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Improved Animations Pack


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Features:
- Console animations for the Assault Rifle (no firing delay);
- Player & AI shoot at equal rates of fire;
- Faster drive-by rate of fire;
- Proper reload animations for Assault Rifles & Street Sweeper;
- Fixed SMG crouch reload not having any sounds;
- Optional console Uzi & SMG animations.

Update:
- Fixed Assault Rifles & Street Sweeper using Sniper Rifle reload sounds;
- Swapped weird IV Sniper reload animation for the unused normal one.

Update 2:
Update: Split Rifles (+ Assault) & Shotgun anims into 2 versions (IV & TLAD) because their holster/unholster animations didn't match their character specific idle animations (minor but was pointed out by a user so I fixed it) + some misc changes.

 

Update 3: Implemented @C1aude_III's Fixed Deagle Reload sounds mod (originally used Glock reload sounds), simplified installation instructions

 

Update 4:

- Assault Rifles firing animations have new edits (using Notepad instead of 3ds max) therefore eliminating animation bugs (if you've ever noticed any) but looking different/worse. Street Sweeper also has new firing animations, getting rid of the weird recoil pattern. Both have old versions included if you prefer them;

- Included an option for MP Movement in IV, getting rid of the long wind up animations when transitioning from a standstill to running/sprinting or doing running 180s, making movement smoother/faster;

- Added animations for walking/running up/down stairs for the RPG to Niko.

 

Update 5:

- Added C1aude_III's TLAD Auto Pistol/TBOGT P90 model/animation fixes (no more upside down pistol in a car or broken P90 driveby).

 

Somewhat outdated video:

 

Original post:

Spoiler

 

Ever been bothered by the fact that the AI shoot Assault Rifles slower than you, making them far less dangerous than they should be?

The reason for that is that the firing animation itself is slow, but it is multiplied via Weaponinfo.xml for the Player only.

To fix this, I had to import the animation into 3ds Max and scale it accordingly. I also removed the firerate multipliers in Weaponinfo.xml, as well as adjusted the timebetweenshots value which affects firing speeds during ragdolls.

The animation is also based on the console one, meaning there is no weird firing delay preventing you from rapidly tap-firing.

 

Blindfiring animations remain unchanged due to the fact that the MP5 & Assault Rifles share the same blindfiring animation, so instead I've decided to remove the blindfire multipliers from the player to be on even ground with the AI.

 

Preview:

 

 

Manual Install Download

 

Fusion Overloader Download by MURASAKIIRO

Edited by B Dawg
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Lord Criminal

Great modification, brother!

 

I took your modified firing animations and replaced TLAD's and TBOGT's in their original files. I also added the delay fix to TLAD. Not for TBOGT, though, as it has this delay issue with every firearm for some reason, so I left it as it is.

 

https://www.dropbox.com/s/c8tfjx8jszzr619/AI Firerate Fix add-on.7z?dl=0

Edited by iiCriminnaaL 49
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Lord Criminal
4 hours ago, cyv233 said:

Actually, it´s the other way around.

The AI shoots correctly like on consoles while the player shoots faster but only on PC.

Since they set a different firerate in the PC version, I assume that they intended to make it faster for both the player and the NPC AI, but just didn't figure out that it only worked for the player.

 

3 hours ago, B Dawg said:

Well yeah, but the correct fire rate is too slow 😛

I agree.

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On 7/17/2020 at 4:19 PM, iiCriminnaaL 49 said:

Since they set a different firerate in the PC version, I assume that they intended to make it faster for both the player and the NPC AI, but just didn't figure out that it only worked for the player.

 

I agree.

Are we sure it’s not the other way around, and that the fire rate is supposed to be slow for the player—just as it is for NPCs? Just like how for the longest time on PC, recoil/spread was broken?

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Lord Criminal
31 minutes ago, cp1dell said:

Are we sure it’s not the other way around, and that the fire rate is supposed to be slow for the player—just as it is for NPCs? Just like how for the longest time on PC, recoil/spread was broken?

I'm not sure, but given the fire rate that was set in the WeaponInfo.xml file, I assume that they intended to make it faster on the PC version. Otherwise, they wouldn't have added fire rate lines to begin with, as when I tried to remove them the assault rifles shot just as fast as they do with the NPCs.

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I just checked (both video gameplay and console weaponinfo.xml). The firerates are identical between both versions. Both have fire rate multipliers applied to the player only.

Also correction to original post, the animation is based on PC one but with the firing delay removed (the console animation has a lot more shaking to it, and that animation is present in the tbogt files). I might also tweak that one and let people choose the one they like more (same with Uzi with the modified driveby).

 

Why they made Player & NPCs unequal is a mystery :D

 

Edited by B Dawg
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Lord Criminal
29 minutes ago, B Dawg said:

Also correction to original post, the animation is based on PC one but with the firing delay removed (the console animation has a lot more shaking to it, and that animation is present in the tbogt files).

Do you mean gun@test_gun? If yes, I just tested it in-game. It's not the same animation from the console version. It's really unfinished, hence why it was left as "test_gun".

