Note about the great DiaMoveNVSE mod : Don't forget to setbEnableOverShoulderControl to false in the DiaMoveNVSE .ini to avoid conflict with my mod. Everything else from DiaMoveNVSE should work fine (head tracking, vanity cam and (hopefully) diagonal move have been tested and return good results) I won't include such features since they are well made in DiaMoveNVSE and should require a lot of scripting on my side that would just lead to... a lot of scripts running at the same time.
Hi! I've switched to your mod because i was experiencing bugs with other camera overhauls, and so far im glad i did! Also i wanted to ask if you could make the transition between 1st and 3rd person mode smooth and adjustable like the shoulder swap time? Thanks!
there is a slight bug when using this mod together with Just mods sprint.
if your in sneak mode and then try sprinting while using a different sneak camera offset with this mod, the camera will jump way above the characters head and become stuck there. any further attempts to go from standing to sneaking/vise versa, will use the new higher camera position rather then the one set in the mcm.
the only way to fix the problem is to go into the mcm, change a value, apply it, then change the values back to where you want them and apply again.
wondering if a check could be added so if your using sprint it will properly register you going from sneak to sprinting. failing that wondering if you could have it so the mod will read the mcm and reapply the setting whenever changing stances or switching from first person to third.
having come back to the game I tested out this issue a bit more and it seems to only effect the sneak offset.
meaning if you dont edit the "sneak modifier" values and leave them at default, the camera wont become stuck when going from sneak to sprinting when using JAM.
Not sure if that makes the problem easier to fix, but for anyone using the mod its a way of bypassing the problem for the time being.
I'm guessing I have an incompatibility somewhere, but whenever I adjust the MCM settings, the camera will do its thing and immediately snap back to the vanilla camera angle. Has anyone else had that happen?
For some reason, this worked perfectly with TTW, but currently I'm trying to run it in normal NV and it's simply not working - very good mod, but frustrating that it's not currently working for me
im getting an issue with this mod where when trying to fire at enemies in third person who are further then 50 meters my shots will not hit them. if i edit the camera at all as soon as the target is 50 or more meters away my bullets stop tracing towards them and my shots miss 100% of the time. if i reset the camera to vanilla values my shots will hit perfectly.
I thought I was going insane until i figured out it was due to this mod.
I'm not using any other mods wich effect aiming/third person.
its pretty easy to test, set your un-holstered camera to Hor: 50 Vert: 6 and try to aim at a target more then 50 meters and non of your shots will land.
I ended up "fixing" the issue by cranking up the "fAutoAimMaxDistance" game setting to 8000, now my shots actually land on target where my reticule is.
It seams that if you move the camera to certain angle's in third person it breaks the games 3rd person auto aim and the game doesent know where to aim your shots.
I dont know what to say, ive tested the mod extensively on a clean, unmodded save and with a clean install of the game and can consistently replicate the issue.
are you using anything like stewies tweaks or other dll plugins?
I know stewies tweaks has multiple different options wich can effect aiming, perhaps you have something enabled wich fixes the issue for you.
Raising up fAutoAimMaxDistance is not sufficient to fix third person aiming's issues for good; you also need to set fAutoAimMaxDegrees3rdPerson around 40 and fAutoAimScreenPercentage to -180. Now you finally have disabled auto aim's influence for good, and your shots are actually accurate.
I have tested messing with the game's aim assist setting before and turning aim assist to off makes the problem worse not better.
With it completely off I would have problems with hitting targets in first person due to the broken hitboxes of multiple enemies ingame. The shots would go straight through targets and do zero damage, not to mention the fact it breaks Vats.
You need at the very least a slight aim assist so that your shots actually impact a npc's hitbox instead of clipping through thir model. For third person you need a lot as the reticule isent positioned correctly to follow the projectiles path, made even worse if your moving the camera like with this mod.
In vanilla they have the 3rd person aim assist and camera angles to the point where at mid range your shots should at least intersect with the reticule at some point.
84 comments
Don't forget to set bEnableOverShoulderControl to false in the DiaMoveNVSE .ini to avoid conflict with my mod. Everything else from DiaMoveNVSE should work fine (head tracking, vanity cam and (hopefully) diagonal move have been tested and return good results) I won't include such features since they are well made in DiaMoveNVSE and should require a lot of scripting on my side that would just lead to... a lot of scripts running at the same time.
if your in sneak mode and then try sprinting while using a different sneak camera offset with this mod, the camera will jump way above the characters head and become stuck there.
any further attempts to go from standing to sneaking/vise versa, will use the new higher camera position rather then the one set in the mcm.
the only way to fix the problem is to go into the mcm, change a value, apply it, then change the values back to where you want them and apply again.
wondering if a check could be added so if your using sprint it will properly register you going from sneak to sprinting.
failing that wondering if you could have it so the mod will read the mcm and reapply the setting whenever changing stances or switching from first person to third.
meaning if you dont edit the "sneak modifier" values and leave them at default, the camera wont become stuck when going from sneak to sprinting when using JAM.
Not sure if that makes the problem easier to fix, but for anyone using the mod its a way of bypassing the problem for the time being.
If I am the only one experiencing this, what could cause this issue?
EDIT: nvm I just didn't unbind the swap key
if i edit the camera at all as soon as the target is 50 or more meters away my bullets stop tracing towards them and my shots miss 100% of the time.
if i reset the camera to vanilla values my shots will hit perfectly.
I thought I was going insane until i figured out it was due to this mod.
its pretty easy to test, set your un-holstered camera to Hor: 50 Vert: 6 and try to aim at a target more then 50 meters and non of your shots will land.
I ended up "fixing" the issue by cranking up the "fAutoAimMaxDistance" game setting to 8000, now my shots actually land on target where my reticule is.
It seams that if you move the camera to certain angle's in third person it breaks the games 3rd person auto aim and the game doesent know where to aim your shots.
are you using anything like stewies tweaks or other dll plugins?
I know stewies tweaks has multiple different options wich can effect aiming, perhaps you have something enabled wich fixes the issue for you.
FAR - Full Auto-aim Removal at Fallout New Vegas - mods and community (nexusmods.com)
Raising up fAutoAimMaxDistance is not sufficient to fix third person aiming's issues for good; you also need to set fAutoAimMaxDegrees3rdPerson around 40 and fAutoAimScreenPercentage to -180.
Now you finally have disabled auto aim's influence for good, and your shots are actually accurate.
With it completely off I would have problems with hitting targets in first person due to the broken hitboxes of multiple enemies ingame.
The shots would go straight through targets and do zero damage, not to mention the fact it breaks Vats.
You need at the very least a slight aim assist so that your shots actually impact a npc's hitbox instead of clipping through thir model.
For third person you need a lot as the reticule isent positioned correctly to follow the projectiles path, made even worse if your moving the camera like with this mod.
In vanilla they have the 3rd person aim assist and camera angles to the point where at mid range your shots should at least intersect with the reticule at some point.