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FNV Clean Animations - Part 1 Mod

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FNV Clean Animations - Part 1 mod for Fallout: New Vegas
Latest25 Feb 2026
Uploaded05 Feb 2026
Version1.2
43.06 MB
Total Files Sizes
0
Unique DLs
0
Total DLs
1
Total Files

FNV Clean Animations - Part 1

File Size43.06 MB
Game Image for Fallout: New Vegas
Animation

FNV CLEAN ANIMATIONS - REVISIONS | PART 1


 

Please note that the above video only showcases iron sights alignment fixes. See the Animation List & Showcase section for complete individual showcases.


 

FEATURES

  1. NEW IN UPDATE 1.2: Properly aligned sights and full 9mm support.
  2. Includes all of the features of previously released sets.
  3. Covers all animations related to the included sets.
  4. New idles, animations, or tweaks for nearly every set.
  5. Variant animations for several of the new animations.
  6. Applies several user fixes to the .json files to cover more weapons.
  7. Faster fire-rate options for all pistols.
  8. No recoil fire animations for Laser Weapons if you hate cool-looking animations.
  9. Supports TTW .
  10. Gameplay-friendly.
  11. Includes three different locomotion options:
  12. A version blending Hit - Locomotion and my custom locomotion for walking/iron sights locomotion (featured in the video).
  13. A version using just my custom locomotion.
  14. A version with no locomotion, allowing you to choose from the various locomotion sets out there.


 

ANIMATION LIST & SHOWCASE

Click the name of the weapon to view a showcase of it. Weapons marked with an * have received revisions, tweaks, or complete remakes. Click the spoiler tag under each weapon for a description of what was changed.


 

  1. 10mm Pistol *
  2. [spoiler] UPDATE 1.4: Largely the same animation as before, but it has been moved closer to the camera. Many animations have been fine-tuned and smoothed out, and camera shake has been reduced. Two more reload variants have been added for full reloads (for a total of 4), and a reload variant has been added for the partial reload (for a total of 2).
  3. [/spoiler]
  4. .45 Auto Pistol *
  5. [spoiler] Remade from the ground-up, barring the jam animation, which was transferred to the new idles. Features 3 attack variants. Features 1 full reload variant and 1 partial reload variant. Adheres to the same timings as the original set.
  6. [/spoiler]
  7. 9mm Pistol *
  8. [spoiler] UPDATE 1.2: Uses the .45 Auto Pistol set as a base. Features 2 attack variants that are unique to the 9mm Pistol. Features 1 full reload variant, 1 partial reload variants, and 1 full/partial reload variant for the extended magazine. Reloads have been revised to better accommodate the differing magazine sizes of the 9mm Pistol (as compared to the much smaller .45 Auto Pistol magazine).
  9. [/spoiler]
  10. Plasma Pistol
  11. [spoiler] See Changelog 1.3 for details.
  12. Exactly the same as before--no changes were necessary here.
  13. [/spoiler]
  14. Plasma Defender
  15. [spoiler] No showcase currently available. Temporary animations that use the Plasma Pistol as a base, with unique animations for hip-firing and iron-sight firing only. Will receive scratch-made reloads and jams in the future.
  16. [/spoiler]
  17. Laser Pistol *
  18. [spoiler] See Changelog 1.4 for details.
  19. Remade entirely from scratch. High-power variants removed, as they were redundant and the result of a "too-powerful" looking animation anyways. More gameplay-friendly in terms of screen-space and timing.
  20. [/spoiler]
  21. Laser Rifle *
  22. [spoiler] See Changelog 1.3 for details.
  23. Received brand new idles to emphasize the weapon better. Cleaned up equip and unequip animations to be smoother. New attack animations, with "high power" support. Normal and "high power" attacks come with 1 variant. Reload animation motions were edited to be smoother and punchier.
  24. [/spoiler]
  25. Grenade Rifle *
  26. [spoiler] Received brand new idles to emphasize the weapon better. Reload animation edited to accommodate more centered idle and not cover the screen. New, more logical equip and unequip animations were created.
  27. [/spoiler]
  28. Service Rifle *
  29. [spoiler] Remade from scratch. See showcase or mod page .
  30. [/spoiler]
  31. Assault Rifle *
  32. [spoiler] Remade from the ground-up. Features 1 jam animation variant. Features different reloads for all versions of the weapon in TTW (normal magazine, drum magazine, and Infiltrator). Normal and Infiltrator reloads have 1 full reload variant and 1 partial reload variant. Features a unique last shot animation and sound. Adheres to the same timings as the original set.
  33. [/spoiler]
  34. Single Shotgun *
  35. [spoiler] Received brand new idles to emphasize the weapon better. Reload animation motions were edited to be smoother and punchier. New, more logical equip and unequip animations were created.
  36. [/spoiler]
  37. Caravan Shotgun *
  38. [spoiler] Remade from the ground-up. Not present in the Capital Wasteland, but was already full remade before I decided to fully commit to TTW Capital Wasteland weapons only. The only set to feature a B42 Inspect animation .
  39. [/spoiler]
  40. Combat Shotgun *
  41. [spoiler] Received brand new idles to emphasize the weapon better. Reload
  42. animation edited to accommodate more centered idle and not cover the screen. Reload animation was further edited to reduce clipping, emphasize the bolt bull impact, and to clean up the animation overall.
  43. [/spoiler]


