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BLUESHADOW2020

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  1. BLUESHADOW2020
    BLUESHADOW2020
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    Hey.

    So, about a month before the next gen update was released I decided I wanted to do a re-write of the mod to try and fix the jank and to add new features not previously possible, and for the most part I did that.

    However while I got it more or less complete, this was on the pre next gen version, and between the disappointment of the next gen update, the disappointment I felt towards the show and some irl stuff I just couldn't bring myself to fix it for the new version.

    However should someone else wish to do so, the repo is here: https://gitlab.com/CyanPhoton/finezoom2
    With the current state being working on the pre next gen version.
    If someone with the ability to get it working on the next gen version wishes to complete it then they have my blessing to release it as new mod,
    and I'll link here to their working version. Also if you decide to do that then feel free to contact me with any questions, I don't think it would be a lot of work, just switching to the new F4SE plugin api, fixing addresses and maybe changing some of the struct formats, but since I chose the hard path of writing it in Rust then you have to manually convert the structs and stuff, and maybe the structure of things has changed more than I expected, I just don't know. The basics of this I started in the next_gen_wip branch.

    Thank you for all your support, sorry I couldn't provide a fixed version for you.
  2. modifieda4
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    fyi: to get static gun models while zooming on modded weapons (p90 in combined arms for example) you need to add a properties(s) to each scope like addon. so in this example in combined arms ex pack esp, under object modifications, find the iron sights and add new  properties

    Spoiler:  
    Show

    value typeformid,int
    functionadd
    property keywords
    value1hasscope
    value2 627 <---i have no idea what this does
    step 0

    and add:

    value typeformid,int
    functionadd
    property keywords
    value1dn_hasscope_ironsights
    value2 627  <---i have no idea what this does
    step 0




    now the p90 model is static while using fine zoom.
    1. Gandalf7646
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      Thanks man!
      btw are there any "Scope" values that works with Finezoom?
      Cuz i don't wanna use iron sight zoom on weapons.
    2. modifieda4
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      the iron sight value trick thingy works on all scopes. its adding a property to the scope not actually changing the scope to something else.
    3. Gandalf7646
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      No No
      I don't wanna use iron sights on actual non-scoped weapons. 
      so is there any other scope related property that can enable zoom?
    4. modifieda4
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      you do not get iron sights as a result. you are tricking the scripting. like i said its a property, nothing more.
    5. Gandalf7646
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      I know that it doesn't replace the scope in game cuz i already replaced the property and tried out the new zoom.

      The problem is you gotta enable Zoom in for "Standard Sights" in the MCM menu for this to work.

      I don't wanna do that as i don't like the zoom function on standard sights.

      So i was asking if there's any other property (like STS scopes or such) other than the one you mentioned "dn_hasscope_ironsights"
    6. modifieda4
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      there was another property for reflex scopes, you could try adding that one. 
    7. Gandalf7646
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      Do you know any See through scope property name?
      I don't want the zoom in reflex either.
      I also tried night vision and recon. those don't work at all.
    8. modifieda4
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      the available property names are in the esp and/or the script. you can find them easily...so i know you haven't looked. tsk. tsk.

      there is not a special see through scopes property from what i can see. i use the
      replacer version of sts so it doesnt matter anyway. there are only 3
      choices in the mcm of what to turn static models on and off: iron, reflex, sts. those are your choices. period. ...and i dont completely understand how the sts switch works.
      good luck.
    9. ManthaRhaY
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      Hi! I Beg up your pardon but, how did you tweak the properties? Did you use xedit? Thanks in advance!
    10. modifieda4
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      yup, in xedit
  3. Gandalf7646
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    Can you please update the mod so that it can be used with "See Through Scopes - Night Vision" ?

    Right now the camera just zooms in on the scope rather than the target/environment. 

    I just bricked my save game trying to find a way around it.
  4. RufusValentino
    RufusValentino
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    Has anyone fixed this mod? After the update it stopped working for me.
  5. nexnexforgame44
    nexnexforgame44
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    why scrooling ob mouse dosent zoom?
  6. Gopot
    Gopot
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    For the GOG version, you need to change the shortcut:

    "C:\…\f4se_loader.exe" -forcesteamloader


    Then the mouse wheel will work.
  7. unkn0wnm0dder2313
    unkn0wnm0dder2313
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    How do i uninstall this mod? when i try my save has all weapons super zoomed in only i cant zoom them out because i dont have the mod anymore
  8. rando7719
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    Too who ever picks up the torch. Good luck, we're all counting on you. 
  9. Delivery1Chunsam
    Delivery1Chunsam
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    This is a wonderful mod but there's a problem when I played with this mod. Every time I change my PoV to 3rd person camera after zooming in 1st person, it never zoomed when I focus with my guns(only DOF works) and my character never lows her guns even if I stop to focus(not clicking mouse 2).  Only if I change my weapon, zoom works well again. I cannot solve this thing myself, in the end delete this mod.

    My English is not good, but I wish play with this good mod so I leave this comment and will be waiting someone gives me the answer why it happened and how to solve it.
  10. VulcanTourist
    VulcanTourist
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    Since the author at least visited NexusMods last month, I messaged him and asked what his intentions are for this mod and whether he'd be receptive to someone taking over maintenance.  If anyone has an interest and the necessary skillset - I don't - then I'd encourage you to also message him.
  11. mtc44mag
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    I follwed the guide in the mod folder and managed to get the memory locations almost exactly as described by the guide. I just think I am missing something or the guide isn't complete. I created the version txt for the NextGen™ patch and put it in the folder as the guide listed but still it doesn't work. There is either something else that is not right or perhaps the way it interacts with F4SE needs to be changed. Either way I got as far as I could using the info in the mod but at the end of the day, I do more graphic modding than structural code modding so however it needs to be changed to work with F4SE is likely what I am missing. I tried, but its just way above my paygrade yall.