Fallout New Vegas

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Xilandro Axeuora

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Xilandro

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187 comments

  1. Xilandro
    Xilandro
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    Yall kept asking for it, so I finally made it.
    As per usual, break it, and I'll fix it! And we happy!

    Known issues. SOME weapons might reset to their default position during hipfire due to one script function sometimes in some very specific circumstances returns wrong value. It will be fixed when Jazz comes around. Until then - if you encountered this issue and it plagues your weapons - use ALTERNATIVE version of the mod in the optional files.


    Also, Reload and jam animations are excluded by default for both compatibility and precaution reasons.
    But it's configurable. If you want your adjustments to apply to reloads and jams as well:
    Open the ln_HPControl.txt file inside NVSE\plugins\scripts folder, find this line
    Goo1.AuxVarSetFlt "*HPCrld" 1
    Change 1 to 0 there and save the file.

  2. JonathanPRnexus
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    Is it possiable to apply the viewmodel position changes to several weapons, preferably all weapons instead of having to edit the weapons one by one?
    1. Xilandro
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      technically yes, but that might cause a lot of issues. Having it set as it is right now is the safest bet. Imagine animator makes a very nice pistol idle, that looks just perfect (plenty of those exist). And now my mod starts messing with the position and rotation, and actually making the anim look ugly as hell. And what then? And how do I communicate to people that if something looks BAD - it's because global change for pistols (or even all weapons) is ugly for this or that specific weapon they are using? And what if user doesn't pay much attention, enables such option, and then comes here to tell me my mod is doing something bad? I won't be able to help, except telling them "turn off the One for All option or edit weapon you have equipped".
      It's a very serious issue that has no real solution. All animations look different, that's just how it is, because we have very big and creative community, with extreme diversity in taste and style.
      So as you can pretty much see - making the mod act as "One for All" is not viable. Even if it sounds pretty cool and "way less headache".
    2. JonathanPRnexus
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      If you're mod we're to disrupt the idling animation of a particular mod, then it would be the users fault for causing the issue would't it becouse they would use the function of the mod. You could communicate this by creating a submod in the download files that says that the new mod file functions changes all viewmodels of weapons instead of just one weapon. You do not need to create a functional button that applies all viewmodel changes in one mod and one that only applies the changes to one weapon, you could just create a seperate new mod file in the files section that changes all the weapons instead.
    3. Xilandro
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      Sorry but no. I don't plan to deal with any kind of issues users could put on me because of that, and confuse me even more than they usually do. If you want some specific weapon to have a different idle stance - this mod allows that. Anything else is out of scope.
    4. JonathanPRnexus
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      That's fair, feedback can be difficult to grasp somethimes. Thanks for answering the questions, i'll contiune enjoying the mod
  3. spudgun87
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    In theory could this be used/modified along side vorpx + open track to have vr controller tracked weapons?
  4. therealdie
    therealdie
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    dose it work with ttw
  5. thejaconator2009
    thejaconator2009
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    uhm..
    what happens if i do not have right control key?
    1. CommunistDragon
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      we just cry in the corner
    2. DastardlyCake
      DastardlyCake
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      Lol I have the same issue. No right control key on my keyboard for whatever reason.
  6. TakeBite
    TakeBite
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    Deleted it sorry for wasting your time
  7. TotallyNotToastyFresh
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    Sorry if this issue has been reported before, I couldn't find anything on it from a quick search. 
    It seems that with some weapons (the best examples I have right now are the Assault Carbine and Chinese AR, both of which I have using Rockbiter's anims) the hipcontrol adjustments are affected the IScontrol adjustments. In this video below you can see that when hipcontrol is reset, bringing up IScontrol has it perfectly lined up. But when I adjust the hip position, then try to adjust IScontrol, it's way off and is affected by the hipcontrol adjustments I made.

    I also believe this skewed IScontrol is affecting where shots line up in ADS as well, the bullets seem to follow the direction of the hipcontrol adjustments as well. Sorry, this was a bit difficult to illustrate via video. But for example, if I place the hip position way to the left, the ADS shots will go way to the left. If I place it to the right, the shots will also skew to the right, etc.
    I'm not sure if this is as a result of this mod, or something weird going on with Rockbiter's anims, but if a fix isn't possible, then I'd like some light shed on the issue so I can pin it down and maybe attempt a fix myself.
    1. Xilandro
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      Hey there. Try Alternative version of the HIPControl (it's in downloads section)
    2. TotallyNotToastyFresh
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      Just tried. Sorry, there appears to be no difference. Looking at it again it seems that the IScontrol menu is just affecting hip position instead of ADS position (with both versions)
    3. Xilandro
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      Okay watching your video again. You're saying you are trying to adjust ISControl, but you're not opening ISControl menu anywhere in the video, only HIPControl.
      HIPControl: right control + right shift
      ISControl: hold AIM + right shift
      p.s. make sure true ironsights are enabled.
    4. TotallyNotToastyFresh
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      Welp, that's embarassing. For some reason I though it was ctrl+shift for both hipcontrol and iscontrol. Should have read the description.
      Thanks for the help!
    5. Xilandro
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      Should have read the description
  8. AfroJungleZ
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    Hello and good day, i rarely comment here on the Nexus or on any website for that matter.

    But i have to say that this mod, ISControl Enabler and Ironsights adjuster and B42 Optics are must have for Fallout: New Vegas.
    And so they could be for Fallout 4 too. If only they'd exist...

    We got See-Through Scopes but no in-game customization so we can add it to any guns just like we can with B42 Optics.
    We ain't got any HIPControl kind of mod.
    There is one in-game ironsights adjuster mod but it is not that great.

    Honestly, if you could do a patch to support something like B42 Optics for STS and create the the two other mods for Fallout 4 that'd be great.
    Now i know it's a lot of work and you don't seem to be doing Fallout 4 mods but it'd be great for those who are interested in a modded Fallout 4 game.

    And finally, good job on those mods, they're well appreciated, so appreciated that i would love to see them in other games.
  9. Felipe100an
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    When I save the weapon position, is it saved in a file? 
    If so, where is it? 

    I would like to say that this mod of yours is incredible, your mods are impressive,Mainly those from B42 
  10. NoBarkNoBiteNoonan
    NoBarkNoBiteNoonan
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    most random conflict in the world, FCO uses right shift+right control to open its eyebrow menu and closing it also closes HIPControl's.

    the more you know!
  11. CreightonCool
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    When I open the menu I can't do the movements that require me to move my mouse, it just turns my camera instead of moving the gun. Is this a known bug? If so how do I fix.
    1. Xilandro
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      Sorry, I haven't the slightest idea.
    2. Murderj4ck
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      I had the same issue, for me it was the mod "true crouching" that was messing it up, after disabling it it worked just fine