I noticed that some of the weapons are bit miss alinged and the Aim-Through-sight trips up my brain on some weapons(what i mean is that the barrel looks like its pointing a bit upwards on springfield for example), so i am trying to aling the weapons. I am just tuning the variables. I'll try to post the tuned file ones i get it ready(Hopefully this year, oh god why did i start this). I am talking about the firstperson.meta
Okey i gone over the handguns in the game(Revolvers, Pistols and shawed off, excluding navy revolver because that is defined somewhere else than other handguns) and also springfield rifle. i dropped the FOV to 61 vertical fov, meaning 92 horizontal fov(horizontal fov being the more popular one), because the default fov in the firstperson.meta was a bit too much for my taste(i like it around 90fov, because theres minimal camera distortion with 90 fov, but still can see well without looking like the view is zoomed in). No "zoom" with handgun through sight aiming(meaning the ads fov is equal to walking fov).
i Reduced the ads fov on springfield to be 56 when aiming through site, because when aiming with rifle you lean in a bit and the "zoom"(drop in fov) simulates that leaning in well, still gonna test that should i make the "zoom" less, not more for sure.
Okey i forgot to tell, but i finished it bit over a week ago. The tweaks are now here in nexus. Credited WickedHorseMan for the mod itself and Custom First Person FOV author for hes mod. I just made the tweaks aim alingment and smaller fov. I hope the tweaks can stay accessible. Link here https://www.nexusmods.com/reddeadredemption2/mods/6151
If this mod is not working for you, use this mod instead: "No aiming zoom" https://www.nexusmods.com/reddeadredemption2/mods/754?tab=posts&BH=0 I think it is even better. nearly no bugs that can't be fixed. And also, the hand is not that far that you can't even see the "Iron sight". Just far enough. I highly recommend going through its comments.
Mine only works for pistols and for some reason only the lever actions and rifles are positioned a little to the left to far. Any fix? (Edit) I just works now yay.
Don't waist your time like I did. THIS FEATURE IS BUILT INTO THE GAME!!! Press down on the D pad for XBox/PS press [ Or ] on PC to swap between them. Don't wait your time with a buggy mess of a mod that barley works. It literally just turns the toggle on, the vanilla one is better too because it automatically removes the white dot in the middle when you go to your iron sights
Are you stupid or something? This mod increases the FOV while aiming down your iron sights. And the dot in the middle, is because the mod lines up the weapons like that so you can use iron sights with scopes! I truly don't understand why you are literally saying this mod is a waste of time. The only thing that's a waste of time here, is your comment.
To anyone who want a different FOV, I made a modified version from this mod. The FOV values are adjustable, but the arm length may differ depends on the FOV, adjust the "Translation y" if you need to. (Minus = longer distance between player and weapon.)
Most of features from this mod is retained, I prefer hipfire for some rifles so I change them back to vanilla (switchable - read included text file). I did have to adjust some of the rifles position offsets which is a painful process... I also made a personal touch to the Bow, vanilla offsets are included as comment, there's two sets of Bow offsets in firstperson.meta, you need to do both of them, which are atline 790 & 548
Google drive download **Read the text file for instruction to replace FOV values and hipfire offsets. You need Notepad++ to search for any decimal numbers.
Kudos to wickedhorseman for bringing this fantastic mod to us. I am not a Modder and have no intention to take credit. Not sure if I have broken any rules by sharing it here, please let me know if I do.
Wow. Here I was just thinking about the ideal improvements to @wickedhorseman's IronSight mod, and like a genie you appear in the comments to grant my wish.
RDR2's native ADS suffers from horribly misaligned sights, rendering ADS more or less unusable beyond close to short range. I've hit some medium range shots using Dead Eye to make extra sure the sight was aligned prior to firing, but the number I've missed using the same careful Dead Eye sighting process far outnumbers the hits. And the misses are always so unexpected, like I'll have the sight in the dead middle of a guy's torso, and it will still miss completely. Conversely, I've actually hit a couple where the sight was clearly way to the right. IIRC, I saw @wickedhorseman say in a comment here that the native ADS sight alignment isn't actually broken on rifles; instead the bullet is actually following the line of the scope, not the sight. This actually makes a fair amount of sense given my experience with rifles (e.g. hitting shots where the iron sight was way to the right of the target).
