Fallout 4

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  1. Flan02
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    Here is the changelogs. 
    Spoiler:  
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    Version 1.1
    • Added one new camera path (4 variations)
    • Bullet kill cameras probability is now configurable within the MCM.
    • Probabilities for Bloody Mess and Ashes effects are now configurable within the MCM.
    • A hotkey that executes the "ToggleMenus"(TM) console command is now configurable within the MCM. (Used to restore the menu if they remains hidden.)
    • Added a solution to an issue caused by vanilla VATS where the player character is just looking somewhere that is not the target.
    • Fixed some parts that were not working as intended.
    Version 1.2
    • The hotkeys for ToggleMenus (TM) commands now work properly.
    • Fixed an issue where the camera would switch to the 3rd person after the killcam even though you didn't set it that way.
    • Added a short wait experimentally to reduce the script load when the camera back to normal after the killcam.
    Thank you for coming. have a nice day.
  2. NoMediocrityAllowed
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    1. Flan02
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      Ok, I guess I misled you. When you are "in VATS" (like that mod), a similar mod is possible. As shown in the following my video.
      (Fatal shots to the head in VATS will play the bullet killcam.)


      However, I don't have NV installed at the moment, so I just watched this video: 
      https://youtu.be/WOwQA_eAogA

      I uploaded it here 
      https://www.nexusmods.com/fallout4/mods/76919?tab=files&file_id=315297
      (But haven't tested it in detail yet, it's not compatible with VATS related mods, mods that change camera path and camera shots.)
    2. NoMediocrityAllowed
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      Misled or misread? See my man I think we indeed had a failure of communication, something lost in translation somewhere, it happens, it's okay.

      Cause that's exactly what I wanted.

      Now what I recommend you do is upload that file in a separate mod and have "Bullet FlyBys" and/or "Bullet kill cam" in the title or something, so users can easily find it and know exactly what they get. This type of mod was loved by many since the Fallout 3 days, I never played FNV without it either.

      Anyway, thank you, you have solved my problem for good.
    3. disigned
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      Do I only need this one or do I have to download the main file? 

      thank you
    4. disigned
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      testing and working good
    5. Flan02
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      To NoMediocrityAllowed
      I see, as you say, maybe some things got lost in translation. I take back the "Cool Hand Luke" quote. I couldn't have done this new mod without you, and you supported me by replying to some comments.
      Thank you, too. 

      To disigned
      I think you've already found the answer yourself, however, yes, this does not require the main file. 
      Thank you for testing. 

      To all 
      So far, in my testing, I feel like I want more killcam variations, and with full auto guns, bullet following works fine, but sometimes I've seen issues with the target being killed by a previously shot bullet before the bullet the camera is following reaches them.
      How do full auto guns work in the original "Slowmo Bullet Flyby in Vats" ?
      (I plan to reinstall F3/NV at a later date and actually test the original mod.)
    6. disigned
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      THANK YOU 
    7. NoMediocrityAllowed
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      No problem and thank you.

      To answer, in the original I'm not sure I've ever used or seen individual bullet follows for full auto weapons. But I think it's the type of camera path that goes "camera on player, shooting > camera on enemy, receiving bullets".

      About your plans, an interesting addition to the options of your main mod could be to choose in MCM options what cameras to priorities "any variation" or "bullet follow" or some other variations. I don't know how it would work but I'm sure you can bundle certain camera paths and make so an option uses certain bundles of camera paths and not others. That way the user has the option to use what you prefer (variations) or the options to use other camera paths (like bullet follow or others).

      Typically, the users that enjoy bullet follows will tend to be snipers, one shooters, people who use fatal headshots, missile, nukes, junk thrower.
  3. PacificFlamez
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    When I go to the Mod Config menu in-game i keep getting a message saying "fo4kc02 plugin not found" and ive tried reintalling this mod and mcm multiple times and tried manually moving the file into mcm's config file but nothing seems to work
    1. NoMediocrityAllowed
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      Fk I don't remember how I solved that...

