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Meat cooking animation is back
About This Mod
This mode requires jip nvse. Now functional post-game endings are supported! (New files are now esm, so remember to remove the old esp if you already have one). Does this qualify as truncated content? Does it count? Hey, hey, hey, there's still a single marker of furniture in the FO3 game file from Pitt's catastrophic meat-cooking animation. The marker was once housed in Camp McAllan (but in a very improbable location), and another area was created for the Fort marker, but it remained incomplete. Animations are present in the BSA, but none of them are configured to work. Maud reads various animations, links them to existing animated furniture markers, and then integrates them into a common space in the world where they should logically exist. For most markers, new npcs have been created for use in the following locations: - The Fort - Camp Golf - Ultra Luxe Kitchen - Tops Restaurant - The Gray* - Westside** **No new NPCs **New meat sellers More creepy animations, such as open cooking of human flesh (a rebuke to Pitt), will only be available to the orthodox cannibal factions (White Gloves, Fiend and Jackals). If NPC does not belong to any of these three factions, it will only use normal non-cannibal animations. This mod is theoretically compatible with all mods (if you know a mod that is not compatible) and can be fully used as a source of mods. Just use an existing vanilla furniture marker (DLCPitPreparingMeatMarker) and this mod will be able to run its animation whenever NPC uses it! This may be part of a larger project to integrate unused FO3 DLC animations into BSA NV, similar to Antares's classic Animated Morrowind fashion.