i found two annoyances using the latest experimental version:
none of the presets was what i wanted
some of the presets dumped a huge log file complaining about player var being nil
so, i took the liberty to tweak and fix both bullet points. here's the final code, based on the "FPP NEW VANILLA HIGH": registerForEvent("onUpdate", function() player = Game.GetPlayer() if player ~= nil then fpp = player:GetFPPCameraComponent() end end) registerHotkey("FPP", "FPP: Change Camera", function() if fpp ~= nil then fpp:SetLocalPosition(Vector4.new(0.002, -0.18, 0.06, 1.0)) fpp:SetLocalOrientation(Quaternion.new(-0.03, 0.0, 0.0, 1.4)) end end)
recommended fov: 80
here is the before (camera update not triggered):
and after (camera update triggered):
i dunno, thought that this way looks and / or feels more accurate.
I tested the mod for hours on a fresh install of the game and there was no huge log, also the fix you provided breaks the camera positioning as you can see the model stretching at the neck when looking down.The log error is most likely from another mod conflicting with this one.EDIT:Nevermind about the log thing bro, I was looking at the wrong one.Says the log size is 923 kb, I'm not sure why it creates one now as when I made the presets it didn't create one.Thanks for making the fix bro I appreciate the help.
I just keep getting this error: [2021-09-16 07:58:04 UTC-05:00] [error] ...ds\FPP Fps Tall Guy Centered Extended Re-Angled\init.lua:2: attempt to call global 'GetAsyncKeyState' (a nil value) stack traceback: Does anyone happen to know what this means?
Hey man thx for this mod its real top tier initiative in a FPS game.
Id like to share a problem I encounter with your "FPP Fps Centered Extended Re-Angled" from FPP re angled 3.3 file. I can bind the key, pressing it make it works perfectly but everytime Im lauching an animation like grappling an enemy from behind, entering in a car, kill finish animation etc... I need to repress the key to active the FoV. any idea why?
Might be a conflict with another mod bro, I just finished checking it out a few minutes ago and it was fine.Do you have the latest version of cyber engine tweaks?
I had time to look into it and found the problem. (everything is updated yes)
'Better vehicle first person' https://www.nexusmods.com/cyberpunk2077/mods/2202?tab=description is what resets the FoV of your mod, removing 'Better vehicle first person' makes your mod working as intended. By some reason it affects multiple animations like I said above in my first post(not only sitting in a car), and its what makes both mods somehow incompatible but I couldnt tell why.
I've tested "FPP Fps Centered Extended Re-Angled" preset with the 1.2 patch & newest CET update v1.12 & so far it seems to work fine, in case anyone was wondering if it still works (i didn't test other presets as i never tried them before.
Uploaded a new version of the mod guys and added 6 new presets.New reshade preset isn't finished yet as I'm trying to find a way to access the depth buffer.
Thank you for the update, but it seems some presets like these old "Re Angled" ones are kinda broken ( when you look your feet, lot of visual glitches with the body/clothes).I know you're aware of that (I saw the readme).
But it's quit severe glitches (especially for my favorite preset "FPP Fps Centered Extended Re-Angled"), and I never saw that previously when your mod came out in January. Any chance you can fix that in the near future ? Thanks in advance if you can !
Hey. make sure you update the whole mod so it lists as updated... had to go through bout 10 or so pages to find it again and this deserves more credit than to be buried like that!
Made two new presets and added them to the mod which try to remedy that.Also I discovered that the game hates turtlenecks when using this mod because the developers may not have finished developing a head node for turtlenecks so that's why the game does that little neck glitch when wearing a turtleneck, every other clothing works fine but turtlenecks have the model stretch at the neck because the game is trying to render something that probably isn't there.
I still have these bugs around the neck with the "FPP Fps Centered Extended Re-Angled Preset" even if my characted is naked. So I dont think you modified this one. I think you just added "FPP RE-ARMED" and "FPP RE-ARMED HIGH" in v3.3, right ?
I tested other presets, but when you shoot it's not accurate to the iron sight (I play without crosshair), so I exclusively rely my iron sight view.