But @wickedhorseman's IronSight mod here is not ideal for me, either. It's certainly more accurate; I was even hitting revolver shots using ADS at short-medium range! But the fully extended arm is just too far for me. No one holds a gun like that with their arm completely straightened out lol.
So, yeah, this is perfect. Thank you so much for posting a link. I'm gonna try this right now, will report back!
UPDATE: So I tested it, works out of the box with a decent FOV. I would like to test some FOVs myself, as I might prefer something else (and I won't know if there's a better FOV out there for me until I try).
However, I hit a snag. Following the instructions in the FOV_Replace_Instruction.txt file, I used VSCode to search all files for the "FOV value=" string. There's 97 hits, which didn't surprise me really since I knew the number was probably made superficially larger due to all the different weapon types & 'aim stances' (there's ~4 FOV values for each weapon type, one for each aim stance).
But the snag came when I slowly realized that you didn't always use the 54.0 FOV! You mentioned that you preferred a different FOV for rifle hipfire, and that's reflected in the code, among other things. There's varying FOVs for the FCPO_WEAPON_AIM (which I assume is hipfire), weapon types (e.g. bow, rifle hipfire just like you said, etc).
Given the variety, I fear that I will never achieve an 'optimal' FOV configuration tailored to my own preferences - not without essentially replicating all the time-consuming testing you did in the first place, all just to establish what I like in terms of FOV... And that's not even accounting for any potential manual "Translation" changes to the position of the arm!
Now that I have some perspective on this project...geez. @wickedhorseman must have put in even more countless hours.
I think I'll just do a blanket FOV change just to start out: replacing 54.0 with something, and testing broad changes like that. I'm just a overwhelmed now by how much testing & time this will take to do it thoroughly the way I want (e.g. every weapon type, sight VS scope, every aim stance). This will probably get easier; maybe I can just do a blanket change & over time playing notice one weapon type's FOV needs to change or something.
I do have some questions for you, though:
1) Can you relay your understanding of the 'aim stance' item names? (I'm calling them 'aim stances' for lack of a better term.) The broad strokes are relatively easy to interpret (i.e. if it says iron sight, that's a bit of a giveaway), but why are there duplicates with different prefixes? I couldn't derive a pattern from it, ruling out weapon type, 1st vs 3rd person view, 1-handed weapons vs 2-handed weapons, etc. Here's all the different <WeaponActionIndex> items in a list:
Among my questions about the aim stances: 1a) The 'aim stances' as I have taken to calling them are "WeaponActionIndex" items. What do these action prefixes mean: WCCW / FPTS / FPCO? 1b) Why are some action named slightly different? For example, the IRON_SIGHT ones are named as " *_GUN_IRON_SIGHT" in some places but " *_AIM_IRON_SIGHT" in others?
2) Out of curiosity, if I change a weapon type's FOV without simultaneously updating the accompanying weapon animation's FOV to match, what happens? I assume it's nothing dangerous, just a mismatched animation which clips or otherwise looks bad.
3) Do you have any suggestions on how to facilitate testing FOV changes? One of the most daunting parts of testing FOV is how time-consuming it is to start/stop the game so many times (because I assume FOV changes cannot be deployed & take effect while the game runs, right?)
4) What FOV are you using for the Custom First Person FOV mod? I guess I'm getting hung up on how using that custom FOV works when you are actually using different FOVs for different weapons & whatnot. Does the game just zoom in/out to accommodate the difference?
5) What is RDR2's default FOV for: 5a) In his Custom First Person FOV mod's readme file, vStar925 says, "The default horizontal FOV is 85 (21:9 is 100)." I assume this means the default ADS view. So my question is: do you know what RDR2's default FOV is for: 5a) hipfire? 5b) when not aiming (i.e. just walking around without a gun equipped)? ^^ Just pointing me in the right direction in terms of what file to look at to find the native FOV would suffice! MOST IMPORTANT QUESTIONS 6) How can I edit en masse the "Translation" y-values for the arm? I have more or less realized my issue isn't so much with the FOV as it is the arm. I don't want the gun to be quite so small to be honest.
