Fixes the reload timings of weapons in GAMMA to complete when the gun is reloaded, not when the animation is finished. Now once your weapon's magazine is fully inserted, or the bolt is closed (As applicable), you can swap to a different animation without needing to redo the reload.
What it does:
Most of the weapons in GAMMA have reload speeds that are tied to the animation. It is only once the animation fully finishes that the reload is counted as complete. The problem is most of these animations continue long after the gun is technically reloaded. This leads to situations where if you cancel the reload by switching to a different weapon/healing/interacting once the gun appears reloaded, it will not complete, and switching back to it later will leave you holding an unexpectedly empty gun.
Now, once the magazine has been fully inserted, or the bolt has been fully closed, the gun will be "reloaded". The animation will continue as normal, but if you interrupt it, you will have a fully loaded gun when you switch back to it. This covers every weapon that spawns by default in GAMMA, including their tactical, full and grenade animations, where applicable.
What it doesn't do:
Unfortunately, not all weapons could be fixed by the method I used. Any weapon that loads rounds one at a time (most shotguns, K98k) could not be fixed. This is relatively minor, as while the animations are still noticably delayed, the animations are usually short and can be interrupted at will.
Installation instructions:
Included as part of GAMMA now, so there's no need to manually add it yourself unless something went horribly wrong.
If that's the case, install the mod in your GAMMA instance of MO2. Load as late as possible in the load order, at minimum under "314 - Retrogue's Additional Weapons - Retrogue". Otherwise, these animations will get overwritten and the fix will be reverted. Default priority is 489.
Known Bugs:
- Some of the reloads are reused by several different weapons, but played at different speeds. This can result in reloads finishing too soon in some cases.
- The unjam reloads are not fully tested yet. They should be working, but the timings might be a little off.
Please report any mistimed reloads (From guns that use magazine reloads) to me.
Credits:
All animations used by this mod belong to their respective mod authors. They deserve the credit for these beautiful animations. I merely fixed the timing.
Personal thanks to:
LivelyNightmare and friends for nurturing my desire for modding all these years.
BarryBoggs for showing me the ropes of this method.
Grok for the modpack that inspired me to make this.
The Anomaly team for helping keep Stalker alive today.
CHANGELOG:
V 0.1: Initial Release
V 0.2: Added support for FN F2000 and preliminary support for added weapons and reanimations in 0.9.2
V 0.2.1: Full support for 0.9.1 2nd Anniversary Update for GAMMA, fixed M249 and RPD reanimation timings.
V 0.2.2: Added the patched Steyr Scout reloads, which were somehow excluded from V 0.2.1.
V 0.2.3: Added the patched AK12 reloads, which were similarly misplaced. I am so smart.
V 0.2.4: Readded misplaced FN F2000 reloads. That should be all the misplaced files.
V 0.2.5: Removed the old Vityaz .omf to add support for the updated Vityaz mod from Virilized.
V 0.2.6: Fixed TOZ-106 and Remington 700 reloads.
V 0.2.7: Fixed AK-105 reloads. Surprised no-one noticed these.
V 0.3.0: Stripped out broken unjamming motion marks.
V 0.3.1: Removed few remaining unjamming motion marks.
Thanks for the all the work
OMFG!!!!
You dont know how ******* frustrating that stupid behavior is!
You have made my ******* day!!!
+10
Nice job, Aegis!
It's like in call of duty series. Approved!
No, where's the comment that said ">>>>>discord"?
oh. my. god. if I had money I would donate it to you.
will it usable on efp
Possibly for some weapons but not others. I'm not familiar with EFP, it depends on which weapon mods are being used, and if they alter the reloads in any way themeselves. Any reload .omfs they share with GAMMA should be patched, so long as nothing else is touching them.
The mod also includes a .txt file guide that should show even complete STALKER modding novices on how to do this for any other reloads, so worst case scenario you can use that to patch any reloads it doesn't share with GAMMA.
Absolutely ******* based
Will this work for vanilla anomaly?
Mostly not. The mod selectively patches the reloads used in GAMMA, which as of the the upcoming 0.9.2 version of GAMMA includes no vanilla reloads anymore. The file that contains the patched vanilla M249 and PKP/M reloads is still included for compatibility, but is scheduled for removal once GAMMA 0.9.2 comes out.
As above, you can use the written guide included in the download to do this for the vanilla weapon reloads, however the vanilla reloads are very difficult to find with how they're stored in Anomaly (They tend to be haphazardly shoved into random .omfs, for instnce the As Val file contains the reloads for dozens of different weapons), and generally are worse quality than the modded reanimations available on this site.
did it work on EFP?
Thank you so effing much for this!
This mod allow you to skip animation when reloading from my understanding right? So were going full competitive like CoD or CS2???
Not exactly skip, just interrupt once it's past the part of actually reloading the gun (Magazine fully inserted, or bolt closed, depending on the animation). For most of the animations I altered for this mod, that's around 80% of the length that needs to play first. All it does is allow you to skip the ending part, which can be needlessly long, especially in high pressure situations where seconds matter.
And that's only if you choose to interrupt it. You can't interrupt the animation by shooting, leaning or similar actions, just swapping to a different weapon, pulling out your PDA, healing, or other long actions that (usually) take longer than just letting the animation finish.
Really, all this is meant to do is avoid the annoying situation of, in a panicked situation, accidentally cancelling your reload by using a bandage/medkit/stimpack the moment you *think* the animation has finished, only to swap back to an empty gun and some very displeased Monolith.
ah if that so that a game changer that doesnt break the game balance, nice