The script is very simple so if it still doesn't work, it's most likely mod conflicts. To check, disable all mods and leave this activated, if the bug still presents then it's this mod (report it). Otherwise, test and report the incompatibilities.
Since it works as intended this will not be updated for the foreseeable future, unless you have some really good feature requests.
If you are having issues with missing plugin, Open 'MCM/Config/FOVSlider/config.json' and remove this line - 'pluginRequirements": ["FOVSlider.esp"],'. This workaround is untested but if this works, please leave a post to confirm it.
So with latest update (+ latest f4se build), i have black / white screen on load with the mod installed, but since everything else seem broken (like achievement enabler not working, Buffout 4 not working, mcm not working) i guess it's a matter of time before using mods again.
Good luck modders fixing Bugthesda mess and be strong.
My settings resets everytime i use the pipboy, any idea why ? For example i set the 1st person fov at 110 it keeps it like this no matter what i do, but when i use the pipboy the fov turn back to default but in the setting it still show 110..
Is there any way to make profiles per character? I have a female character I want at 0.9 scale and a male I want at 1.1 scale but I have to manually change between them. (I know it isn't that difficult but I forget sometimes and feel like a simpleton)
Make sure you have: - F4SE - Console Util - Mod Configuration Menu The Fallout 4 Script Extender is not yet updated to the current version of the game. Once F4SE is updated, this mod should work again.
The FOV features work as intended but when I edited the Terminal/Pipboy FOV and the view model FOV they don’t change even when I put them at max or min fov I have the recommended mod required for this to work however nothing has changed am I missing something please help someone?
Did you get anywhere with this? I have installed it all correctly using the FOVSlider.esl and MCM and it all shows its working but when you slide the things nothing actually changes or sticks then you open it again in MCM its still default 50?
I found that doing the recommended removal of the pluginRequirements": ["FOVSlider.esp"] made the mod stop having an effect, even if I could now see the sliders in the mod menu. Instead of removing that line, go to the 'Plugins' tab of Vortex, double-click the FOVSlider.esp and in the menu that opens on the right switch 'Lock Mod Index' to 'Locked to Index'. After that the sliders appeared and actually had an effect.
Sure, just requires a little work: - Open the Fallout4 folder located in Documents/My Games (If the Fallout4Custom.ini isn't there, download Custom ini file. Open the archive and folder therein, and move the file into the Fallout4 folder.) - With ^ open, type [General] on the next free line, under "bInvalidate...". Under [General], type sStartingConsoleCommand=fov 80 100. - 80 is the 3rd person FOV. 100 is the 1st person FOV. Change either/both, then save the file.
I tried that, but thanks to console util, the game enforces 80 FOV every time I open the pip-boy. Before console util, I could simply write the fov command, and forget about it until I interact with an NPC, computer, picklock, or restart the game. Which was tolerable.
But considering how often one opens the pipboy, that's a lot of time spent putting the controller down just to hit ~, UP, ENTER, ~, on the keyboard after using the pipboy... Which means I've run out of solutions and I'll have to ditch console util to avoid this.
Even with the suggestion you made, on launch, my fov is 80... This mod doesn't even show up in MCM either..
No way to change pipboy/viewmodel fov without console commands, hence ConsoleUtil is needed to actually run console commands from mod script. Without f4se MCM will break so essentially no sliders.
You can set the 1st and 3rd person FOVs in fallout4.ini:
If you set the FOV with console, ie. "fov xx yy", the 'xx' will affect BOTH 3rd person and pipboy/viewmodel, while 'yy' affects only 1st person.This is why if you used "sStartingConsoleCommand=fov 80 100", your pipboy/viewmodel fov is essentially set at 80 every time the game launches. With that said, there is no way to separate viewmodel fov without changing 3rd person and vice versa for now, so you've got to choose.
I understand what you are saying. However, what you said leaves me to believe you misunderstood me somewhere.
In any case, I fixed the problem by removing consoleUtil, placing "sStartingConsoleCommand=fov # #" in Fallout4custom.ini, replacing the values with my own settings, and I no longer had to use console commands again. FOV automatically had the values I set when I loaded the save, and they remained throughout the session. Using consoleutil broke that fix.
That simple fixed allowed me to skip my normal routine on launch. (I used to type in console "fov # #" followed by saveini", and I had to retype "fov # #" every time an in-game event modified the fov.)
Yes, I have MCM installed because I have at least 4 other mods that rely on it. No, having MCM didn't allow me to see the FOVSlider settings. No, modifying the following values in the Fallout4.ini did nothing. With or without mods. ([Interface] fDefaultWorldFOV=70 fDefault1stPersonFOV=80) That was the first thing I tried before I started modding, and when I introduced mods.
I was ripping my hair out trying to figure it out, but luckily I figured it out on my own. So I apologize if I come of as rude or impatient. It's not your fault. My luck with technology is abysmal... Particularly with bethesda games. Luckily, where my luck runs dry, my experience makes up for it. Most of the time...
I did not misunderstood you. Using 'sStartingConsoleCommand=fov # #' does exactly what it says, starting console command. Essentially it works by typing 'fov # #' automatically whenever the game starts, so it's essentially the same thing as typing them yourself.
