Hi, thanks for this, must admit unfortunately I do rely on the zoom to be able to shoot everything in first person so after trying your mod I had to remove it, that said the fix you've done for the bow is really great! I know this is a big ask but is there any possibility of a bow iron sight fix that moves it to the right position without affecting the default zoom (or maybe tweakable?). Either way thanks in advance for your great work! :)
Does anyone know of a way to rebind the MouseWheelUp and MouseWheelDown that we have to use to switch to and from ironsight when aiming? Its interfering with Walking Control Complete which uses mouse wheel to walk faster/slower.
Thank you for telling about the file structure. Just uploaded a version with corrected folder structure. Sorry for inconvience caused by this overlook ':D. It's a slippery game to wrap up things at 2.30am. Well anyways, that's fixed now.
Absolutely! Every time i start modding this game i end up modding for weeks and playing for a week -_-
Btw if you want to improve this further I would suggest adding to cameras.ymt the essential fix from Horse camera centering bugfix (see the sticky post). Not everyone notices this annoyance but fixing it is harmless anyway. The lines are: LINE 13699<UNK_MEMBER_0x791B55E6 value="0.00000000"/> LINE 13700<UNK_MEMBER_0xFB0803FA value="0.00000000"/> LINE 13707<UNK_MEMBER_0xF82ED670 value="3000.00000000"/> LINE 13709<UNK_MEMBER_0x1AAAAB19 value="1.00000000"/>
Theres other things you could integrate from the other mods listed on Another Field of View Mod FOV. I use all of these changes and tbh I feel like they should be in most peoples ideal setup! Maybe you could make some optional files if you want.
For now ill try to keep the project scope on the first person gameplay. I gotta look into wagon Fov for example. But after i have done the changes for first person that come to my mind, and or those things that are noticed by others, i might look into turning this into "First and third person package". But i am not making promises about the scope expansion yet, gonna first work on the first person experience. But all these suggestions, questions and notices are valuable to me, cause i can use those as data, when i work on this, after all 200 eye pairs and minds notice more things than 1 pair of eyes and one mind :D.
Well they're not gameplay changes they're essential fixes of things that annoy everyone. It sucks having to edit the entries manually whenever someone makes a cameras.ymt mod. These should be mandatory QoL changes for all camera modders.
I am at the moment going over the "Another field of view mods" .ymt and .meta files. Looking to set all action fovs to walking fov , and also gonna look into making the "Horse camera centering bugfix" a part of this mod. I gotta start crafting my own install.xml after those changes.
i'll be uploading an updated version ones i get the "every firstPersonActionStateFov " equal to firstPersonWalkingFov(ones i find the correct files, find the correct things to change in those files and make sure it passes feature testing and version testing, what i mean ones "everything just works"), then i gonna find the file that defines horseback bow aiming and make that non-wonkey and working.
Then gotta craft that install.xml and come up with a name for this mod that is not plagiarism to original ironsight mod, cause after the following changes this is not anymore a "Ironsight mod's ironsights alinged" in my opinion, but more like this becomes own independent thing, cause the deviation is so strong at that point from the original ironsight mod.
I also thought about the "No blackbars during cutscenes" optional version, and i gonna be looking into that after the following has being done. To be honest the "No blackbards during cutscenes" does not seem like a lot of work, but i just have to prioritize these steps ':D.
Took a while to respond, cause i had to go over "What to improve in my solution" and define the next miniproject categories in this project based on the feedback, questions and my own notices, and also look into the suggestions and try to understand what they are and what they do.
Oh, and now in (not yet published) version that is on my pc i have fixed the annoying firstPersonHipAimCameraJerk that was annoying at least for me and also decreased the longArmADS by -1, so that the "Jerk" is not present when aiming. Atleast in my testing it does not feel like arthur is tunnel visioning into the ether, but the aiming feels alot more smoother, because there is no Jerk.
If you have other QoL improvements when it comes to the Camera(Preferably firstPersonView), that i could look into, i would be happy to know about them.
Sounds great cant wait to see what more you make of this mod! Oh yeah for sure, those little tweaks take a minute to edit in notepad. The longer one is the Remove reticle sway because it has like 20 lines or something.
Its been a nightmare finding the right combo of mods to use to get a tasteful experience. But your mod is a godsend and now i've settled for playing with ironsights so i dont need to freaking find a solution to all my stupid 3rd and 1st person zooms and FOV bs! I've combined your mod with the following mods for right now the best setup I could come up with: Mavericks Weapons and Catalog Your mod + its pre-requisites + the optional ironsight strafe animations from the ironsight page No Zoom Aiming so it doesnt keep moving the camera around too much every time i press right mouse No Zoom Aiming - Mavericks Weapons patch Toggle ADS (Aim Down Sight) with the following ini settings so you can just tap right mouse to switch in and out of 1st person instantly: ShortPress=0 LongPress=300 HoldADS=1
Also I just found No zoom iron sight - ADS on horse which adds the ability to have a pseudo-ADS on horse back but it doesnt look quite as good as real ADS. It doesnt remove the dot reticle and its not well centered on the actual weapon's physical ironsight so you cant really shoot without the reticle. Maybe one day someone can come up with a better way to implement it and all those things together for a perfect, streamlined experience.