7) Won't editing the arm's location values affect the alignment of the sight? It honestly might not be worth it for me to open that can of worms if so, otherwise I will just end having to re-do all the testing & work that @wickedhorseman did in the first place.
I didn't test any of those indexes FOV value, I think they are general FOV values for varies actions/stances with any firearms/tools, and aren't tied to any specific type of weapon or animation like reloading. I treat them as default FOV for FP mode, you can replace them altogether with hipfire FOV without breaking anything. Its not that complicated as you think it is, each firearm has 2 FOV values: Hipfire and ADS. For custom ADS FOV, you can go straight to each firearm and edit them (those with a space). Wickedhorseman has already marked the weapon types after line 1372. The value changes will take effect after reloading a save, restart isn't needed.
My preference about hipfire isn't FOV related, what I meant is I don't use scope on those rifles so I have them restore to hipfire offset position, just like the vanilla game, that's it. Yes, FCPO_WEAPON_AIM is aiming with a white dot on screen, which is hipfire.
I did use the Custom First Person mod and set to 54 but I doubt it is necessary with a low FOV value, the in-game slider should be enough. I treat this as default FOV for FP.
Translation y: you just have to experiment with it, load a save and test, add to the value will bring it closer to you. It won't affect the alignment.
Thanks so much for replying! I did realize it wasn't that complicated after some testing. A blanket change works just fine; the real meat of testing is getting the Arm/gun Translation values dialed in.
I actually did some tests w/ & w/o matching Custom First Person FOV matching the IronSight FOV. Afterwards, I started wondering why the Custom First Person FOV mod is required at all; IronSight seems to be working independent of whatever FOV is dictated by the Custom FOV mod. (Also, I realized there's actually two relevant lines in the Custom First Person FOV mod: on foot & while aiming. The 'while aiming' one is the one I assume actually makes a difference with IronSight. The other can probably be set to whatever is preferred (e.g. if it's desired to make the ADS to feel like it's zooming it relative the normal view).
It seems to me the Custom First Person FOV mod is only useful for tweaking the 1st person on foot FOV to look good in combination with the IronSight FOV. I could be wrong, but it doesn't seem to have any bearing on the IronSight FOV. I took loads of screenshots & video, and the IronSight FOV was always unaffected, and the aiming/alignment was similarly unaffected according to my tests.
Dang, this is a good tip, I'm glad I asked now!
The value changes will take effect after reloading a save, restart isn't needed.
I'll mess around with the Translation Y-values & see what I can come up with. My concern with alignment was that I'm not sure the sights are actually aligned to screen middle; in other words, if the gun/sights are moved back along the Y-axis, will it stay in the middle of the screen or will it move up/down & side-to-side any? If that wasn't the case, then I could see how moving the gun closer to the camera could cause alignment issues as the sight gets higher. I assume the X-axis alignment will be fine, but yeah that was my concern with the height of the sight still lining up. I hope that makes sense
UPDATE EDIT: Yeah, my suspicions were correct about the Translation values. My very first test proved that changing the Y-axis Translation value for the gun DEFINITELY breaks alignment. - Changed the Cattleman Revolver FOV to 36.0. - Changed the Cattleman Revolver Y-value from -0.150 to 0.250. - Result is a horribly maligned gun position relative the bullet firing position. The sights aren't in the middle of the screen, being both too far right & too far down.
The same image but with a red square indicating where the bullet hit the tree just in case the bullet hole isn't obvious:
The good news is that I'm clear on what to do now (with regard to FOV/zoom, gun distance, & sight alignment). So it's just a matter of time before I do all the weapon types and have well aligned sights.
Well I guess it does break the alignment then after a certain point, especially with a positive number, though I've never changed any other offset/rotation values of revolvers/pistols except the translation y, those values are from vanilla.