      I had this issue. Try to go into the properties of the Fallout exe and the F4SE exe and check the "Run as admin" box. Do you know if other plugins have problems? Cause if others don't, I would just try to put the mod last.
    2. PacificFlamez
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      thanks for the reply! so the issue was that for some reason the esp's (plugins) for this mod weren't enabled so i went ahead and enabled them and now it works.... i feel silly lmao 
  4. disigned
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    tanks 
    1. NoMediocrityAllowed
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      Here, fatal headshots in VATS trigger the bullet flybys everytime. https://www.nexusmods.com/fallout4/mods/76919?tab=files&file_id=315297
    2. disigned
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      Oh my god, thank you, I was watching the video right now, I'm going to test it now, thank you
  5. Flan02
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  6. disigned
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    You could add an option to always show the bullet tracking camera, I love this effect but it is only shown rarely. I've been looking for this for years but no one has ever made a mod like this
    1. Flan02
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      Hello, thanks for your comment. Try increasing the "Bullet kill cameras" setting in the MCM to the maximum of 100. This will make the mod show the bullet tracking camera with a high probability if your weapon and ammo are compatible. 
    2. disigned
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      Thank you very much man for your attention. I uninstalled my game yesterday because I love the bullet tracking camera effect but that only happens sometimes. I love this camera effect since the time of sniper eliter 1 on playstation 2 until today I'm in love with it, what motivates me to play fallout.
      thank you very much
    3. NoMediocrityAllowed
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      As I've tried to convey in my previous posts, the changes of getting tracked bullets do not increase when increasing the settings in MCM. At least on my end.

      Additionally the kill cam (not necessarily tracked bullet) appear to only happen on the first or last kill, not in between.
    4. disigned
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      I noticed that. I wanted it effect to always happen 😭
    5. NoMediocrityAllowed
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      Oh me too buddy, it's specifically why we install those kinds of mods, to see the bullets fly by in slow motion every time.

      We can already have a percentage/chance base bullet fly by with the base game and VATS.
  7. NoMediocrityAllowed
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    I keep trying to play with the mod and the regular VATS kill cam, I cannot trigger any bullet follow kill cam.
    Not a single one. I'm using beam ammo (10mm and pipe bolt action), I've tried far, close, I've tried the Stop Start console command. I can only trigger a "cam to player, shoot, cam to enemy, bullet hit" or "cam behind player, shoots, bullet hit"

    I cannot find a mod that would be incompatible with yours. Here's my mod list:

