In re: "There is a crash bug when using a stim pack during a slow-motion sequence."
Consider: VATS Freeze Fix at Fallout 4 Nexus - Mods and community (nexusmods.com) It ostensibly fixes that precise bug by re-writing the responsible script. NOT compatible with Everyone's Best Friend (becuz it tries to re-write the same script; so, also not compatible with any other mod that touches the game's HC_ManagerScript.pex script).
Good afternoon, I have a question. If you shoot with a sniper instantly killing a raider for example, is it normal for the camera to activate when the body is falling or has already fallen? or is it supposed to activate at the same time the bullet hits? The only mod I have that affects death is this https://www.nexusmods.com/fallout4/mods/41557 and the ones from i3ncore
Hello, Wolfes12. The answer to your question is "same time the bullet hits". More precisely, when the bullet hits the target and the target starts dying, the process to activate the camera starts.
So please compare these videos to your game to see if the game has script lag. (My intended behavior is as shown in these videos) version 1.6 version 1.6.1++ Also, the game has the property that when the FPS drops, the script processing speed also drops in sync. But to rephrase that, once you get the game stabilized at a high FPS, script lag becomes less of an issue.
Thanks, from what I see if I have a delay like a second or two similar, because the body falls and then the slow time is activated or the killcam follows it, but it seems strange to me because I installed SKK Script Lag latency detector and It was still at zero, it only changed to 9 for a second when the sleep effect activated. Is it then the fps? although I see it normal
One of the authors of the Papyrus scripting engine (SmkViper) authoritatively published that script calls can't affect the display system as they execute IN BETWEEN FRAMES, it's the other way around; frame rate can affect script execution.
And on that page, there are detailed notes on modding the game without lowering the FPS as much as possible, so please consider them. (It's a great document by SKK50)
I'm using this mod combined with your other mod Ranged Killcam since yesterday, it works perfectly. Thanks a lot, other kill cam mods didn't work for me (bottom load order / 400 mods), i've never unerstood why, only yours work.
Sorry, I used to be able to use it but since I changed my environment I can't install it and use it. f4se and mcm are also used but it doesn't show up in mcm and killcam doesn't happen. I am using mo2.
So I think mo2 may have installed the mod in the wrong directory. (But I don't know the reason...)
Therefore, if you are interested, check that the files from this mod are located directly under the data folder. Like this image: https://imgur.com/JjX9GQh
You are right, there was a problem when I downloaded it, and after downloading it manually and installing it, it works properly and shows up in mcm! Thank you! Your mod is so great!
Tell me, is it possible to set up the mod so that you can see the "flight of a bullet" as during a critical attack in VATS ... well, or as in the game Sniper Elite .. :??? What would it work ONLY FROM A SHOT TO THE HEAD(allowable only from an optical sight)
like this:
and like this:
IMPORTANT : i use mod Realistic Bullets - Velocity and Gravity > (so that the bullet has a mass and angle of incidence and does not hit the target instantly (especially noticeable depending on the cartridge caliber and distance))
Hello, I hope everyone keeping well. It has a lot of problems so far, but I've found a way to call the Bullet Kill Camera. If I'm lucky, I'll come back with it.
Flan02 said: [Adding to clarify things a bit more.] That mod now contains the structure and code I made. (Version 1.4 and later versions) But, the author forgot to credit this mod, so I consider it plagiarism.
Well, *that* sucks. Shame, esp. considering how open your permissions are. Not a fan... guess I'll have to go un-endorse that mod (too bad there's no way to double-endorse this one).
But, THANKS again both for your orig contributions -and- your -patience/diligence in illuminating my initial question. May the Porcelain Gods of Modding Genius bless you...
Hate that sort of thing. Not the first time I've run across... even fairly well-known/-respected mod authors have plagiarized stuff w/o permissions or proper credit, and copped attitudes along the way (almost got him booted off Nexus; *did*, however, get his plag'd mod dropped).
