I'll be adding a detailed description on how to actually use this soonish but I don't have much time to invest in Fallout 4 modding atm (lost job, lost passion; this mod has been sitting in my drive for half a year) so it might take a while. Sorry.
Until then, follow this very roughly written guide directly copied from the initial release note.
------------------------------------- It should affect > All animations when a registered weapon + omod/keyword combo is detected except ads
It shouldn't affect > All animations that hides the weapon > Pipboy
How to register weapons
1. Create a .json file in F4SE\Plugins\GunMover. You can name it whatever you want. 2. Using json editor (recommended) and WinterKVD.json as a base, fill in the data. > The key of outer array should be the esp name and form ID of weapon. Wildcard (*) can be used to specify "all weapons in said esp". The format should be <esp/esl/esm name>|0x<form ID without load order> > The key of inner array should be the esp name and form ID of omod or the form ID of keyword. > Each omod element can have "X", "Y", "Z", "rotX", "rotY", or "rotZ" as element. If it's 0, you can skip. It's case-sensitive.Refer to GunMover_Example.json in F4SE\Plugins for an example.
How to use editor 1. As default, press backslash (\\) to open the editor. > You can change the hotkey through the editor window. Combo keys are supported (ctrl, shift, alt) 2. Adjust values using the slider. 3. If you press "Generate JSON Snippet", the values will be copied to your clipboard. Paste it directly to the json file. -------------------------------------
The major difference between the initial version and this one (aside from bug fixes) is revert of adjustments on specific actions and alternative adjustments that you can cycle.
This is an example of Alternatives. From the editor, you can set the hotkey for cycling through alternatives. This way, you can have like default adjustment and side-aim style adjustment at the same time and switch between them through the hotkey. It won't look perfect, but it will give you an easy, animation-less way to implement different grip styles etc.
Wouldn't it be possible to add a universal option that doesn't reset? I've been looking for a mod like this for a while, but I don't want to adjust ALL the mods individually, because then they would all use the same settings.
okay so, just to be sure, what i'm doing is moving the position of the pkd blaster in that newer pkd revolver mod by diacute. is this correct to put in the JSON?
Hi. I've been looking forward to a mod like this one for a long while, to help with both vanilla and modded weapon animations and both my FOV and how close these weapons can be to your face. But I was wondering if it was possible for you to add an universal toggle or something like that. So that all weapons can be affected at once. It'd come in handy for me because I don't really want any fancy schmancy angles, I just want them lower or further away from my view. Basically, a permanent and universal Z: -5.0
I don't understand the "omod". This is what I did for the mw ak. The code I used is the form id of the weapon. How do I find the omod code in fo4edit? { "MW1Akilo47.esp|*": { "MW1Akilo47.esp|02006304": { "RevertOnEquip": true, "RevertOnFastEquip": true, "RevertOnGunDown": true, "RevertOnMelee": true, "RevertOnReload": true, "RevertOnSprint": true, "RevertOnThrow": true, "RevertOnUnequip": true, "X": -2.319999933242798, "Y": 8.1899995803833, "Z": -1.2100000381469727 }
OMOD is short for Object Modification. As such they can be found under the Object Modification category in FO4Edit. Once you find the OMOD you want to use, check its Form ID and enter it into your JSON file without the load order digits. So for example, if the OMOD's ID is 02006304, you'd put that into the JSON as 0x6304.
can you fix your mod Undeducated Shooter ? because NG update break it and can't use anymore. Sorry i asking in here cause i saw you later post is this...
71 comments
Until then, follow this very roughly written guide directly copied from the initial release note.
-------------------------------------
It should affect
> All animations when a registered weapon + omod/keyword combo is detected except ads
It shouldn't affect
> All animations that hides the weapon
> Pipboy
How to register weapons
1. Create a .json file in F4SE\Plugins\GunMover. You can name it whatever you want.
2. Using json editor (recommended) and WinterKVD.json as a base, fill in the data.
> The key of outer array should be the esp name and form ID of weapon. Wildcard (*) can be used to specify "all weapons in said esp". The format should be <esp/esl/esm name>|0x<form ID without load order>
> The key of inner array should be the esp name and form ID of omod or the form ID of keyword.
> Each omod element can have "X", "Y", "Z", "rotX", "rotY", or "rotZ" as element. If it's 0, you can skip. It's case-sensitive.Refer to GunMover_Example.json in F4SE\Plugins for an example.
How to use editor
1. As default, press backslash (\\) to open the editor.
> You can change the hotkey through the editor window. Combo keys are supported (ctrl, shift, alt)
2. Adjust values using the slider.
3. If you press "Generate JSON Snippet", the values will be copied to your clipboard.
Paste it directly to the json file.
-------------------------------------
The major difference between the initial version and this one (aside from bug fixes) is revert of adjustments on specific actions and alternative adjustments that you can cycle.
{
"Winters_KVD-Enforcer.esp|0xF9A": {
"RevertOnEquip": true,
"RevertOnFastEquip": true,
"RevertOnGunDown": true,
"RevertOnMelee": true,
"RevertOnReload": true,
"RevertOnSprint": true,
"RevertOnThrow": true,
"RevertOnUnequip": true,
"X": -9.920000076293945,
"Y": 0.30000001192092896,
"Z": 0.1599999964237213,
"rotY": -41.0,
"Alternatives": {
"0": {
"X": -9.0600004196167,
"Y": 0.30000001192092896,
"Z": -2.819999933242798,
"rotX": 0.5199999809265137,
"rotY": 21.98,
"rotZ": -2.9800000190734863
},
"1": {
"X": 1.0399999618530273,
"Y": 0.30000001192092896,
"Z": -3.7200000286102295,
"rotX": 0.5199999809265137,
"rotY": -0.3199999928474426,
"rotZ": -0.46000000834465027
}
}
}
}
This is an example of Alternatives.
From the editor, you can set the hotkey for cycling through alternatives. This way, you can have like default adjustment and side-aim style adjustment at the same time and switch between them through the hotkey.
It won't look perfect, but it will give you an easy, animation-less way to implement different grip styles etc.
Demo vid of Alternatives
I've been looking for a mod like this for a while, but I don't want to adjust ALL the mods individually, because then they would all use the same settings.
{
"ThoseGuns.esp|0x1026": {
"RevertOnEquip": true,
"RevertOnFastEquip": true,
"RevertOnGunDown": true,
"RevertOnMelee": true,
"RevertOnReload": true,
"RevertOnSprint": true,
"RevertOnThrow": true,
"RevertOnUnequip": true,
"X": 1.04,
"Y": -4.73,
"Z": 0.0,
"rotY": -3.32,
But I was wondering if it was possible for you to add an universal toggle or something like that. So that all weapons can be affected at once. It'd come in handy for me because I don't really want any fancy schmancy angles, I just want them lower or further away from my view. Basically, a permanent and universal Z: -5.0
{
"MW1Akilo47.esp|*": {
"MW1Akilo47.esp|02006304": {
"RevertOnEquip": true,
"RevertOnFastEquip": true,
"RevertOnGunDown": true,
"RevertOnMelee": true,
"RevertOnReload": true,
"RevertOnSprint": true,
"RevertOnThrow": true,
"RevertOnUnequip": true,
"X": -2.319999933242798,
"Y": 8.1899995803833,
"Z": -1.2100000381469727
}
}
}
Remove FIRST numbers also.
FE0120xyz..id is 0xyz
FE05367A..id is 67A
edit: nvm its not permanent lol