    Spoiler:  
    Show

    Fallout4.esm
    DLCRobot.esm
    DLCworkshop01.esm
    DLCCoast.esm
    DLCworkshop02.esm
    DLCworkshop03.esm
    DLCNukaWorld.esm
    HUDFramework.esm
    Unofficial Fallout 4 Patch.esp
    WorkshopFramework.esm
    Homemaker.esm
    SS2.esm
    SS2_XPAC_Chapter2.esm
    TrueStormsFO4.esm
    ArmorKeywords.esm
    BakaFramework.esm
    Vivid Fallout - LOD.esp
    ValiusHDTextures2K.esp
    VividFallout - AiO - BestChoice.esp
    Vivid Weathers - FO4.esp
    Vivid Weathers - FO4 - Far Harbor.esp
    Vivid Weathers - Nuka World.esp
    TrueStormsFO4-FarHarborExtraRads.esp
    TrueStormsFO4-GlowingSeaExtraRads.esp
    TrueStormsFO4-FarHarbor.esp
    WeatherSynergy-VividPriority-N-x3.esp
    WeatherSynergy-FarHarbor-x2.esp
    OWR.esp
    A Forest.esp
    A Forest at Summers End.esp
    LushAmbience.esp
    SlowTime.esp
    fo4kc02.esp
    fo4kc02_camera.esp
    FO4Hotkeys.esp
    CheatTerminal.esp
    DarkerNights.esp
    DarkerNightsDetection.esp
    FunctionalDisplays-Collectibles.esp
    FunctionalDisplays.esp
    FunctionalDisplays-Patch-DLC-ALL-Weightless.esp
    FunctionalDisplays-MISC-Weightless.esp
    FunctionalDisplays-AID-Weightless.esp
    SettlementMenuManager.esp
    Eigengrau_FO76-Munitionsherstellung.esp
    BasementLiving.esp
    BetterJunkFences.esp
    EveryonesBestFriend.esp
    Glowing Animals Emit Light.esp
    Homemaker - Unlocked Institute Objects.esp
    LongerPowerLines3x.esp
    LongRangeBulletHoles.esp
    More Armor Slots - All Dlc.esp
    CROSS_Cybernetics.esp
    CROSS_Jetpack.esp
    dD - Small Splatter Size.esp
    dD-Enhanced Blood Basic.esp
    Pip-Boy Flashlight.esp
    SCOURGE - Vanilla.esp
    SCOURGE - Automatron.esp
    SCOURGE - Nuka World.esp
    SCOURGE - Far Harbor.esp
    Scrap Everything - Ultimate Edition.esp
    3dscopes.esp
    SSEX.esp
    True Damage - Perk Module.esp
    True Damage - Perk Module DLC.esp
    True Damage - Vehicle Module.esp
    True Damage.esp
    True Damage - DLC.esp
    AnS Wearable Backpacks and Pouches.esp
    AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
    AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
    SS2WastelandReconstructionKit.esp
    Unique NPCs - Creatures and Monsters.esp
    WeightlessAid.esp
    WeightlessJunk.esp
    WeightlessSpecialAmmo.esp
    FunctionalDisplays-Patch-DLC-ALL.esp
    Deadeye.esp


    My current goal is to have a mod that can trigger bullet follow cam on any given headshot with the compatible
    ammunition. Sneaking, not sneaking, if it checks that it can place a cam around a bullet, then it does it or at least have the option to do it every time.

    How could I achieve that?
    1. capracapra
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      From my understanding, in order to script a bulletcam, the relative ammo must have a beam projectile, and must also have a vats projectile associated. Pretty sure this last vats ammo must NOT be set to beam, otherwise instead of a bulletcam u'll get a sudden player->enemy dead, without bullet view.
      Check the 10mm ammo in xedit, search for vats in that tab, go to the vats projectile and change it if it's set to beam (the vats projectile, not the normal ammo projectile)
    2. Flan02
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      Hello, Thank you for taking the time to try out this mod.

      I also agree with capracapra.
      Thank you for the help capracapra, if it wasn't for your comment I would have said "Need to check each mod one by one for compatibility".

      My current goal is to have a mod that can trigger bullet follow cam on any given headshot with the compatible ammunition. Sneaking, not sneaking, if it checks that it can place a cam around a bullet, then it does it or at least have the option to do it every time.
      To do this, the mod needs to know whether the bullet will hit the head before the bullet is fired.
      I'm not going to lie, I think that would require some more reverse engineering luck and the game being written in such a way that it was possible in the first place.

      However, you may like the "One Shot" mode of F4llout NV - Killcam (Cinematic Killcamera mod).
      (The mod works with it.)
    3. NoMediocrityAllowed
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      Spoiler:  
      Show
      


      Okay I tried changing the projectile to Beam, there was no Beam so I assumed you meant LaserBeam or LaserSmallBeam and the likes, didn't work. I went to look at the diff BulletFollow Conditions under Camera Path, they said VATSWeaponLaserBeam/WeaponLargeProjectile most of the time, but then some just need the target to be visible, so to me that didn't track with Beam but I don't know much. I tried FatManProjectile, since I vividly remember the Mininuke to most often be tracked, didn't work. So I thought "well there's more at play than the ammo let's move on".

      I installed F4lloutNV Killcam, I reordered yours and his mods to be last. I get a sneaked shot with .308 sniper, boom fly by works. I then get a F4NV Killcam trigger, I close the game. I remove F4NVKC, I try to modify your mod to have no cooling time, both the esp and MCM config are modified for that, but it doesn't work. So I register that I may need to be [Undetected] and not [Caution] for a bullet follow to trigger.