But, given how open/generous your permissions were, I just don't understand why NV Killcam's author wouldn't have taken the 30 seconds of effort it would have taken to acknowledge. Disrespectful.
Should have openly acknowledged yours as inspiration (not buried in a rando comment thread), admitted what parts were basically lifted per your permissions, and provided a link & encouragement to check out/endorse your orig mod.
Soldier on.
Edit: I see you're dialoging with lKocMoHaBTl. I don't have the skills/insight to follow the details, but I appreciate y'all seem to be working things out the way people/a community of mod authors should. So, I will shut up & offer up any mea culpa necessary if I've gotten something wrong. We all win now.
Yeah, i want to apologize for this situation. Should not been happened in the first place, but sometimes some decisions not obvious to understand. Nontheless we talked with each other, heard each other, found the reasons why this happened, and shaked our hands in the end. So everything is fine now hehe.
Well, I'd say: All's well that ends well. And all that. No need to apologize to me, for sure. I'm just the admitted idiot bystander asking a question... which got answered as fully as any I've ever asked, lol! Appreciate both your diligence, hand-shaking ability and modding work... good stuff all around.
May the Porcelain Gods of Modding Genius also bless you, too. But it looks like they already have. Hi ho.
YW... we need more mod authors with mad skillz, the patience of Job & mutual respect, like y'all. We can hug it out later... um, maybe not, I'm not much of a hugger, lol. I'll just lurk, and try to learn something from you guys.
I recently found that you have issues with my mod F4llout NV - Killcam (Cinematic Killcamera Mod). Why did not you contacted with me earlier about this? I am sure we'd figure it all out far earlier. I will try to shed some light to this situation.
That mod now contains the structure and code I made. (Version 1.4 and later versions)
Flan, this is not true at all. I made my mod from scratch. All my script source files are in the BSA, every one can check them and use them as they want. I don't have anything to hide. Every inch of code is different, structure of code is different, every function have different approach. Like i said, source files in the BSA, everyone can check them.
But, the author forgot to credit this mod, so I consider it plagiarism.
I did not put any credits for you and Saggittarius22 just because my mod heavily inspired by Max Payne (as a base), Fear, New Vegas. I took ideas and similar effects from there, not from your mods.
The idea of applying screen effects and sounds during the killcam is mine.
Every game that have slow motion effects such as Max Payne, Fear and similar have visual and sound effects that were invented by that developers. This idea is not new, and definitely not ours to begin with.
The code for "Cinematic" is copied from version 1.5 of this mod.
This one will be harder to explain, but i will try. Because i am also using Google Translate lol.
Basically i needed dynamic camera that will track a target. In Papyrus there IS some command for it, but it is quite static and can be buggy. I tried other workarounds and was not satisfied with them.
I googled and vacuumed almost every Creation Kit Wiki page until i found about SplineTranslateToRefNode and how it works, and started to implement it. Suddenly i remembered, that your mod has some killcam tracking feature and decided to look at it and how it was done, and well who would know, it is implemented with SplineTranslateToRefNode too. I compared your code with mine, which i wrote. They were similar in the main function and in the main goal.
I just used some additional commands from yours that were made sence and corrected/optimized some code in mine. Pasted NODES and RACES to my Arrays from your plugin, because i still needed them, just to save my time and not to reinvent the wheel. Then i deleted RACES and NODES which i don't need. In those pictures which you made, you can see a little difference.
I don't know, you can take it with grain of salt, but it is what it is, i am not hiding. Maybe our brains work on the same wave lol, coincidences and similarities can and will happen from time to time. If i did take something important from you code/plugin i surely put credits at least, or contacted you in the first place. Kind of a stupid situation happended for sure.
I like your idea of "dynamically changing the FOV to produce a kill cam" seen in previous versions.
It is still there. Works like in the beginning. Just maybe i tweaked it a little.