You should also update the main page of your mod, changelog stop at v3.1.
Alright i checked the preset again and I don't have any visual glitches while naked or misaligned aim, I checked with the crosshair off and on.The problem most likely could be a hidden mod conflict or the game itself, I say this because I am currently trying to use a quest mod which has a gang war system and when I reach a specified location all it does is spawn mox out of thin in front of me and I don't have any mods that could be conflicting with it that i know of.As for the mod page I'll update it with the turtleneck issue.
As of today's update, i tried the most for the 1st time ever using the "FPP Fps Centered Extended Re-Angled" preset & i have no glitches at all, it works like a charm & it's fantastic! tyvm!
Note: i don't wear "turtle" neck clothes though or jackets with high/big collars, so no clue on that part.
@DovaMan4 Damn, I found the problem it was another mod like you suggested ! So I checked my list of mods and I found the conflict under 30 seconds.
And it was this mod: "Clothing fit AND Better Grey Mesh Fix" https://www.nexusmods.com/cyberpunk2077/mods/1540?tab=files&file_id=6142
Basically a mod who fix a grey mesh clip around the neck ! Now everything work like before !
The chances of having both mods are pretty low, but just in case you should add a little note about it on your main page description to inform other people that particular mod isn't compatible with yours.
Again thank you for this very cool mod ! I hope you'll keep it updated if CDPR doesn't include this kind of feature in the next patch or so, or even worse broke it !
No problem Snezko, and I also want to thank you since you also give me the confirmation that the mod working for you in your previous message, so at this point I was like: 'it's surely one of my others mods if it's working fine for Snezko".
The other mod isn't too important anyways, and maybe CDPR will fix that in the next patch. So I'll keep the FPP preset instead. To me, it's a no brainer. It's way more noticeable.
Yeah i mostly use mods for clothing so even if i use a tank top i got no seams, so FPP mod is a no brainer (v1.2 of CDPR update better have the grey mesh fixed though so we can enjoy ingame clothing as well not just mods :p)
Seriously, is this ever going to get updated for the latest version? I honestly can’t play without this mod cause the view model is so bad with higher FOV.
only saving grace is the placement is good... I can "live" with hyperzoomed in view modles if they are centered right and thank god most are done well in this, but f*** me if you do something like outer worlds... cannot play that game at all as a result.
I never understood that s***, like I get the zoomed in thing, excpecially with tv to couch vs monitor targets (not a viable excuse, but at least has a logic tree to it)... but why in the f*** is the weapon comin out of the side of the screen? like explain yourself! why?!? why would you do that???
Like hold a gun, then see what it looks like, then make it look like that in your camera... not, that, hard... I get the fov thing even with screen space and shitty hardware ect... but viewmodle... nahh f*** you obsidian...
that being said... somehow cdpr managed to have the viewmodle so close it's actually harder to use the sights, so thats kinda new and rareish... but hell, at least its mostly centered right... mostly... and only for low ready, but hey that's way better than the helmet mounted ones in Outer Worlds./.. (but how do you mount the whole arm to the helmet? space stuff I bet... lazy fuckiin space stuff)
That damn game keeps crashing on me right after I get past the tutorial and start walking towards edgewater or whatever its called.If I ever get that game working I'll do some research to see if the viewmodel can be fixed bro.
Hey, when using your mod and running it (using the new code in the post here by someone), it generate this "db.sqlite3" file. I don't remember seeing that before at a certain point, like a week ago. Should I be concerned?
That's from cyber engine tweaks bro, I thought the same too but I think its a dummy file used as a workaround to get cyber engine tweaks to load mods.Also I wanted to mention that I have a update for the Fpp-ReAngled mod incoming, right now I'm finishing up a new reshade preset to go with it.
YAY... um... maybe release the mod first, then finish the preset? no offence or nuttin, (unless it's required to view the sights or somthin at the angle, ie using CAS via reshade is a must for dlss users... cause it's brilliant and also kinda funny lame that the game has it, but can only use it for rescaleing non dlss...)
