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FNV Clean Animations - Part 1 (Legacy) Mod

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FNV Clean Animations - Part 1 (Legacy) mod for Fallout: New Vegas
Latest25 Feb 2026
Uploaded05 Feb 2026
Version1.0.2
43.39 MB
Total Files Sizes
0
Unique DLs
0
Total DLs
3
Total Files

FNV Clean Animations - Part 1 (Legacy)

File Size40.61 MB
Game Image for Fallout: New Vegas
Animation

FNV CLEAN ANIMATIONS | PART 1 (Legacy)


 

WHAT'S NEW

In some respects, this mod can be considered an update to many of the individually released sets:

  1. Two new "bonus" animation sets: the Service Rifle and the Caravan Shotgun
  2. Tweaked jam animations on the Laser Pistol to look more natural
  3. Proper AttackLoop animations for Col. Autumn's Laser Pistol
  4. Replaced Sound: WPNPistolLaserReloadPt1 sound with a more appropriate sound for the Laser Pistol animation
  5. Includes missing sound files for the Assault Rifle jam animation
  6. Improves transition from hip-fire to iron sights for the following weapons:
  7. Laser Pistol
  8. Laser Rifle
  9. Caravan Shotgun
  10. Adds inspect animations for all animation sets
  11. Includes optional, high fire rate addons for the following weapons:
  12. 10mm Pistol
  13. 9mm Pistol
  14. .45 Auto Pistol
  15. Optionally improves iron sight alignment for the most egregiously mis-algined weapons via ISControl Enabler


 

FEATURES

  1. Gameplay-friendly: you don't need a high Agility stat and/or the Rapid Reload perk to make these animations viable for normal gameplay
  2. TTW support
  3. Inspect animation for B42 Weapon Inspect (for most weapons)
  4. Altogether covers 12 individual animation "sets"


 

ANIMATION LIST

  1. This mod includes animation sets for the following weapons:
  2. 10mm Pistol
  3. 9mm Pistol
  4. .45 Auto Pistol
  5. Plasma Pistol
  6. Laser Pistol
  7. Laser Rifle
  8. Grenade Rifle
  9. Service Rifle
  10. Assault Rifle
  11. Single Shotgun
  12. Caravan Shotgun
  13. Combat Shotgun
  14. All animation sets include the following:
  15. Aim, AimIS
  16. Attack, AttackIS
  17. Equip, Unequip
  18. Jam
  19. Reload
  20. Partial Reload (if applicable)
  21. Inspect animations if you use B42 Weapon Inspect
  22. Locomotion (running, walking, sneak running, sneak walking, injured running, injured walking, jumping, IS locomotion)
  23. Some animation include the following:
  24. Multiple attack animations for Attack, AttackIS
  25. Multiple reload animations


 

REQUIREMENTS

  1. xNVSE
  2. kNVSE
  3. ISControl Enabler
  4. lStewieAI Teaks
  5. bAutoWeaponNoFiringDelay = 1


 

RECOMMENDED MODS

  1. WMIM
  2. Immersive Recoil 2.0
  3. Viewmodel Recoil
  4. b42 Weapon Inertia
  5. Reload Reloaded
  6. FOV Slider
  7. Jamming Fix and Optional Tweaks
  8. B42 Weapon Inspect


 

COMPATIBILITY

Compatible out of the box with any mod that does not use kNVSE to modify the same animations including in this mod.


 

Thanks to the excellent ISControl Enabler by Xilandro, mesh patches for iron sights are no longer necessary. This means that patches for mods like WMIM , WRP, EVE, TTW , etc. are no longer necessary in any capacity. Previous patches were all mesh patches to add in the ##ISControl node to get nice iron sight animations; ISControl Enabler removes the need for this, either from a user or mod author end, entirely.


 

Please support Xilandro for his work and contributions to the community, especially right now; I would rather people donate to him rather than me during this time.


 

You will still need patches to make certain animations work with certain mods, which is the only real drawback of kNVSE. Basically, if you want the 10mm Pistol animations to work with a custom pistol, you'll need to an entry to the 10mm Pistol's .json file in order to get those animations. See the kNVSE for instructions on how to do this. Note this is only necessary if you want to add these animations to a mod that uses an .esp/isn't a straight replacer; mesh replacers do not need a patch, but if they dramatically change the shape of the weapon, they may not play nice with the new animations.


 

Can be used with other sets, like Hitman's or Johnson's, but you need to know how to mix and match yourself, or set certain animations to play under certain conditions. Unfortunately, given the great amount of flexibility kNVSE allows, I won't be providing instructions for these situations, as there's just too many to account for. Do some reading on the kNVSE mod page, and you should be able to figure it out. :)


 

You can also visit the write-up in the "Articles" tab to figure out how to delete animations you don't want from this mod--this would allow you to easily mix and match (i.e. delete my .45 Auto Pistol folder and .json, and then dump in Hitman's .45 Auto Pistol folder and .json).