Edited by iiCriminnaaL 49
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Just now, iiCriminnaaL 49 said:

Do you mean gun@test_gun? If yes, I just checked it out in-game. It's not the same animation from the console version. It's really unfinished, hence why it was left as "test_gun".

Nah, I mean gun_ak47. It's in the tbogt anim.img

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Lord Criminal
3 minutes ago, B Dawg said:

Nah, I mean gun_ak47. It's in the tbogt anim.img

Oh, I see. I thought that you were talking about some unused animation.

 

I didn't even realize that it had more shaking than that of GTA IV (and probably TLAD?). It unfortunately still has that delay issue, though.

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4 minutes ago, iiCriminnaaL 49 said:

Oh, I see. I thought that you were talking about some unused animation.

 

I didn't even realize that it had more shaking than that of GTA IV (and probably TLAD?). It unfortunately still has that delay issue, though.

I checked and it doesn't. Dunno about the rest of the tbogt anims. TLAD one is weird, because it's based on PC IV, but with the delay only removed when crouch firing lol.

Edited by B Dawg
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I think they did it because people on consoles with turbo controllers were a problem, using them to go full auto without the accuracy penalties. But with PC IV & TLAD they couldn't be bothered being consistent lol.

Edited by B Dawg
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- Changed name from AI Firerate Fix to Improved Animations Pack;

- All weapons now shoot at full speed in driveby mode (not sure if 100% exact) with the exception of Assault Rifle driveby (NOOSE Annihilator gunners) which is slightly faster than default (blame the way this particular animation was made, and I guess it wouldn't make sense if they fired it full speed from that high anyway);

- Animations only present in DLC files added to IV (aim2holster which is probably only used by AI?, execute which is unused but still, and I dunno if any weapon had another one, so you don't need IV anim files in DLC anim.img on top);

- Assault Rifles & Street Sweeper now have a proper reload animation copied from the Sniper Rifles (no more reload by just doing a simple pull);
- Removed fire-rate multipliers from the Auto Pistol and Street Sweeper.

 

I'll do optional console animations another time (PC ones are better imo).

Edited by B Dawg
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Lord Criminal

Amazing!

 

By the way, did you notice any in-game differences between the gun animations of GTA IV, TLAD and TBOGT? I'm not sure yet, but after checking out the animations in OpenIV once again it feels like they're exactly the same.

 

EDIT:

 

I just merged your new Uzi drive-by animation with the console animations (exported from TLAD).

Edited by iiCriminnaaL 49
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12 hours ago, iiCriminnaaL 49 said:

By the way, did you notice any in-game differences between the gun animations of GTA IV, TLAD and TBOGT? I'm not sure yet, but after checking out the animations in OpenIV once again it feels like they're exactly the same.

Pistol and Deagle have slower driveby in TLAD, Uzi and SMG firing anims in TLAD are the console ones. The rest I haven't checked.

Quote

But I found the new AK47's animation will make Niko raise the little fingers, can it be fixed?

Probably not, unless it's a result of GIMS IV's optional animation optimization on export. I'll check when I end up messing with the console assault rifle animations.

Though I didn't notice anything weird.

Edited by B Dawg
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Lord Criminal
27 minutes ago, B Dawg said:

Pistol and Deagle have slower driveby in TLAD, Uzi and SMG firing anims in TLAD are the console ones. The rest I haven't checked.

Good point. I always thought that the reason they shoot slower in TLAD is because I'm shooting from bikes (which turns out to not be different from shooting from cars anyway), but this explains it.

 

I know about the Uzi's animations, but are there differences between the console and PC SMG firing animations, though?

Edited by iiCriminnaaL 49
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Yeah, that being said, I need to rework the assault rifle anims due to sh*t I haven't noticed before lol (wherever I got the no delay PC anim from, it's bad at the end of the aim loop + the finger thing I need to check out). I'll update it later today

Edited by B Dawg
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Download updated. Due to the above mentioned issue, and since I don't know how to remove the firing delay off the original animation, I just opted for console animations instead for all automatic weapons (but I haven't bothered checking for any differences between pistols). The little finger is still raised for unknown reasons when moving while aimed, and I'm not really bothered by it. Should be the final version unless issues are found.

 

Side note: Helicopter gunner reloads are longer for some reason, can be tweaked via weaponinfo.xml probably (I haven't bothered changing it).

Also, I noticed that PC IV MP5 crouch reload doesn't make any sounds lol.

Edited by B Dawg
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On 7/24/2020 at 9:55 AM, ceaton88 said:

It would be great to see a longer video demonstrating this mod, I'm not able to download for another week and I'm keen to see the differences :)

Doing this I noticed the Uzi driveby looks a bit faster than on foot (which means the PC one is a bit faster I guess lol) I might re-do it, check the MP5 and add in TLAD's shotgun anims to the pack (didn't check for differences) after I do another playthrough.

Was too lazy to record MP5 too :D

Edited by B Dawg
nah, I can't stop doing little changes in the middle of a playthrough
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