I have enjoyed modding with you all in this community, but I lost my motivation recently because my mod was plagiarized. If you have any ideas for modify my files and release bug fixes or improve on the features, please let me know, and I will gladly allow it. (Or give me credit)
Please don't stop modding, mate! And surely don't stop because of me and my mod. If you stop modding, then there will minus another one great mod author. Modders need to be together and make things which is not possible.
If i offended you in any way or was rude in this answer, then i apologize, it was by no means my intention. I just wanted to be straight and do not through water.
Cheers and stay safe, Flan! I will wait for you answer here or it will be better if discussed it further in PM, to not spam your page.
Hello, lKocMoHaBTl ! We have a minor problem between us, but I am glad you are here and gave me your thoughts. And of course, I am not saying that all elements of your mod are problematic, I am mainly talking about the "Cinematic" elements since version 1.4.
I did not put any credits for you and Saggittarius22 just because my mod heavily inspired by Max Payne (as a base), Fear, New Vegas. I took ideas and similar effects from there, not from your mods.
Every game that have slow motion effects such as Max Payne, Fear and similar have visual and sound effects that were invented by that developers. This idea is not new, and definitely not ours to begin with.
Sorry, maybe google translate didn't work for us. What I mean is things on Fallout 4 modding.
The invention of those slow-motion effects, visual effects, and sound effects was probably the 1999 film The Matrix, and the inventors of the film itself were the Lumière brothers and Thomas Alva Edison, but let's leave that topic for another time.
My intended topic is the work done on Creation Kit and Papyrus Scripting to implement those ideas in Fallout 4. Killcam mods like these came from Sagittarius22.
I googled and vacuumed almost every Creation Kit Wiki page until i found about SplineTranslateToRefNode and how it works, and started to implement it. Suddenly i remembered, that your mod has some killcam tracking feature and decided to look at it and how it was done, and well who would know, it is implemented with SplineTranslateToRefNode too. I compared your code with mine, which i wrote. They were similar in the main function and in the main goal.
I just used some additional commands from yours that were made sence and corrected/optimized some code in mine. Pasted NODES and RACES to my Arrays from your plugin, because i still needed them, just to save my time and not to reinvent the wheel. Then i deleted RACES and NODES which i don't need. In those pictures which you made, you can see a little difference.
I agree with you about avoiding reinventing the wheel. However, if I do the same, I'll credit the original author if it's important, even if it's just one part.
If i did take something important from you code/plugin i surely put credits at least, or contacted you in the first place.
Also, please look at my code again, you can see that "SplineTranslateToRefNode" is in the "Main1" function. "Main", that is, the most important one.
Flan, this is not true at all. I made my mod from scratch. All my script source files are in the BSA, every one can check them and use them as they want. I don't have anything to hide. Every inch of code is different, structure of code is different, every function have different approach. Like i said, source files in the BSA, everyone can check them.
What is important in this topic is not the format in which the code is written, but what the code actually what does and in what order. It is not as easy as reconstructing sentences collected from the Internet and disguising them as self-written papers to fool your teachers. Because if I prepare an explanation, I can explain to people the similarities in structure and behavior.
For example to generate a "Cinematic" kill camera:
First, spawn a temporary camera target with the function "PlaceActorAtMe". You can see it on the "W" line in my mod's "A" script, and oddly enough on his mod's "Y" line in the "B" script.
Then kill that temporary camera target with the function "killsilent". You can see it on the "X" line in my mod's "A" script, and oddly enough on his mod's "Z" line in the "B" script. .......... .......... .......... Anyone can see that this is not constructive. I hope you don't let me do this.
Maybe our brains work on the same wave lol
Yeah lol As you may know, I updated the "Cinematic" to multi-angle in version 1.6 of this mod, and I also started testing "the kill camera that transitions from the player's position to the target's position" in version 1.6.x. And I like your mods, (although I have a minor doubt about the credits.) Again, I like your idea of "dynamically changing the FOV to produce a kill cam" and feel the visual effects and sound effects are cool.