Yeh it will take a while, but in terms of work it'll be like vacation compared to 100h of adjusting the aiming modes on those guns.
In this mod i actually removed the pseudo-ads that was in ironsight original (the ADS and "HipAim" actually behave under the same coordinate axis and rotations, when it comes to their value configuration, so in a sense one could make the "HipAim" to ADS and ADS to HipAim with correct values), because well... there only is two modes of aiming in this game(well technically third if quick drawing and flooring the gun is aiming), so if there is Horseback-ADS(HipAim changed to ADS), then there will be no HipAim for that weapon, and atleast for myself the lore excuse is that "It is very hard to ads and shoot correct while galloping". And i like the HipAim feature.(and no, i am not re adjusting the weapons to have Horseback-ads from HipAim mode).
One solution to Horseback-ADS would be if someone added an actual ads while horseback riding(Cause at the moment there really is only the "HipAim" when riding). I dont know how that would be done and it is out of my set of skills and understanding at the moment. My quess is that it probably would be an .ASI mod.
Some mods i could actually add as suggestions in the future to go alongside this mod, such that they would not conflict with this mod, but would complement it well. Meaning those suggested mods would not edit the same files. One that comes to mind is Different camera angle for the third person view, and that Toggle ads mod. Only small issue with Different camera angle is that the Camera when visiting barber is bit too low, such that you cant see your hair when your hair is being cut, but everything else works perfect in that mod.
Oh and by the way, you could try without the optional strafe animations that can be downloaded from the original ironsight, because this "Alinged and adjusted" uses now Storymode animations for those activities, where as original ironsight uses Multiplayer animations. The difference is that the Multiplayer animations are fast paced, and the storymode animations are slower. I just like the slower and more fluid animations more that are present in the storymode. Must see that rdr2 multiplayer has different set of animations compared to Storymode. But ill come back to the comment section to talk more, ones i get here to upload the updated version, cause i allready have a page full of improvements that i gotta figure out how to implement and make work together as a coherent whole :D.
Very cool man I will try it. Yeah I actually just kinda noticed that something was bugging me when strafing. Could be after I added some of these other mods after idk. I'll try without it. I'll play around with that DCA mod too! Thanks for the suggestions!
Found another (i would consider) essential camera tweak that was easily added in my cameras.ymt. Worked like a charm. No Drawn Weapon Zoom Just have to comment out like 10 lines that have these values: 0xD9A293BF 0x45235A67
So the lines look like this in my notepad for easy future reference <!--<Name>0xD9A293BF</Name>--><!--No Zoom On Draw Weapon--> <!--<Name>0x45235A67</Name>--><!--No Zoom On Draw Weapon-->
Wow great job! The game is really great in first person. I've made too many edits to be able to replace .ymt files so I appreciate you sharing so much information. Endorsed!
36 comments
<Item key="WEAPON_BOW_IMPROVED" type="CWeaponAnimations">
<StrafeAnimationSet ref="Default_FirstPerson" />
<FPSCameraOffsets>
<Item>
<FOV value="40.0"/>
<Translation x="-0.086" y="0.001" z="0.123"/>
<Rotation x="2.001" y="-11.000" z="1.400"/>
<WeaponActionIndex>FPCO_WEAPON_AIM</WeaponActionIndex>
And:
<Item key="WEAPON_BOW" type="CWeaponAnimations">
<StrafeAnimationSet ref="Default_FirstPerson" />
<FPSCameraOffsets>
<Item>
<FOV value="40.0"/>
<Translation x="0.000000" y="0.000000" z="0.060000"/>
<Rotation x="0.000000" y="0.000000" z="0.000000"/>
<WeaponActionIndex>FPCO_WEAPON_DEFAULT</WeaponActionIndex>
</Item>
<Item>
<FOV value="40.0"/>
<Translation x="-0.086" y="0.001" z="0.123"/>
<Rotation x="2.001" y="-11.000" z="1.400"/>
<WeaponActionIndex>FPCO_WEAPON_AIM</WeaponActionIndex>
However would love an optional file to account for the No black bars version of Custom first person FOV
Also the file structure is lml\Custom First Person FOV\data\cameras.ymt not lml\Custom First Person FOV\cameras.ymt
Btw if you want to improve this further I would suggest adding to cameras.ymt the essential fix from Horse camera centering bugfix (see the sticky post). Not everyone notices this annoyance but fixing it is harmless anyway.
The lines are:
LINE 13699<UNK_MEMBER_0x791B55E6 value="0.00000000"/>
LINE 13700<UNK_MEMBER_0xFB0803FA value="0.00000000"/>
LINE 13707<UNK_MEMBER_0xF82ED670 value="3000.00000000"/>
LINE 13709<UNK_MEMBER_0x1AAAAB19 value="1.00000000"/>
To Remove Black Bars in Cutscenes:
LINE 46341<UNK_MEMBER_0xAE00384B value="1.77800000"/>
Theres other things you could integrate from the other mods listed on Another Field of View Mod FOV.