      Additionally your bullet follows don't work when a bullet time mod is activated. Which I'd love to find a fix for.

      So now my questions:

      - Would a zero cooldown time actually work during a [Undetected] status?
      - Without having changed any ammo or weapon properties, how come my .308 sniper get slow mo bullet follow, but my 10mm pistol doesn't?
      - Have you set the [Undetected] requirement yourself or is it hardcoded to how the bullet follow work? And if hardcoded, are you 300% certain?
      - If not hardcoded, how can I force your mod to work when in [Caution] and [Danger] detection status?
      - Can that be done for non sneaking scenarios as well?
      - Do you have any advice, documentation, or ways to force a long bullet follow camera path? (the Camera Shot that goes, bullet fired, follow bullet, camera positions itself at an angle behind the bullet, until it hits the target - as opposed to say, bullet fired, short bullet follow, cut to target, bullet arrives on target, target is shot) (could be BulletChaseLarge? idk)
    4. Flan02
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      Those Conditions under Camera Paths are only used for camera selection.
      Normally you just set the "Bullet kill cameras" setting in the MCM to the maximum of 100 and the mod will select the Bullet follow kill cams (if possible) so you don't need to edit them.
      Okay I tried changing the projectile to Beam, there was no Beam so I assumed you meant LaserBeam or LaserSmallBeam and the likes, didn't work. I went to look at the diff BulletFollow Conditions under Camera Path,
      Without having changed any ammo or weapon properties, how come my .308 sniper get slow mo bullet follow, but my 10mm pistol doesn't?
      The Bullet follow kill cams should also work with 10mm pistols. Please try looking under Projectile instead of under Camera Path.

      Use FO4Edit to check Ammo10mm under Ammunition and get the Projectile ID.
      Spoiler:  
      Show

      Search for the Projectile ID in the FromID window. Next, check that the Type is Beam.
      Spoiler:  
      Show

      Please note that the vats projectile side should not be changed to Beam. (It's usually Missile, keep it Missile.)
      Spoiler:  
      Show


      Additionally your bullet follows don't work when a bullet time mod is activated. Which I'd love to find a fix for.
      That's intentional behavior, to avoid glitches, I made this kill cam not trigger if there is already a Slow Time from another.
      However, I didn't dig into it further because I heard that F4llout NV - Killcam (Cinematic Killcamera mod) is triggered even in that situation.


      I'll answer your other questions, but sorry, I'll separate the post. The recent Fallout 4 update is making me sleep-deprived, in both good and bad ways.
    5. NoMediocrityAllowed
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      No problem, my message is a big boy, thanks for your continued support and assistance.
    6. Flan02
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      Thank you for waiting.

      - Can that be done for non sneaking scenarios as well?
      There is also a chance that the kill cam will be triggered when you kill the last hostile (even with [Caution] and [Danger] detection status). (if possible)


      - Would a zero cooldown time actually work during a [Undetected] status?
      The cooldown time is just used to prevent the kill cam spam. If you set a cooldown time of zero (by editing the MCM .json), all sneak kills and last hostile kills will have a chance to trigger a kill cam. (As described above)


      - Have you set the [Undetected] requirement yourself or is it hardcoded to how the bullet follow work? And if hardcoded, are you 300% certain?
      - If not hardcoded, how can I force your mod to work when in [Caution] and [Danger] detection status?

      Quoted from Hard coding - Wikipedia.
      Hard coding (also hard-coding or hardcoding) is the software development practice of embedding data directly into the source code of a program or other executable object, as opposed to obtaining the data from external sources or generating it at runtime.
      So in a sense, they are hardcoded by Bethesda.

      Hard-coded data typically can only be modified by editing the source code and recompiling the executable, although it can be changed in memory or on disk using a debugger or hex editor.
      Having said that, F4SE can also make the above changes. (This is actually how some processes in the mod are implemented)
      So there is still a possibility that your idea is possible.