 

REQUIREMENTS

  1. xNVSE
  2. kNVSE
  3. ISControl Enabler
  4. lStewieAI's Tweaks
  5. Turn Auto Weapon No Firing Delay on


 

COMPATIBILITY

  1. Out-of-the-box compatibility with any mod that does not specifically use kNVSE to edit the same animations.
  2. Does not overwrite vanilla animations, allowing you to safely switch back.
  3. No plugin. Safe to install/uninstall mid-game.


 

INSTALLATION & CHOOSING WHICH ANIMATIONS ARE INCLUDED

  1. Download all requirements.
  2. Completely removed the original FNV Clean Animations - Part 1 if you have it installed. It is not compatible with this revised version.
  3. Download and install this mod, with any addons you desire.
  4. If you wish to remove any of the included animations for any reason, simply navigate to "data/meshes/AnimGroupOverride," and delete the .json file whose name corresponds to the weapon animations you don't wish to use. All .jsons should be named in a straightforward manner, with two exceptions:
  5. Rock_Pistol refers to the 9mm Pistol.
  6. Rock_Tubegun refers to the Single Shotgun.
  7. It is not necessary to delete folders, unless you wish to save space.


 

DESCRIPTION

The idea behind this is simple, even if it ended up ballooning into a very sizeable project.


 

As I've progressed with my animation, I've received plenty of very helpful feedback that has helped my animations become smoother, punchier, and overall look better; basically, I'm now better able to achieve what I want to with my animations. I have no doubt I will continue learning and improving--however, as far as my little project for FNV goes, it did mean that some of my animations included in my Part 1 mega-pack were lagging behind.


 

In many cases, it was simply a case of some [very consistently] poorly considered idles, which not only did not look good on any FOV about 65 (not a huge concern for me), but didn't emphasize the weapons you were holding in interesting ways. Many of the animations that relied on these idles were largely good, if a bit behind, and would only need some general cleanup. Some--but not many--would require entire remakes. After discovering a way to [relatively] quickly convert animations to new idles, I began this project in earnest.


 

I won't drone on about the technical details--suffice to say that several sets worth of work was done here.


 

The goal behind all of this was, ultimately, to not only bring these animations more up to speed with my current work for my own pleasure, but to bring these sets up to speed with the majority of the animation work being done on Nexus right now. Namely, these should mesh much better with hitman47101's various animations. In short, I wanted to do this not only for my own sake, but for the sake of users so that there wasn't a clear quality gap between old and new animations.


 

This is fully intended to replace the original version of this mod by me--I hope that's clear enough. You'll have to uninstall the original version if you want to use this one.


 

One final note: you'll notice that the Service Rifle hasn't received much attention. This is because I am fully committed to just covering FO3 weapons for TTW. This has been my goal for a while--but I'm really dropping incidental support, because the increased workload that brings on is no longer worth it. I've also dropped all of the B42 Inspect animations, I'm afraid--although I respect Xilandro deeply, and think it's a cool mod, it simply increases the workload by too much. Hopefully the variant animations for the attack, reload, and jam animations make up for this.


 

I hope you enjoy the work here. If you do, please endorse. :)

Instructions

  1. Download all requirements.
  2. Completely removed the original FNV Clean Animations - Part 1 if you have it installed. It is not compatible with this revised version.
  3. Download and install this mod, with any addons you desire.
  4. If you wish to remove any of the included animations for any reason, simply navigate to "data/meshes/AnimGroupOverride," and delete the .json file whose name corresponds to the weapon animations you don't wish to use. All .jsons should be named in a straightforward manner, with two exceptions:
  5. Rock_Pistol refers to the 9mm Pistol.
  6. Rock_Tubegun refers to the Single Shotgun.
  7. It is not necessary to delete folders, unless you wish to save space.

Requirements

Permissions and credits

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FNV Clean Animations - Part 1

Type: Main
Date uploaded05 Feb 2026
File Size43.06 MB
Unique DLs0
Total DLs0
Version1.2

Ensure that you have all requirements before installing.