To you, the mate! If you like my mod version 1.6/1.6.x and think it will help you improve your mod, we also have the following ways. You can use my mod resources freely if you clearly state the credit for my mod. And I can write here that your mod is a friendship mod instead of plagiarism. Imagine, wouldn't that be more constructive and beneficial to us and the community?
Also, please look at my code again, you can see that "SplineTranslateToRefNode" is in the "Main1" function. "Main", that is, the most important one.
Maybe google translated my words badly lol. I meant that all this hustle with SplineTranslate and cinematic feature thing comes from that, that i also came to this solution before looking into your code, this is the thing. And was suprised after when started comparing them, they looked very similar.
What is important in this topic is not the format in which the code is written, but what the code actually what does and in what order. It is not as easy as reconstructing sentences collected from the Internet and disguising them as self-written papers to fool your teachers. Because if I have an explanation, I can explain to people the similarities in structure and behavior. .... Anyone can see that this is not constructive. I hope you don't let me do this.
Yeah, i get what you are saying. But for this part as i said, mod was made purely from scratch. I had some vision and tried to implement it, with bells and whistles, implement everything only with my own knowledge. I wrote my mod without looking into yours at all (which ofcourse sounds unbelievable, i know), but it is what it is. Two big brains met together i assume lol.
"the kill camera that transitions from the player's position to the target's position" in version 1.6.x.
Yeah, i checked your new (Experimental BETA) some time ago and looks cool, very fluid and smooth. But this is a thing which i will definitely not touch or implement into my mod. You are discoverer of this feature, so it truly belongs to you.
If you like my mod version 1.6/1.6.x and think it will help you improve your mod, we also have the following ways. You can use my mod resources freely if you clearly state the credit for my mod. And I can write here that your mod is a friendship mod instead of plagiarism. Imagine, wouldn't that be more constructive and beneficial to us and the community?
Yeah ofcourse, mate, no problems. If there something comes up i will surely let you know first. Our mods don't need to be rival to each other, plus each of them has it own auditory nonetheless. Besides more choice of mods is a win win for everyone.
Friendship? With this i fully agree.
============================= Basically, to finally end this misunderstanding and make things easier for both of us, because this can be a very looong conversation and we both want that our time was spent effectively, i want to say this >>>
I will be honest, i don't agree with some of the Credits arguments. My mindset is looking at them in other angle, in this particular case.
But still, i added some credits and recommendations section on my page which felt needed, please check them when you can. I think it should smooth the corners a bit and our misunderstanding with each other.
So what do you think? Friends then? I suggest friends, hehe. (I hope translator did a better job this time, lol, or i will yell like a madman.
I'm a gonna try out & compare with the recent F4llout NV - Killcam mod (https://www.nexusmods.com/fallout4/mods/71381), but if you have any insights 'til then (cuz I'm slow & get easily distracted) it'd be greatly appreciated.
As the author states, it is inspired by "Max Payne", so the artwork is different from this mod. Therefore, I think it's a good way to do a compare and then choose what you like.
That mod now contains the structure and code I made. (Version 1.4 and later versions) But, the author forgot to credit this mod, so I consider it plagiarism.
Oleg, why is that? I like your idea of "dynamically changing the FOV to produce a kill cam" seen in previous versions.
Had an issue and which I think was caused with this mod. Killed an enemy in the vertibird in the 'Show no Mercy' quest and it played the kill cam but instead just 3rd person panned around the vertibird. The kill cam didn't end I couldn't exit manually. (could still move character's view an shoot the minigun). I quicksaved and reload and that fixed the issue but I could now no longer aim down sights. I restarted the game a number of times but nothing changed. I would holster my weapon and pull it out again and then I could aim but only once and weirdly only worked on my '1' slot weapon. I didn't "fix" the issue but I reloaded a save from before getting on the vertibird so I could now aim again and had killcam set to sneak only while I'm doing the vertibird part. So I just figured I should make a post here about it seeing as I hadn't been able to find anyone with a similar issue.
but instead just 3rd person panned around the vertibird.
