The incessant idle reload animation
Posted: Wed Nov 04, 2020 6:46 am
Hey burn.
As discussed in this thread in the past:
Any way to stop the incessant SMG reload idle animation?
Did you ever figure out a better solution to this?
I've been looking into it a little bit as its been annoying the hell out of me lately. As you've mentioned one solution is to replace the sound file. However, its not just for 1 animation. there is like 8 animations and each has a sound and they all happen over and over an over. I think 5 of them are guns. Point being that, silencing 2 audio files only addresses those 2 animation. Ok we could replace all the sounds, but then you lose the sound for those animations and also it all has to be done manually.
I want to see if you have since figured any other way to deal with this, cause if not I was gonna request a fix for it in sfall. The animation time is about 5-6 seconds, repeating. Maybe an sfall fix can replace it and make it every 30 secs, and that would fix all the animation.
I thought a fix to this issue is fitting to be part of fo2tweaks, so I mention it here.
As discussed in this thread in the past:
Any way to stop the incessant SMG reload idle animation?
Did you ever figure out a better solution to this?
I've been looking into it a little bit as its been annoying the hell out of me lately. As you've mentioned one solution is to replace the sound file. However, its not just for 1 animation. there is like 8 animations and each has a sound and they all happen over and over an over. I think 5 of them are guns. Point being that, silencing 2 audio files only addresses those 2 animation. Ok we could replace all the sounds, but then you lose the sound for those animations and also it all has to be done manually.
I want to see if you have since figured any other way to deal with this, cause if not I was gonna request a fix for it in sfall. The animation time is about 5-6 seconds, repeating. Maybe an sfall fix can replace it and make it every 30 secs, and that would fix all the animation.
I thought a fix to this issue is fitting to be part of fo2tweaks, so I mention it here.