      - Do you have any advice, documentation, or ways to force a long bullet follow camera path? (the Camera Shot that goes, bullet fired, follow bullet, camera positions itself at an angle behind the bullet, until it hits the target - as opposed to say, bullet fired, short bullet follow, cut to target, bullet arrives on target, target is shot) (could be BulletChaseLarge? idk)
      You mean you want to edit the camera paths/camera shots on your own, right? I only know a little bit about it, but I'll write about how to do it using Creation Kit later. But the mod must be working fine for you to start editing it, is the mod now working?
    7. NoMediocrityAllowed
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      is the mod now working?


      Yes, as previously stated I got it to work after trying F4NVK and subsequently placing your mod last. I don't know where the conflict was, but a mod of mine must have prevented yours from working (I had previously placed it right after my environmental mods, right next to my bullet mod near the top).

      The cooldown time is just used to prevent the kill cam spam.

      Say I want to kill cam spam, and want to see all of my bullets fly through a kill cam, how do we achieve that? What need to be modified in your mod to achieve that?

      My problem right now is that I will get a kill cam every 10-20 kills, I tried playing with values but they do not achieve my goals. How can I set your mod to kill cam spam?

      all sneak kills and last hostile kills will have a chance to trigger a kill cam.

      I did, and it doesn't work. I don't want a chance to trigger a kill cam, I would like the kill cam to just trigger. 100% chance, every time it is possible.

      [My mod not working with bullet time] is intentional behavior, to avoid glitches


      In a scenario where I don't mind glitches, how can I modify your mod to be able to run its kill cam even when a bullet time is activated?

      Right now, your mod works in that if I'm sneaking and shooting with my .308 sniper, I will see the bullet fly ONCE, and then I will have to wait for every kill to be done, have another group encounter, be sneaking again, use my .308 sniper etc. I want to see the bullet fly EVERY TIME regardless of the weapon, regardless if a bullet time is use, regardless if the player is sneaking or not. I essentially want to choose when I can activate a fly by bullet cam, I don't want the mod to choose for me.

      So, sneaking or not, detected or not, using a pistol or a sniper, using a bullet time or not, I want the mod to be able to go "a bullet kill cam is possible, player has enabled it [or disabled it], a bullet kill cam will play [or not]". Cause there are many scenarios where a bullet kill cam is possible, but the mod prevents them because of a cooldown, because of a bullet time, or because of Undetected status or not, or because of a chance percentage within the mod.

      I'm trying to achieve a bullet kill cam without those restrictions.

      Do you see what I mean?

    8. Flan02
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      Yes, I have noted them in my list as suggestions. But to achieve those need to look into the executable and find ways to do it, so I can't promise, they require luck and time. However, if I find ways I will add them.

      If you want to look into it yourself, read this thread.
      https://forums.nexusmods.com/topic/7759433-help-needed-compile-a-cpp-file-into-a-dll/

      For now, I'll mainly be working on increasing compatibility with ammo-related mods, which is the most asked about here, and also to make it compatible with recent Fallout 4 updates. (if possible)

      Anyway, thank you so much for your time and suggestions on the mod.
    9. NoMediocrityAllowed
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      Thank you, much love, good luck!
  8. Danbaggssunday
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    Hey, using this mod with antimaterial rifle cc mod. Works fine however every time it occurs it locks me out of my inventory or switching to other weapons making it unplayable until I reload the save before the shot occurred. Any idea why this would be happening?
    1. Flan02
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      Hello, I guess that the InputLayer is stuck locked.
      If you're interested, try the following console commands to check it out.

      At first
      DumpInputEnableLayers
      After typing , use the PageUp and PageDown keys to find the Layer that locks it.

      next
      ResetInputEnableLayer "That number"
      and check that "Layer ID "number" has been successfully reset" is displayed.