Yeah, I could see a minor Y-axis change not really changing much. It would probably be misaligned by millimeters or a few pixels but to be honest that's not enough to matter functionally at the range most guns are used with ADS. At that margin of error, the ADS weapon sway is still by far the more frequent source of misses. Anyways, thanks a bunch for your all your feedback, really helped. I'll let ya know if I come up with my own polished version!
I'm looking for a fov that mirrors the distance for revolvers only when you aim in iron sights while inspecting gun, It's a little further out than vanilla, and much closer than this modded fov :))
If anyone can point me to the right line to edit that would super helpful. This is a great help so far
**Update**
I found it! excately where you said it would be
<FOV value="\d\d.0" /> (space between " and /) line 1373 (with a space)
Adjust it lower 20-30 range and perfect ;) Thanks so much to both of you, currently using MmmSpeciosa custom cos the bow FOV !!!
I've been looking forever for someone to tell me how to adjust this so thanks guys!!
holy s*** dude you are a legend. My only complaint was the sights not being aligned and yours just fixed that PERFECTLY and im able to hipfire now in first person. my goodness this is great
Wtf file are people editing? I cannot find ANY variation of FOV value="\d\d.0" (Removed < >) Space no space or even value="\d Nothing.
I cannot find the line anywhere. Am I stupid here?
Also, the iron sights do not center at all. I have tried peoples solutions using the trainers version.dll latest and old. Same with script hook. Nothing is working, I have no idea what the f*** I am doing wrong..
You need notepad++ to do the search and replace them, \d = any decimal number Make sure Regular expression is checked in Search Mode Sorry about the late reply.
I forgot to mention that if you guys want to revert the Bow offsets to vanilla, there's two sets of Bow offsets in firstperson.meta, you need to do both of them, which are atline 790 & 548
where can I decrease the FOV while mounting a horse, my on foot FOV and aim is perfect but when I mount a horse it looks so bad with the fish effect, I need to make it the same as on foot but I dont know where is that specific value
145 comments
i Reduced the ads fov on springfield to be 56 when aiming through site, because when aiming with rifle you lean in a bit and the "zoom"(drop in fov) simulates that leaning in well, still gonna test that should i make the "zoom" less, not more for sure.
<a href="https://postimg.cc/D8sFzP87" target="_blank"><img src="https://i.postimg.cc/D8sFzP87/double-action.png" alt="double-action"/></a><br/><br/>
Link here https://www.nexusmods.com/reddeadredemption2/mods/6151
I think it is even better. nearly no bugs that can't be fixed.
And also, the hand is not that far that you can't even see the "Iron sight". Just far enough.
I highly recommend going through its comments.
(Edit) I just works now yay.
Most of features from this mod is retained, I prefer hipfire for some rifles so I change them back to vanilla (switchable - read included text file). I did have to adjust some of the rifles position offsets which is a painful process... I also made a personal touch to the Bow, vanilla offsets are included as comment, there's two sets of Bow offsets in firstperson.meta, you need to do both of them, which are at line 790 & 548
Google drive download
**Read the text file for instruction to replace FOV values and hipfire offsets.
You need Notepad++ to search for any decimal numbers.
Kudos to wickedhorseman for bringing this fantastic mod to us. I am not a Modder and have no intention to take credit. Not sure if I have broken any rules by sharing it here, please let me know if I do.
RDR2's native ADS suffers from horribly misaligned sights, rendering ADS more or less unusable beyond close to short range. I've hit some medium range shots using Dead Eye to make extra sure the sight was aligned prior to firing, but the number I've missed using the same careful Dead Eye sighting process far outnumbers the hits. And the misses are always so unexpected, like I'll have the sight in the dead middle of a guy's torso, and it will still miss completely. Conversely, I've actually hit a couple where the sight was clearly way to the right. IIRC, I saw @wickedhorseman say in a comment here that the native ADS sight alignment isn't actually broken on rifles; instead the bullet is actually following the line of the scope, not the sight. This actually makes a fair amount of sense given my experience with rifles (e.g. hitting shots where the iron sight was way to the right of the target).
But @wickedhorseman's IronSight mod here is not ideal for me, either. It's certainly more accurate; I was even hitting revolver shots using ADS at short-medium range! But the fully extended arm is just too far for me. No one holds a gun like that with their arm completely straightened out lol.