Please try that Fix setting. MCM > This mod > "Compatibility, fixes, etc." > "Restore from spinning camera (AutoVanityMode)"
but I could now no longer aim down sights.
I think activating the killcam again will fix that. (These settings increase the chance of triggering the killcam.) Set the "Trigger" setting to "Every kill has a chance". Set the "Probability" setting to 100. Set the "Cooldown time" setting to 0.5.
I'm starting to think it might be a good idea to have a new Fix setting for aim down sights and putting the mod to sleep while vertibird. Thank you.
207 comments
Consider: VATS Freeze Fix at Fallout 4 Nexus - Mods and community (nexusmods.com)
It ostensibly fixes that precise bug by re-writing the responsible script.
NOT compatible with Everyone's Best Friend (becuz it tries to re-write the same script; so, also not compatible with any other mod that touches the game's HC_ManagerScript.pex script).
Consider: Baka ScrapHeap - Script Memory Limit Expander at Fallout 4 Nexus - Mods and community (nexusmods.com)
The vanilla game allocates ~70mb of memory (aka scrapheap allocations) when reading script properties... this allows you to quadruple that limit.
Needs special handling when coupled with Buffout4 (.toml edits).
May or may not enhance stability/performance, YMMV.
Pair it with Long Save Bug Fix at Fallout 4 Nexus - Mods and community (nexusmods.com) (it too deals with the scrapheap, specifically the papyrus garbage collector, which has a bug that can cause CTDs when trying to load large savegames with heavily-scripted mods (like SS/SS2).
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If you shoot with a sniper instantly killing a raider for example, is it normal for the camera to activate when the body is falling or has already fallen? or is it supposed to activate at the same time the bullet hits?
The only mod I have that affects death is this https://www.nexusmods.com/fallout4/mods/41557 and the ones from i3ncore
The answer to your question is "same time the bullet hits".
More precisely, when the bullet hits the target and the target starts dying, the process to activate the camera starts.
So please compare these videos to your game to see if the game has script lag. (My intended behavior is as shown in these videos)
version 1.6
version 1.6.1++
Also, the game has the property that when the FPS drops, the script processing speed also drops in sync. But to rephrase that, once you get the game stabilized at a high FPS, script lag becomes less of an issue.
Is it then the fps? although I see it normal
The SKK Script Lag latency detector page says exactly what I wanted to say, so I'll quote it.
(It's a great document by SKK50)
Thanks💖
Thanks a lot, other kill cam mods didn't work for me (bottom load order / 400 mods), i've never unerstood why, only yours work.
And thanks to you, I noticed some nice comments that I had overlooked.
Thanks💖
Therefore, if you are interested, check that the files from this mod are located directly under the data folder.
Like this image: https://imgur.com/JjX9GQh
Tell me, is it possible to set up the mod so that you can see the "flight of a bullet" as during a critical attack in VATS ... well, or as in the game Sniper Elite .. :???
What would it work ONLY FROM A SHOT TO THE HEAD (allowable only from an optical sight)
like this:
and like this:
IMPORTANT :
i use mod Realistic Bullets - Velocity and Gravity > (so that the bullet has a mass and angle of incidence and does not hit the target instantly (especially noticeable depending on the cartridge caliber and distance))
THANK YOU
It has a lot of problems so far, but I've found a way to call the Bullet Kill Camera. If I'm lucky, I'll come back with it.
[Adding to clarify things a bit more.]
That mod now contains the structure and code I made. (Version 1.4 and later versions)
But, the author forgot to credit this mod, so I consider it plagiarism.
Well, *that* sucks. Shame, esp. considering how open your permissions are.
Not a fan... guess I'll have to go un-endorse that mod (too bad there's no way to double-endorse this one).
