Tactical loading framework (updated V1.1, V1.32, V1.4)
Adds a second reload when the magazine is not empty. First person only. Improved manual reloading for first and third person.
About this mod Machine translation
Adds a second reload when the magazine is not empty. First person only. Improved manual reloading for first and third person.
Adds a second reload when the magazine is not empty. First person only.
Improved manual reloading for first and third person.
Author's words:
For those who don’t know, a tactical reload is when you reload a gun with the remaining rounds in the magazine. If the magazine is empty, most guns require charging the bolt to chamber a new round. Not all guns are like this, you'll notice that assault rifles don't require charging the bolt.
This framework will add functionality to play this animation. This is not my concept, nor is it the work of i_code_i and HyperX, who both understand these behaviors better than I do. They showed me how to edit the GunBehavior file. All credit goes to them, i_code_i was kind enough to let me upload this.
tactical loading frame
How to add mod weapons to the frame:
The framework itself is very simple, no scripts and only 3 additions in esm.
This requires 2 things to work with the weapon.
An animation called WPNReloadReserve.hkx (the same as your reload animation, directed by your sprite as usual)
The keyword AnimsReloadReserve will be added to base weapon forms in CK.
2 weird fixes to keep in mind.
If that doesn't work after that, add the pistol folder to the subplot. For some, this is a requirement for non-pistol weapons. The animation is never used, but just being there seems to make it work.
Make sure not to add the ReloadStart annotation to your retained animation. This will make it play standard reload.
Errors/Problems:
If for any reason the animation stops working, melee attack or unequip and hope that fixes it.
Currently only first-person and first-person power armor animations are supported. Next, I'll look at third person, and finally third person power armor.
So far I haven't found any issues. There will be conflicts with the edited module:
First person RootBehavior / GunBehavior files.
Reload related idles (as simple as manual reloading)
Conflicts will also occur with vanilla/DLC animations, especially anything editing the weapon's base form or HumanRaceSubgraph.
Versions V1.1, V1.32, and V1.4 have been packaged:
Please pay attention! Please pay attention! Please pay attention! ! !
Version V1.1 (should be a stable version):
Main esm framework. Reverted to 1.1 because third person behavior would cause conflicts. 1.2 is still available in old files.
Version V1.32 (version at your own risk):
Use at your own risk! Extensive testing is required, requiring F4SE and MCM.
Big thanks to Bingle for fixing the third person behavior file, which is why 1.2 failed.
1.2 for smoother BCR animation, 1.3 for slide lock.
Version V1.4 (higher risk version):
Added dry burn and flame selection animations. Use again at your own risk.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.