So, yeah, this is perfect. Thank you so much for posting a link. I'm gonna try this right now, will report back!
So I tested it, works out of the box with a decent FOV. I would like to test some FOVs myself, as I might prefer something else (and I won't know if there's a better FOV out there for me until I try).
However, I hit a snag. Following the instructions in the FOV_Replace_Instruction.txt file, I used VSCode to search all files for the "FOV value=" string. There's 97 hits, which didn't surprise me really since I knew the number was probably made superficially larger due to all the different weapon types & 'aim stances' (there's ~4 FOV values for each weapon type, one for each aim stance).
But the snag came when I slowly realized that you didn't always use the 54.0 FOV! You mentioned that you preferred a different FOV for rifle hipfire, and that's reflected in the code, among other things. There's varying FOVs for the FCPO_WEAPON_AIM (which I assume is hipfire), weapon types (e.g. bow, rifle hipfire just like you said, etc).
Given the variety, I fear that I will never achieve an 'optimal' FOV configuration tailored to my own preferences - not without essentially replicating all the time-consuming testing you did in the first place, all just to establish what I like in terms of FOV... And that's not even accounting for any potential manual "Translation" changes to the position of the arm!
Now that I have some perspective on this project...geez. @wickedhorseman must have put in even more countless hours.
I think I'll just do a blanket FOV change just to start out: replacing 54.0 with something, and testing broad changes like that. I'm just a overwhelmed now by how much testing & time this will take to do it thoroughly the way I want (e.g. every weapon type, sight VS scope, every aim stance). This will probably get easier; maybe I can just do a blanket change & over time playing notice one weapon type's FOV needs to change or something.
I do have some questions for you, though:
1) Can you relay your understanding of the 'aim stance' item names? (I'm calling them 'aim stances' for lack of a better term.) The broad strokes are relatively easy to interpret (i.e. if it says iron sight, that's a bit of a giveaway), but why are there duplicates with different prefixes? I couldn't derive a pattern from it, ruling out weapon type, 1st vs 3rd person view, 1-handed weapons vs 2-handed weapons, etc. Here's all the different <WeaponActionIndex> items in a list:
WCCW_WEAPON_DEFAULT
WCCW_WEAPON_CARRY
WCCW_GUN_CARRY_COVER_ENTER
WCCW_GUN_IRON_SIGHT
WCCW_WEAPON_DEFAULT
WCCW_WEAPON_CARRY
WCCW_GUN_CARRY_COVER_ENTER
WCCW_GUN_IRON_SIGHT
FPTS_DEFAULT
FPTS_DEFAULT_CROUCHED
FPTS_AIM_DEFAULT
FPTS_AIM_CARRY
FPTS_AIM_IN_AIR
FPTS_AIM_IRON_SIGHT
FPTS_RELOAD
FPTS_RELOAD_CROUCHED
FPTS_RELOAD_CROUCHED_MOVING
FPCO_WEAPON_DEFAULT
FPCO_WEAPON_AIM
FPCO_WEAPON_CARRY
FPCO_GUN_HIP
FPCO_GUN_IRON_SIGHT
FPCO_WEAPON_COVER_CARRY
FPCO_WEAPON_CROUCH_CARRY
Among my questions about the aim stances:
1a) The 'aim stances' as I have taken to calling them are "WeaponActionIndex" items. What do these action prefixes mean: WCCW / FPTS / FPCO?
1b) Why are some action named slightly different? For example, the IRON_SIGHT ones are named as " *_GUN_IRON_SIGHT" in some places but " *_AIM_IRON_SIGHT" in others?
2) Out of curiosity, if I change a weapon type's FOV without simultaneously updating the accompanying weapon animation's FOV to match, what happens? I assume it's nothing dangerous, just a mismatched animation which clips or otherwise looks bad.
3) Do you have any suggestions on how to facilitate testing FOV changes? One of the most daunting parts of testing FOV is how time-consuming it is to start/stop the game so many times (because I assume FOV changes cannot be deployed & take effect while the game runs, right?)