But, THANKS again both for your orig contributions -and- your -patience/diligence in illuminating my initial question.
May the Porcelain Gods of Modding Genius bless you...
I got some motivation from you, so I'll try to talk to the author.
Thank you so much for being there for me.
Hate that sort of thing.
Not the first time I've run across... even fairly well-known/-respected mod authors have plagiarized stuff w/o permissions or proper credit, and copped attitudes along the way (almost got him booted off Nexus; *did*, however, get his plag'd mod dropped).
But, given how open/generous your permissions were, I just don't understand why NV Killcam's author wouldn't have taken the 30 seconds of effort it would have taken to acknowledge. Disrespectful.
Should have openly acknowledged yours as inspiration (not buried in a rando comment thread), admitted what parts were basically lifted per your permissions, and provided a link & encouragement to check out/endorse your orig mod.
Soldier on.
Edit:
I see you're dialoging with lKocMoHaBTl. I don't have the skills/insight to follow the details, but I appreciate y'all seem to be working things out the way people/a community of mod authors should. So, I will shut up & offer up any mea culpa necessary if I've gotten something wrong. We all win now.
Nontheless we talked with each other, heard each other, found the reasons why this happened, and shaked our hands in the end. So everything is fine now hehe.
No need to apologize to me, for sure. I'm just the admitted idiot bystander asking a question... which got answered as fully as any I've ever asked, lol! Appreciate both your diligence, hand-shaking ability and modding work... good stuff all around.
May the Porcelain Gods of Modding Genius also bless you, too.
But it looks like they already have. Hi ho.
(You loaded me with compliments, but that's too much, hehe)
I'm glad you are a friendly person, thank you.
Thank you for supporting me with your open-minded and heart of gold.
I strongly believe that this community needs more people like you.
We can hug it out later... um, maybe not, I'm not much of a hugger, lol.
I'll just lurk, and try to learn something from you guys.
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Pip, pip, cheerio, carry on!
I recently found that you have issues with my mod F4llout NV - Killcam (Cinematic Killcamera Mod).
Why did not you contacted with me earlier about this? I am sure we'd figure it all out far earlier.
I will try to shed some light to this situation.
Basically i needed dynamic camera that will track a target. In Papyrus there IS some command for it, but it is quite static and can be buggy. I tried other workarounds and was not satisfied with them.
I googled and vacuumed almost every Creation Kit Wiki page until i found about SplineTranslateToRefNode and how it works, and started to implement it. Suddenly i remembered, that your mod has some killcam tracking feature and decided to look at it and how it was done, and well who would know, it is implemented with SplineTranslateToRefNode too. I compared your code with mine, which i wrote. They were similar in the main function and in the main goal.
I just used some additional commands from yours that were made sence and corrected/optimized some code in mine. Pasted NODES and RACES to my Arrays from your plugin, because i still needed them, just to save my time and not to reinvent the wheel. Then i deleted RACES and NODES which i don't need. In those pictures which you made, you can see a little difference.
I don't know, you can take it with grain of salt, but it is what it is, i am not hiding. Maybe our brains work on the same wave lol, coincidences and similarities can and will happen from time to time. If i did take something important from you code/plugin i surely put credits at least, or contacted you in the first place. Kind of a stupid situation happended for sure.
If i offended you in any way or was rude in this answer, then i apologize, it was by no means my intention. I just wanted to be straight and do not through water.
Cheers and stay safe, Flan! I will wait for you answer here or it will be better if discussed it further in PM, to not spam your page.
We have a minor problem between us, but I am glad you are here and gave me your thoughts. And of course, I am not saying that all elements of your mod are problematic, I am mainly talking about the "Cinematic" elements since version 1.4.
The invention of those slow-motion effects, visual effects, and sound effects was probably the 1999 film The Matrix, and the inventors of the film itself were the Lumière brothers and Thomas Alva Edison, but let's leave that topic for another time.
