I believe so, I haven't tried it personally, but all FTS scopes are from the Armory Project.esp's. I didn't change any records from the original MK18.esp
- Attention, all MK18's addons mod-authors, you will have to realign your sights; approximate offsets are X: -0.024 | Z: -0.951.
I checked SailentPhantom's addons, looks like both armory project's weren't updated for version 1.0.5. The FTS scopes I made are standalone so they don't overwrite any previous scopes and use their own sighting position through the FTS framework. I noticed the aim is off with all reflex scopes from the Armory Project addons as well.
I'd check to see what MK18 version you have and reinstall the FTS patch with 1.0.5
Okay, so I just tried it out on a bare bones load order and its working. One thing I noticed is that there is riser mod options for the weapon and if you use the risers with the FTS scopes, it'll make the PIP overlay too low.
They work with the risers but you will have to move only the "z" axis in the FTS overlay menu (F6 hotkey default) to match the PIP up properly with the scope. Creating the FTS scopes in Xedit ties each scope to its own keyword, so each scope has its own .json file to configure the positioning, zoom, and shader settings. If you mod the weapon at the workbench with a modification that alters the scopes position (height/forward/backward), you'll have to realign the overlay position. I zeroed the scopes without the risers and when I added a riser to the weapon, I was able to recreate what you described.
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I checked SailentPhantom's addons, looks like both armory project's weren't updated for version 1.0.5. The FTS scopes I made are standalone so they don't overwrite any previous scopes and use their own sighting position through the FTS framework. I noticed the aim is off with all reflex scopes from the Armory Project addons as well.
I'd check to see what MK18 version you have and reinstall the FTS patch with 1.0.5
They work with the risers but you will have to move only the "z" axis in the FTS overlay menu (F6 hotkey default) to match the PIP up properly with the scope. Creating the FTS scopes in Xedit ties each scope to its own keyword, so each scope has its own .json file to configure the positioning, zoom, and shader settings. If you mod the weapon at the workbench with a modification that alters the scopes position (height/forward/backward), you'll have to realign the overlay position. I zeroed the scopes without the risers and when I added a riser to the weapon, I was able to recreate what you described.
I'm not too sure what else could be causing it.