4) What FOV are you using for the Custom First Person FOV mod? I guess I'm getting hung up on how using that custom FOV works when you are actually using different FOVs for different weapons & whatnot. Does the game just zoom in/out to accommodate the difference?
5) What is RDR2's default FOV for:
5a) In his Custom First Person FOV mod's readme file, vStar925 says, "The default horizontal FOV is 85 (21:9 is 100)." I assume this means the default ADS view. So my question is: do you know what RDR2's default FOV is for:
5a) hipfire?
5b) when not aiming (i.e. just walking around without a gun equipped)?
^^ Just pointing me in the right direction in terms of what file to look at to find the native FOV would suffice!
MOST IMPORTANT QUESTIONS
6) How can I edit en masse the "Translation" y-values for the arm? I have more or less realized my issue isn't so much with the FOV as it is the arm. I don't want the gun to be quite so small to be honest.
7) Won't editing the arm's location values affect the alignment of the sight? It honestly might not be worth it for me to open that can of worms if so, otherwise I will just end having to re-do all the testing & work that @wickedhorseman did in the first place.
My preference about hipfire isn't FOV related, what I meant is I don't use scope on those rifles so I have them restore to hipfire offset position, just like the vanilla game, that's it. Yes, FCPO_WEAPON_AIM is aiming with a white dot on screen, which is hipfire.
I did use the Custom First Person mod and set to 54 but I doubt it is necessary with a low FOV value, the in-game slider should be enough. I treat this as default FOV for FP.
Translation y: you just have to experiment with it, load a save and test, add to the value will bring it closer to you. It won't affect the alignment.
- I'll mess around with the Translation Y-values & see what I can come up with. My concern with alignment was that I'm not sure the sights are actually aligned to screen middle; in other words, if the gun/sights are moved back along the Y-axis, will it stay in the middle of the screen or will it move up/down & side-to-side any? If that wasn't the case, then I could see how moving the gun closer to the camera could cause alignment issues as the sight gets higher. I assume the X-axis alignment will be fine, but yeah that was my concern with the height of the sight still lining up. I hope that makes sense
UPDATE EDIT: Yeah, my suspicions were correct about the Translation values. My very first test proved that changing the Y-axis Translation value for the gun DEFINITELY breaks alignment.- Changed the Cattleman Revolver FOV to 36.0.
- Changed the Cattleman Revolver Y-value from -0.150 to 0.250.
- Result is a horribly maligned gun position relative the bullet firing position. The sights aren't in the middle of the screen, being both too far right & too far down.
The same image but with a red square indicating where the bullet hit the tree just in case the bullet hole isn't obvious:
The good news is that I'm clear on what to do now (with regard to FOV/zoom, gun distance, & sight alignment). So it's just a matter of time before I do all the weapon types and have well aligned sights.
Anyways, thanks a bunch for your all your feedback, really helped. I'll let ya know if I come up with my own polished version!
I'm looking for a fov that mirrors the distance for revolvers only when you aim in iron sights while inspecting gun, It's a little further out than vanilla, and much closer than this modded fov :))
If anyone can point me to the right line to edit that would super helpful. This is a great help so far
**Update**
I found it! excately where you said it would be
<FOV value="\d\d.0" /> (space between " and /) line 1373
(with a space)
Adjust it lower 20-30 range and perfect ;) Thanks so much to both of you, currently using MmmSpeciosa custom cos the bow FOV !!!
I've been looking forever for someone to tell me how to adjust this so thanks guys!!
Wtf file are people editing?
I cannot find ANY variation of FOV value="\d\d.0" (Removed < >) Space no space or even value="\d Nothing.
I cannot find the line anywhere.
Am I stupid here?
Also, the iron sights do not center at all. I have tried peoples solutions using the trainers version.dll latest and old. Same with script hook.
Nothing is working, I have no idea what the f*** I am doing wrong..
the ones without a space are hipfire and ones with space are ads.
\d = any decimal number
Make sure Regular expression is checked in Search Mode
Sorry about the late reply.
I forgot to mention that if you guys want to revert the Bow offsets to vanilla, there's two sets of Bow offsets in firstperson.meta, you need to do both of them, which are at line 790 & 548