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DoinkBoink

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DoinkBoink

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14 comments

  1. Echo777777
    Echo777777
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    we need 1000 Year Empire FTS patch!!!
    1. BluePaperJet
      BluePaperJet
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      +1
  2. strong10000
    strong10000
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    旧版本mk18可以用这个fts补丁吗?
    1. DoinkBoink
      DoinkBoink
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      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
    2. strong10000
      strong10000
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      谢谢
  3. rubenthekid5954
    rubenthekid5954
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    hey man, any reason why some of these arent aligned? im using the ta31 acog and its not aiming through the sight properly
    1. D3ckoTheG3cko
      D3ckoTheG3cko
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      Just tested it out, you're probably using version 1 of the original MK18 mod instead of version 1.0.5.
    2. DoinkBoink
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      Just read the changelogs for the MK18 1.0.5 

      • - 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
    3. rubenthekid5954
      rubenthekid5954
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      i have the most up to date version of the mk18 (1.0.5)
    4. DoinkBoink
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      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.

      I'm not too sure what else could be causing it.
    5. rubenthekid5954
      rubenthekid5954
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      Ill take a look with the new update, i honestly forgot you can adjust the z position with FTS, so ill give it another shot.
  4. visualsn0w
    visualsn0w
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    Thanks for doing this, really. I returned after a year and was surprised there isn't many FTS patch for weapon mods at all :(.... 
  5. soontobemodder
    soontobemodder
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    "Yes DoinkBoink" We all say in unison
  6. JCord86
    JCord86
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    If this works ur a goat fr