96 comments
i found two annoyances using the latest experimental version:
- none of the presets was what i wanted
- some of the presets dumped a huge log file complaining about player var being nil
so, i took the liberty to tweak and fix both bullet points. here's the final code, based on the "FPP NEW VANILLA HIGH":registerForEvent("onUpdate", function()
recommended fov: 80player = Game.GetPlayer()
if player ~= nil then
fpp = player:GetFPPCameraComponent()
end
end)
registerHotkey("FPP", "FPP: Change Camera", function()
if fpp ~= nil then
fpp:SetLocalPosition(Vector4.new(0.002, -0.18, 0.06, 1.0))
fpp:SetLocalOrientation(Quaternion.new(-0.03, 0.0, 0.0, 1.4))
end
end)
here is the before (camera update not triggered):
hope anyone would enjoy this one.
[2021-09-16 07:58:04 UTC-05:00] [error] ...ds\FPP Fps Tall Guy Centered Extended Re-Angled\init.lua:2: attempt to call global 'GetAsyncKeyState' (a nil value)
stack traceback:
Does anyone happen to know what this means?
Id like to share a problem I encounter with your "FPP Fps Centered Extended Re-Angled" from FPP re angled 3.3 file.
I can bind the key, pressing it make it works perfectly but everytime Im lauching an animation like grappling an enemy from behind, entering in a car, kill finish animation etc... I need to repress the key to active the FoV.
any idea why?
take care
'Better vehicle first person' https://www.nexusmods.com/cyberpunk2077/mods/2202?tab=description
is what resets the FoV of your mod, removing 'Better vehicle first person' makes your mod working as intended.
By some reason it affects multiple animations like I said above in my first post(not only sitting in a car), and its what makes both mods somehow incompatible but I couldnt tell why.
anyway sorry for the inconvenience. take care man
But it's quit severe glitches (especially for my favorite preset "FPP Fps Centered Extended Re-Angled"), and I never saw that previously when your mod came out in January.
Any chance you can fix that in the near future ?
Thanks in advance if you can !
So I dont think you modified this one. I think you just added "FPP RE-ARMED" and "FPP RE-ARMED HIGH" in v3.3, right ?
I tested other presets, but when you shoot it's not accurate to the iron sight (I play without crosshair), so I exclusively rely my iron sight view.
You should also update the main page of your mod, changelog stop at v3.1.
Note: i don't wear "turtle" neck clothes though or jackets with high/big collars, so no clue on that part.
Damn, I found the problem it was another mod like you suggested !
So I checked my list of mods and I found the conflict under 30 seconds.
And it was this mod:
"Clothing fit AND Better Grey Mesh Fix"
https://www.nexusmods.com/cyberpunk2077/mods/1540?tab=files&file_id=6142
Basically a mod who fix a grey mesh clip around the neck !
Now everything work like before !
The chances of having both mods are pretty low, but just in case you should add a little note about it on your main page description to inform other people that particular mod isn't compatible with yours.
Again thank you for this very cool mod !
I hope you'll keep it updated if CDPR doesn't include this kind of feature in the next patch or so, or even worse broke it !
The other mod isn't too important anyways, and maybe CDPR will fix that in the next patch.
So I'll keep the FPP preset instead. To me, it's a no brainer. It's way more noticeable.
I never understood that s***, like I get the zoomed in thing, excpecially with tv to couch vs monitor targets (not a viable excuse, but at least has a logic tree to it)... but why in the f*** is the weapon comin out of the side of the screen? like explain yourself! why?!? why would you do that???
Like hold a gun, then see what it looks like, then make it look like that in your camera... not, that, hard... I get the fov thing even with screen space and shitty hardware ect... but viewmodle... nahh f*** you obsidian...
that being said... somehow cdpr managed to have the viewmodle so close it's actually harder to use the sights, so thats kinda new and rareish... but hell, at least its mostly centered right... mostly... and only for low ready, but hey that's way better than the helmet mounted ones in Outer Worlds./.. (but how do you mount the whole arm to the helmet? space stuff I bet... lazy fuckiin space stuff)
I think the official 1.2 patch is maybe going to break it again (they will probably release it next week).