5.1 and i wonder if youre gonna give suport to this version
Thanks for the mod
the mod clearly states in the description its meant for 1.5.2 only.
1. i can work on that, a few others have said the same thing.
2. you need 1.5.2
3. you need 1.5.2
no i will not be giving 1.5.1 any support sorry.
Hello friend, I don't know if it only happens to me, but I'm using the Adjustable Scopes V 1.8 complement and what happens is that when I install the Ash-12 Reanimation section when I want to use Acog, EOTech or C-More, the sights appear very far away in my Ash-12 and I cannot adjust them with said complement, they only look fixed and very far
hihi!
Ive never used that myself so i cant say for certain but in the main Ash12 section of the config thats supplied with my mod, try deleting the very first line:
hud_fov = 0.5
Delete that out of the config and let me know if it helps
Hello friend, it works! now I can adjust the scopes, but now there are 2 problems, the Acog sight is a little tilted to the left which makes the shot not centered, this happens with the 3d version of Acog, the same happens with the EOTech scope but also the EOTech appears without the holographic cross.
Both sights now since youve removed the fixed hud_fov (which i dont recommend doing) will require you to get the aim positions for those sights set up again. use the hud editor and adjust them to where your preference is.
as for the "holographic cross", it only appears directly on the crosshairs so youll only see it once you have it lined up again. (you can even use it to help you line that one up)
Love the mod! Where are the arm models/textures from the preview video from?
Currently unreleased, theyre made by the wonderful creator of Old Dog Sleeves & will release in a hands pack by them eventually
link: Moddb.com
Wow nice!
inspecting ammo of empty ash12 still shows a bullet in the mag for me
Unfortunately whoever set up the vanilla ash12 rigged it wrong. the bullets are not rigged to the proper bones so you will always see bullets in those mags.
I fixed this rigging issue in the cortex scope version of the ash12 since i rigged that one myself but all the actual vanilla ash12 variants have that issue unfortunately as i dont touch the models, only animations for those
Now everything is fine with the sound thanks for fixing it. But what is layered sound?
Could you please add the ability to use a grenade launcher and silencer on the ASH-12 (AFAIK a real assault rifle has this options)? If it's not difficult for you, of course. Anyway, thanks for the great addon!
It's not difficult for you either ^-^
No Sorry,
This is mainly a VSSK overhaul. I only converted the animations for the ash12 cause it was minimum work. Im not interested in doing anything extra with the ash12.
It may not be difficult as you said, but it is certainly a lot of work, i would need to create a new animation set for the grenade launcher idles/poses which is not going to happen
Ash-12 having an empty mag, shows a cartridge in the mag when checking ammo, and yes vanilla ash-12. Imgur.com
read comment from me 5 posts up.
my bad, guess i missed that post :(
VSSK has no Shoot or Rechamber sound...I tried with/without MO2, fiddling with the sound files/.ltx but nothing works....not even creating new sound files...what could be?
1.5.2?
sounds to me like youre not on 1.5.2..
bruh your character has painted nails
How do you get that area in the showcase video
Where can I find a scope? It's not in the base or the dealers.
Its in tier 2 of all the main traders.
i did see the love you pour on this project and i just i have no word, the animation i really like and the litte edit you have done to the model ect, 10/10
thank you fujin <3
Merchants don't have a scope. No matter how many times I waited and raised the reputation, nothing. The rifle can be fitted with other sights, such as Acog
ill be updating the addon later today with a slightly changed trade injector script, should help with a couple people with it not working for whatever reason.
Make sure to update later, for now you can spawn it via debug if you really want it now.
Sorry for the inconvenience, i dont know why its not working for a couple people, it works for 99%
This newscript version was optimized by a friend and says it should fix the issue for the few that its not working for
The sound disappeared what to do at such a moment?
It seemed to me or the textures became less clear than in the previous version? But I judged from the video, I don’t know how it is in the game.
Thank you very much for the minus! I understand that it was probably very difficult to confirm or refute my suspicions.
I don't have a chance to test this in game right now, which is why I asked.
i did not downvote you,
& the textures are different from last version
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...aly vanilla/bin/..\gamedata\scripts\uni_anim_core.script:65: attempt to index field 'JamType' (a nil value)
stack trace:
please read the install instructions.
this is because you have an old outdated version of WPO.
When I was writing that comment I was getting crashes even though wpo was updated. Maybe I was just blind.
if youre 100% sure you have the most up to date version, make sure you dont have anything overwriting WPO that might contain outdated versions of the scripts maybe
make sure nothing is overwriting the VSSK either unless youre sure that mod contains up to date common anim scripts as well
What hand model u use?
my own, they arent available
is it possible to add a definition like "anm_ammo_check_gl" in the script file for the attached grenade launcher ?
Im not sure what attached grenade launcher you mean, this gun does not have one.
If you mean for another gun's animations using the same scripts, yes its already possible, you dont need to edit anything.
Id reccomend checking out the documentation for the animation scripts to learn what is and isnt already doable:
Docs.google.com
[ENG]Russian translation for Cortex scope decription
[RUS]Русская локализац��я прицела Cortex
Drive.google.com
большое вам спасибо, мне действительно нужно быть лучше в попытках включить это с самого начала
BarryBogs I have Better Knives and Better Axes installed, all three overwrite each other... Any advice?
Should I just use the scripts from mod or Better Knives? WinMerge shows differences I don't really understand yet lol.
I recommend having the VSSK overwriting all of them
those mods all contain common animation scripts a lot of other mods use the VSSK contains the most up to date versions
I personally recommend setting up those scripts as a separate mod tho and keeping them up to date yourself, instructions on doing so can be found in the description under the animation scripts section
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'up_gr_fourtab_vssk'. Please attach [*.ini_log] file to your bug report
stack trace:
hello, what could be the problem?
здравствуйте, в чём может быть проблема?
the VSSK addon removes up_gr_fourtab_vssk,
if youre getting an error about not finding it then you have a different addon looking for that section, remove that addon.