In fact, making FTS patches is relatively easy, if you have a modified scope model from the STS tutorial (of course, if you don't have the original sighting model, you can also use it, but the effect is not very good).
Although it is relatively simple, I will extend it a little bit and elaborate on it. Try to do even if you don't understand the principle, as long as you follow the steps, you will be able to make a FTS patch.

If you have any questions, please leave a message or contact me via PM


In the process of making FTSpatches, you will need the following tools: XEdit, NifSkope, BAE (if necessary)
1. Make yourself a STS patch, or just get one.


2. Open XEdit, in the MOD you want to patch, go to the Object Modification item and find the scope you want to modify. Write down the model address of the scope. (Model-> MODL-Model FileName)




3. Then go to the Meshes folder and find the NIF file with the same name. Typically, you'll see two files, one of which ends with _1.(Of course, most mods will package their nif files into a ba2, in this case, you can use BAE to extract the ba2 file to the MOD root directory.)

Some scopes may not provide nif files with the suffix "_1", which may be because the scopes themselves do not require STS functionality to run. You can determine if it is an STS scope by checking whether it contains NiControllerManager in the original model file.





4. Open the nif file with the suffix "_1", then find a node of type "NiControllerManager" (which usually contains several NiControllerSequence sequences), right click on it and delete it all with Remove Branch.





5. Then find a NiNode called "ScopeAiming" and then open the template nif file in the root directory of FTS, copy everything in it, and paste it into the scope that you need to patch. (recommended to be placed under the ScopeViewParts node) (open the template file, Ctrl+C, Ctrl+V the whole NiNode to the scope file) and adjust the size and position.

The picture in the scope will be rendered to the texture given by this template. Be careful not to modify the data in the BGSM file for the texture, nor any vertex or triangle data in the BSTriShape of this NiNode.
For position and size, this template usually needs to be embedded in the sight (the amount of embedding needs to be controlled by yourself).



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6. Before you save and exit NifSkope, make sure that the Hidden flag of "ScopeAiming" is checked and that the Hidden flag of "ScopeNormal" is not checked.



7. Back in XEdit, (If there is no keyword entry, right-click on the esp file name to create the keyword entry). Create a new Keyword inside the Keyword entry with an Editor ID beginning with "FTS_". If you want to apply the same configuration to multiple sights, you can create only one Keyword.



8. Find the scope you want to patch, and change its model path to the same path as the NIF file you just modified




9. Then, go down to the "Property" section, right-click on the Property, and select Add. Then, go down to the "Property" section, right-click on the Property, and select Add. Set everything as shown in the figure, then fill in the Value1 position with the Keyword you just created, and then change the Value2 position to 1.




10. Then open the FTS MOD folder, find the following file F4SE\Plugins\FTS\ FTSExample.json, and copy it to the same location as your patches folder, and rename it whatever you like.




11. Open the file, find "keywordEditorID", and fill in the EditorID of the Keyword you just used. Most other Settings can be adjusted in real time in the game.



11.1. If you wish to customize the reticle of the sight, you can enter the path of the reticle texture in the ReticleTexturePath field. The format must be DDS. Also, DDS CANNOT be included in BA2!!!!

11.2. If your sight needs to switch animation before it can be used (for example, combined sight), you need to fill in the EditorID of the AnimFlavor Keyword in the AnimFlavorKeywordEditorID field

12. Enter the game, equip a weapon with FTS patches, and press the shortcut keys to open the GUI and enter edit mode, where you can fine-tune the visual effects. Since I am not a native English speaker, the names of these options may be misleading, so I will explain what each option means in more detail in a separate article.



12.1 Finally, if you find that you can't adjust the position and size through the in-game Settings menu, you can go back to the nif file and adjust the position and size of FTSNode and FTS:CenterPoint.


13. Two new features have been added:
a. Adjust zoomdata in real time:
When this function is enabled, you can adjust various values of Zoomdata in the Settings menu, and you do not need to adjust them in the esp
b. Additional keyword detection:
FTS will only trigger when the current weapon contains all the keywords in the table

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XiFeiLi

8 comments

  1. PETROSIDIUS
    PETROSIDIUS
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    anyone know where to find the correct .nif files?

    All of my scopes in FO4edit apparently have the file path: Props\ModsPartBox\ModCrate.nif no clue where to find this. Not showing up under the weapon mod folder or STS folder.
    1. JordZord
      JordZord
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      • 9 kudos
      Evertyhing should be in the 'data' folder, which is in the root folder. If you cant find it there, it might be that your mod uses archived files (.ba2) which makes the path hidden inside the archive. You need to extract the ba2 file first and then then those folders you speak of will be visible as loose files.
    2. fraquar
      fraquar
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      • 25 kudos
      You need to look under Model in the OMOD for the scope.
      Click the + to get the drop down to edit it if necessary.
      If you are seeing the Props directory - you are in the Misc Item - not the OMOD.
  2. 2gtandknives
    2gtandknives
    • supporter
    • 13 kudos
    I looked using Cathedral Assets Manager and openned bs2 archives directly in the NIFscope app (which, I don't really know how to use) for several mod. I didn't find a "_1" nif file nor found that NiControllerManager thing. Do some scopes not have this? If it does not have this, is there a way to still make a patch?. 
    1. XiFeiLi
      XiFeiLi
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      • 48 kudos
      Only weapons that have been patched with STS will have this "_1" NIF file. For now, if you don't have this file, please refer to the STS patch tutorial to make an STS patch first, but thanks for your advice, I will think about how to make FTS not need STS patches.

      Creating Patches at Fallout 4 Nexus - Mods and community (nexusmods.com)

      
    2. qwormuli
      qwormuli
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      • 1 kudos
      Way to make patches without STS would be great to minimize FTS patch incompatibilities with mods that don't play nice with STS (horizon, for example).
  3. HoomanPlus62
    HoomanPlus62
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    • 9 kudos
    I didin't find ScopeAiming
  4. Outrora
    Outrora
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    • 116 kudos
    When you start to read is like: "Oh seems pretty easy", then you continue: "ok, sheet...".
    JK, pretty well-written tutorial.  I'll give it a try soon enough.