My intended topic is the work done on Creation Kit and Papyrus Scripting to implement those ideas in Fallout 4.
Killcam mods like these came from Sagittarius22.
However, if I do the same, I'll credit the original author if it's important, even if it's just one part.
"Main", that is, the most important one.
It is not as easy as reconstructing sentences collected from the Internet and disguising them as self-written papers to fool your teachers.
Because if I prepare an explanation, I can explain to people the similarities in structure and behavior.
For example to generate a "Cinematic" kill camera:
First, spawn a temporary camera target with the function "PlaceActorAtMe".
You can see it on the "W" line in my mod's "A" script, and oddly enough on his mod's "Y" line in the "B" script.
Then kill that temporary camera target with the function "killsilent".
You can see it on the "X" line in my mod's "A" script, and oddly enough on his mod's "Z" line in the "B" script.
..........
..........
..........
Anyone can see that this is not constructive. I hope you don't let me do this.
As you may know, I updated the "Cinematic" to multi-angle in version 1.6 of this mod, and I also started testing "the kill camera that transitions from the player's position to the target's position" in version 1.6.x.
And I like your mods, (although I have a minor doubt about the credits.) Again, I like your idea of "dynamically changing the FOV to produce a kill cam" and feel the visual effects and sound effects are cool.
To you, the mate!
If you like my mod version 1.6/1.6.x and think it will help you improve your mod, we also have the following ways.
You can use my mod resources freely if you clearly state the credit for my mod.
And I can write here that your mod is a friendship mod instead of plagiarism.
Imagine, wouldn't that be more constructive and beneficial to us and the community?
Maybe google translated my words badly lol.
I meant that all this hustle with SplineTranslate and cinematic feature thing comes from that, that i also came to this solution before looking into your code, this is the thing. And was suprised after when started comparing them, they looked very similar.
Yeah, i get what you are saying. But for this part as i said, mod was made purely from scratch. I had some vision and tried to implement it, with bells and whistles, implement everything only with my own knowledge.
I wrote my mod without looking into yours at all (which ofcourse sounds unbelievable, i know), but it is what it is. Two big brains met together i assume lol.
Yeah, i checked your new (Experimental BETA) some time ago and looks cool, very fluid and smooth. But this is a thing which i will definitely not touch or implement into my mod. You are discoverer of this feature, so it truly belongs to you.
Yeah ofcourse, mate, no problems. If there something comes up i will surely let you know first.
Our mods don't need to be rival to each other, plus each of them has it own auditory nonetheless. Besides more choice of mods is a win win for everyone.
Friendship? With this i fully agree.
=============================
Basically, to finally end this misunderstanding and make things easier for both of us, because this can be a very looong conversation and we both want that our time was spent effectively, i want to say this >>>
I will be honest, i don't agree with some of the Credits arguments. My mindset is looking at them in other angle, in this particular case.
But still, i added some credits and recommendations section on my page which felt needed, please check them when you can. I think it should smooth the corners a bit and our misunderstanding with each other.
So what do you think? Friends then? I suggest friends, hehe. (I hope translator did a better job this time, lol, or i will yell like a madman.
Please overwrite it to 1.6.
I feel honored, because the author said so.
Thanks!
That mod now contains the structure and code I made. (Version 1.4 and later versions)
But, the author forgot to credit this mod, so I consider it plagiarism.
Oleg, why is that? I like your idea of "dynamically changing the FOV to produce a kill cam" seen in previous versions.
[Edit]
I then had the chance to talk with the author. This is no longer a problem.
I'll keep the old screenshot here for anyone reading this later.
MCM > This mod > "Compatibility, fixes, etc." > "Restore from spinning camera (AutoVanityMode)"
Set the "Trigger" setting to "Every kill has a chance".
Set the "Probability" setting to 100.
Set the "Cooldown time" setting to 0.5.
I'm starting to think it might be a good idea to have a new Fix setting for aim down sights and putting the mod to sleep while vertibird. Thank you.