This is the esm version of the mod
Adds a second reload for when the magazine is not empty. 1st person only.
Improved Manual Reload 1st and 3rd person.
For those that don’t know, a tactical reload is when you reload a gun with bullets left in the magazine. If the magazine is empty, most guns need to chamber a new round by charging the bolt. Not all guns are like this, you’ll notice the Assault Rifle doesn’t need to charge the bolt.
This framework will add the ability for that animation to be played. This is not my concept and the work of i_code_i and HyperX who both understand the behaviors alot better than I do. They showed me how to edit the GunBehavior file. All credit to them and i_code_i was very kind to let me upload this.
Tactical Reload Framework
How to add a mod weapon to the framework:
The framework itself is incredibly simple, there are no scripts and just 3 additions in the esm.
2 things are needed for this to work with a weapon.
An animation called WPNReloadReserve.hkx (same place as your reload(s) animations, directed by your subgraph as normal)
The Keyword AnimsReloadReserve to be added to the base weapon form in the CK.
2 odd fixes to keep in mind.
If it’s not working after that, add the pistol folder into the subgraph. For some this is needed for non pistol weapons. The animations will never be used but just being there seems to make it work.
Make sure NOT to add the ReloadStart annotation to your reserve animation. This will make it play the standard reload.