      This is an image for example.
      https://staticdelivery.nexusmods.com/mods/1151/images/76919/76919-1714045837-1381399702.jpeg

      However, mods are usually supposed to do this step automatically, so sorry if my guess is incorrect.
  9. capracapra
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    For some reason the newest version crashes my game, buffout says that papyrus can't handle root1.AnimHolder_mc.Menu_mc.ClearHistory. I will play a bit with the new sliders and see if that changes, but every triggered killcam results in a crash. Probably a mod conflict. The old version works fine.
    1. Flan02
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      Hello, thank you for your report.
      buffout says that papyrus can't handle root1.AnimHolder_mc.Menu_mc.ClearHistory.
      I think the game is probably crashing at the part where the mod clears the console log.
      The information source is this thread:
      https://forums.nexusmods.com/topic/13471008-how-to-log-all-functions-being-called-by-the-game/

      Therefore, I think a good place to start looking for conflict might be console-related mods or UI/HUD mods.

      But what's strange is that the older version works fine...
      So if you can't find the conflict mod and the problem persists, let me know and I'll try reverting that part of the papyrus to the older version.
      (I'll upload it for testing.)
    2. capracapra
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      Tx a bunch man, really appreciated.
      For sure I'll do some more testing when i'll be back home, but for now it seems to crash exactly when the camera is back to normal, after the kill. 
      I don't have console related mod (perhaps better console but i don't think that may be the case), ui /hud mods.... I got fallui hud with a very minimalistic preset (for real, like only containers/npcs prompts). I will let you know. tx a lot!

      EDIT: it seems the culprit is fallui hud, in particular the xp widget. I noticed it was popping in a weird position when u get a kill with the killcam scripts triggering, so i just disabled it and seems to work fine. Needs ofc more testing, but I'm quite optimistic. I just did a stelath massacre at pickman's gallery and no ctds!

      re-edit: no way I fixed, still happening. I'll roll back to the previous version, which worked flawessly. Since i'm the only one reporting this i'm pretty sure problem is on my side, load order, other stuff, or just fallout being fallout :D 
    3. Flan02
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      but for now it seems to crash exactly when the camera is back to normal, after the kill. 
      That's exactly when the mod clears the console log. Therefore, there is a high probability that this is the cause of the crash.

      I also came up with another approach, restarting the mod's quest (it's like reopening Papyrus script).
      I don't know if it will work, but I think it's worth a try. Execute the following console command: 
      StopQuest fo4kc02_quest
      (Please close the console and wait a little while for the process to complete.)
      StartQuest fo4kc02_quest

      Thank you for your kind words :)

      EDIT: I noticed the edit after I wrote the reply. 
      I hope the console command works, however, your idea of rolling back to a previous version that flawlessly worked is completely correct. Thank you for many tests.
    4. capracapra
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      So.... I think I found the problem and all these crashes I've had are most likely due to the deliverer animations type. I was using the beretta mod that uses deliverer animation, and noticed ctds were ALWAYS happening with that wep. So probably something is goin on when the killcam script ends, and this something somewhat clashes with deliverer kind animations. Again I may be totally wrong. Anyways thanks for all the work and the advices. They really helped!
    5. Flan02
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      Thank you so much for your detailed research.
      That's a new perspective for me, and I think your information will be useful to everyone, so I'll quote it later on the description page.

      I also added a short wait to the new version to reduce the script load when the camera is back to normal. (However, I haven't been able to reproduce ctds with vanilla deliverer so far, so if clashes with beretta mod are the cause, this addition may not be helpful...)

      Anyway, I'm glad you helped me work on this mod, thank you too!
    6. capracapra
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      update

      I started a new game. 0 changes in my LO, I just made some new LODs, but thats it. No CTDS, no problems with any weapons. Works flawless. I even made a mini patch in xedit to use your old killcam and this one together
    7. Flan02
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      I'm relieved to hear that, and I'm glad you're using my old killcam! thank you always for everything :)
  10. NoMediocrityAllowed
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    (Scraping this comment for a new one.)
  11. Alexiel0105
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    Sorry I'm a bit confused by the description. Does this mod support third-person or only first-person?
    1. Flan02
      Flan02
      • member
      • 56 kudos
      Hello. This mod currently only supports first-person. However, you can use this with existing kill camera mods that support third-person.
      Sorry for confusing you, I'm not good at English and Google Translate may have created some strange sentences...