I use all of these changes and tbh I feel like they should be in most peoples ideal setup! Maybe you could make some optional files if you want.
i'll be uploading an updated version ones i get the "every firstPersonActionStateFov " equal to firstPersonWalkingFov(ones i find the correct files, find the correct things to change in those files and make sure it passes feature testing and version testing, what i mean ones "everything just works"), then i gonna find the file that defines horseback bow aiming and make that non-wonkey and working.
Then gotta craft that install.xml and come up with a name for this mod that is not plagiarism to original ironsight mod, cause after the following changes this is not anymore a "Ironsight mod's ironsights alinged" in my opinion, but more like this becomes own independent thing, cause the deviation is so strong at that point from the original ironsight mod.
I also thought about the "No blackbars during cutscenes" optional version, and i gonna be looking into that after the following has being done. To be honest the "No blackbards during cutscenes" does not seem like a lot of work, but i just have to prioritize these steps ':D.
Oh, and now in (not yet published) version that is on my pc i have fixed the annoying firstPersonHipAimCameraJerk that was annoying at least for me and also decreased the longArmADS by -1, so that the "Jerk" is not present when aiming. Atleast in my testing it does not feel like arthur is tunnel visioning into the ether, but the aiming feels alot more smoother, because there is no Jerk.
If you have other QoL improvements when it comes to the Camera(Preferably firstPersonView), that i could look into, i would be happy to know about them.
Oh yeah for sure, those little tweaks take a minute to edit in notepad. The longer one is the Remove reticle sway because it has like 20 lines or something.
Its been a nightmare finding the right combo of mods to use to get a tasteful experience. But your mod is a godsend and now i've settled for playing with ironsights so i dont need to freaking find a solution to all my stupid 3rd and 1st person zooms and FOV bs! I've combined your mod with the following mods for right now the best setup I could come up with:
Mavericks Weapons and Catalog
Your mod + its pre-requisites + the optional ironsight strafe animations from the ironsight page
No Zoom Aiming so it doesnt keep moving the camera around too much every time i press right mouse
No Zoom Aiming - Mavericks Weapons patch
Toggle ADS (Aim Down Sight) with the following ini settings so you can just tap right mouse to switch in and out of 1st person instantly:
ShortPress=0
LongPress=300
HoldADS=1
Also I just found No zoom iron sight - ADS on horse which adds the ability to have a pseudo-ADS on horse back but it doesnt look quite as good as real ADS. It doesnt remove the dot reticle and its not well centered on the actual weapon's physical ironsight so you cant really shoot without the reticle. Maybe one day someone can come up with a better way to implement it and all those things together for a perfect, streamlined experience.
In this mod i actually removed the pseudo-ads that was in ironsight original (the ADS and "HipAim" actually behave under the same coordinate axis and rotations, when it comes to their value configuration, so in a sense one could make the "HipAim" to ADS and ADS to HipAim with correct values), because well... there only is two modes of aiming in this game(well technically third if quick drawing and flooring the gun is aiming), so if there is Horseback-ADS(HipAim changed to ADS), then there will be no HipAim for that weapon, and atleast for myself the lore excuse is that "It is very hard to ads and shoot correct while galloping". And i like the HipAim feature.(and no, i am not re adjusting the weapons to have Horseback-ads from HipAim mode).
One solution to Horseback-ADS would be if someone added an actual ads while horseback riding(Cause at the moment there really is only the "HipAim" when riding). I dont know how that would be done and it is out of my set of skills and understanding at the moment. My quess is that it probably would be an .ASI mod.
Some mods i could actually add as suggestions in the future to go alongside this mod, such that they would not conflict with this mod, but would complement it well. Meaning those suggested mods would not edit the same files. One that comes to mind is Different camera angle for the third person view, and that Toggle ads mod. Only small issue with Different camera angle is that the Camera when visiting barber is bit too low, such that you cant see your hair when your hair is being cut, but everything else works perfect in that mod.
Oh and by the way, you could try without the optional strafe animations that can be downloaded from the original ironsight, because this "Alinged and adjusted" uses now Storymode animations for those activities, where as original ironsight uses Multiplayer animations. The difference is that the Multiplayer animations are fast paced, and the storymode animations are slower. I just like the slower and more fluid animations more that are present in the storymode. Must see that rdr2 multiplayer has different set of animations compared to Storymode.
But ill come back to the comment section to talk more, ones i get here to upload the updated version, cause i allready have a page full of improvements that i gotta figure out how to implement and make work together as a coherent whole :D.
No Drawn Weapon Zoom
Just have to comment out like 10 lines that have these values:
0xD9A293BF
0x45235A67
So the lines look like this in my notepad for easy future reference
<!--<Name>0xD9A293BF</Name>--><!--No Zoom On Draw Weapon-->
<!--<Name>0x45235A67</Name>--><!--No Zoom On Draw Weapon-->