 

DESIGN PHILOSOPHY

  1. Pay as much respect as possible to the vanilla design, and re-imagine them with more detail and without the constraints of rigid weapon categories
  2. The vanilla "style" will be modified in cases where the original style of the animation was exceptionally poorly considered
  3. Style and gameplay > realism
  4. Believable > realism
  5. Pay respect to vanilla fire rate, reload, and jam timings. Whenever possible, these will be maintained; however, timings might be modified to add additional detail, and when animations were clearly rushed/reuse in the place of carefully considered balance
  6. Full reloads will always be longer than partial reloads, and always longer
  7. than the original vanilla timings. Partial reloads will always hew closer to the vanilla timings


 

DESCRIPTION

This mod collects the FNV Clean Animation "Sets" I've been releasing over the past few months into one package. On top of that, it provides several fixes, tweaks, and additions to the existing sets--which includes B42 Weapon Inspect animations for every single set. Be warned that a few animations here and there might feel half-assed (a handful of inspect animations, the Service Rifle jam animation)--this was a lot more work than I expected, and I kind of burnt out. It includes all optional files and some new ones that people have been asking for. Finally, it adds in two "new" animation sets, that were actually animation sets I started way before I began working on the 10mm Pistol set that kicked this off, and started creating universal locomotion, etc., to be used in my animation mods. As such, the Service Rifle and Caravan Shotgun do not really fit the above design philosophy, and do not really adhere to the below gameplay notes. They are provided as-is as a "bonus," and some animations within those sets may still be kind of janky.


 

Other than that, there's not a whole lot new to say here. Make sure you peek through the whole mod page to learn about the new things included and, other than that, have fun. :) And, as I haven't been saying it enough lately, thank you all for your continued support.


 

GAMEPLAY NOTES:

  1. As a rule of thumb, partial reloads either match or attempt to match vanilla reload timings. Full reloads are almost always longer
  2. As a rule of thumb, jam animations either match or attempt to match vanilla jam timings
  3. Fire rates always match vanilla timings, except in given optional files


 

KNOWN ISSUES

Please don't report these as bugs. I'm aware of them. These will be closed if you report them, because I'd rather make room for bug reports I'm actually unaware of.

1) The projectile that shoots from the gun when firing in iron sights mode is not aligned properly. This is a consequence of how I make iron sight animations. As mentioned in the FAQ, I looked into fixing this, but decided against the enormous amount of work it would take tofix a minor visual bug that most people (including myself) do not notice in normal gameplay.


 

2) Even with some the ISConfig.ini enabled, some of the weapons might still not be perfectly aligned. This was because getting them perfectly aligned would make the viewmodel look bad; however, every weapon should be close enough to the point where you should literally never notice in gameplay. To me, this is the preferable solution, as going back and aligning everything perfectly entails me redoing a ton of work for what is a relatively minor visual bug.


 

CREDITS AND THANKS

Without the help of the following individuals, I would not have been able to animate at all.

Januusz: for inspiring and encouraging me to continue, your technical knowledge

of blender, your advice, and your boundless patience with my confusion.

hitman47101: for supplying the vanilla rigs and answering questions.

DecerBW (Asurah): for answering questions and troubleshooting.

jmajero: for answering questions and troubleshooting.

Jacksonelhage: for answering questions and troubleshooting.

korri123: for kNVSE, troubleshooting, and for being tolerant of my technical ineptitude.

Xolerys1: for your input, perseverance, and generally making our little animation community better.

audixas: for testing, support, and feedback.

anonx1987: for support and feedback.

visualcore: for support and feedback.

Sigerious: for support and feedback.

ShinyHax : for their tutorial .

Obsidian: for making the game.

Bethesda: for creating such a malleable - if wonky - game engine for us all to muck around in.

blender : the primary tool I use to make these animations.

NifSkope: the secondary tool I use to make these animations.

Instructions

Install all requirements and enable them. Install the mod (mod manager or drag and drop).

Requirements

Permissions and credits

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FNV Clean Animations - Part 1 (Legacy)

Type: Main
Date uploaded05 Feb 2026
File Size40.61 MB
Unique DLs0
Total DLs0
Version1.0.2

Ensure that you have all requirements before installing.

(Optional) 10mm Pistol High Skill Addon

Type: Main
Date uploaded05 Feb 2026
File Size574.21 KB
Unique DLs0
Total DLs0
Version1.0.2

Changes the reload animation for the 10mm Pistol if you reach a high enough Guns skill.

(Optional) Single Shotgun - Hunt Showdown Style

Type: Main
Date uploaded05 Feb 2026
File Size2.22 MB
Unique DLs0
Total DLs0
Version1.0.2

Replaces the Single Shotgun reload with a version inspired by the Hunt Showdown reload.