Which is also why editing the ini doesn't work, because it acts as if you have typed the command 'fov # #', thus negating the ini settings. ConsoleUtil does exactly the same thing, it allows my script to use the console command 'fov # #' in scripts, but it's broken by next gen update, I have no idea why it even works for you, unless you didn't update. MCM is also broken by the update, ofc you won't see the menu at all.
You're still screwed if you want separate 3rd person and pipboy/viewmodel fov, because 'fov # #' commands changes BOTH 3rd person and pipboy fov together by the first value.
I assume you are referring to the past where this mod used to work well pre-nectgen update? The internet has NO solution rn for broken UI in game for FOV changes using ini methods
What worked for me was: In the Documents/My Games/Fallout4 folder, open up your Fallout4Custom.ini (just make one if not there), and if it's blank type [General] and under that put sStartingConsoleCommand=fov 80 100 "80" is the 3rd person fov, "100" is the 1st person fov. Change them to whatever you like, 80 & 100 is just what I use.
The fact that they haven't added an FOV slider with that sorry excuse of an update is nothing short of outstanding. Bethesda really is one of the most incompetent AAA studios, and believe you me, there's quite the competition out there.
489 comments
The script is very simple so if it still doesn't work, it's most likely mod conflicts. To check, disable all mods and leave this activated, if the bug still presents then it's this mod (report it). Otherwise, test and report the incompatibilities.
Since it works as intended this will not be updated for the foreseeable future, unless you have some really good feature requests.
Good luck modders fixing Bugthesda mess and be strong.
For example i set the 1st person fov at 110 it keeps it like this no matter what i do, but when i use the pipboy the fov turn back to default but in the setting it still show 110..
- F4SE
- Console Util
- Mod Configuration Menu
The Fallout 4 Script Extender is not yet updated to the current version of the game. Once F4SE is updated, this mod should work again.
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
In my fallout4custom.ini
- Open the Fallout4 folder located in Documents/My Games
(If the Fallout4Custom.ini isn't there, download Custom ini file. Open the archive and folder therein, and move the file into the Fallout4 folder.)
- With ^ open, type [General] on the next free line, under "bInvalidate...". Under [General], type sStartingConsoleCommand=fov 80 100.
- 80 is the 3rd person FOV. 100 is the 1st person FOV. Change either/both, then save the file.
But considering how often one opens the pipboy, that's a lot of time spent putting the controller down just to hit ~, UP, ENTER, ~, on the keyboard after using the pipboy... Which means I've run out of solutions and I'll have to ditch console util to avoid this.
Even with the suggestion you made, on launch, my fov is 80... This mod doesn't even show up in MCM either..
You can set the 1st and 3rd person FOVs in fallout4.ini:
[Interface]
fDefaultWorldFOV=70
fDefault1stPersonFOV=80
If you set the FOV with console, ie. "fov xx yy", the 'xx' will affect BOTH 3rd person and pipboy/viewmodel, while 'yy' affects only 1st person.This is why if you used "sStartingConsoleCommand=fov 80 100", your pipboy/viewmodel fov is essentially set at 80 every time the game launches. With that said, there is no way to separate viewmodel fov without changing 3rd person and vice versa for now, so you've got to choose.
In any case, I fixed the problem by removing consoleUtil, placing "sStartingConsoleCommand=fov # #" in Fallout4custom.ini, replacing the values with my own settings, and I no longer had to use console commands again. FOV automatically had the values I set when I loaded the save, and they remained throughout the session. Using consoleutil broke that fix.
That simple fixed allowed me to skip my normal routine on launch. (I used to type in console "fov # #" followed by saveini", and I had to retype "fov # #" every time an in-game event modified the fov.)
Yes, I have MCM installed because I have at least 4 other mods that rely on it.
No, having MCM didn't allow me to see the FOVSlider settings.
No, modifying the following values in the Fallout4.ini did nothing. With or without mods.
([Interface]
fDefaultWorldFOV=70
fDefault1stPersonFOV=80)
That was the first thing I tried before I started modding, and when I introduced mods.
I was ripping my hair out trying to figure it out, but luckily I figured it out on my own. So I apologize if I come of as rude or impatient. It's not your fault. My luck with technology is abysmal... Particularly with bethesda games. Luckily, where my luck runs dry, my experience makes up for it. Most of the time...
Which is also why editing the ini doesn't work, because it acts as if you have typed the command 'fov # #', thus negating the ini settings. ConsoleUtil does exactly the same thing, it allows my script to use the console command 'fov # #' in scripts, but it's broken by next gen update, I have no idea why it even works for you, unless you didn't update. MCM is also broken by the update, ofc you won't see the menu at all.
You're still screwed if you want separate 3rd person and pipboy/viewmodel fov, because 'fov # #' commands changes BOTH 3rd person and pipboy fov together by the first value.
Its is doesnt work right know
The internet has NO solution rn for broken UI in game for FOV changes using ini methods
In the Documents/My Games/Fallout4 folder, open up your Fallout4Custom.ini (just make one if not there), and if it's blank type [General] and under that put sStartingConsoleCommand=fov 80 100
"80" is the 3rd person fov, "100" is the 1st person fov. Change them to whatever you like, 80 & 100 is just what I use.
Bethesda really is one of the most incompetent AAA studios, and believe you me, there's quite the competition out there.
It's funny because Fallout 76 has an FOV slider.