As of 1.2.0 the Utility Scripts are packaged with BCFM.
If you were struggling with errors related to the utility scripts, download the latest version =====================================================
BCFM should no longer break in the minecart sequence.
Bullets will hit where they always have with the exception of very close range(1-2 meters/yards). Within very short range, there is a slight offset due to the weapon being down and left of the camera. This should feel much more intuitive for point shooting.
If you are using Universal Lasers you will need to reset scripts at the intermission of the minecart sequence and again when it ends. See the mod page for further detail.
Thanks for the mod! Does "Give the .rar directly to Fluffy Mod Manager" mean place the file into the mods folder, or leave it in the downloads? I have tried for days to get any mod working and nothing has worked.
I wouldn't think so but the way to find out is to start with only BCFM enabled and see if it crashes on startup. If not, enable the mods one at a time until you find the culprit. Let me know if you figure out which one is doing it so that I can look into a fix!
Also if you are using Razor's trainer, several settings there can be unstable and cause issues with various other mods. That's something to check as well.
Thanks and let me know what you find or if I can be of any further assistance!
This is my list, i tried disabling each and running each of them individually, I figured mods that altering or adding gameplay mechanics are really performance intensive. With nothing on it avg around 85fps on my 1080ti, kick open doors for some reason cap my fps at 30, Bullets come from the muzzle drops my frame to around 47
Just did some testing again and i can confirm but from 100 avg to 39 unlike last time, also the Ultimate Trainer is also a culprit but during my testing i did disabling that Edit: nvm i figured it out thanks for the absolute godsend mods btw
These sorts of issues aren't uncommon, especially with mod conflicts that cause large performance hits.. Do you mind posting what the issue was so I can add it to the list of known conflicts/issues?
(I posted this on the other mod's page as well, but I will also post it here for posterity.)
Out of curiosity, do you know how this would react with the "RE4R REbalance" preset mod? Would it just affect the reticle closing speed like it already does, more or less pairing with the mod seamlessly? Or do you think it would get messed with from the way BCFM changes the bullets into raycasting?
It will pair seamlessly. BCFM mostly only changes the start point of where bullets originate. There are minor changes to the impact point at very close range, but not in a way that will cause issues with DWP profiles. The game calculates the theoretical bullet impact with perfect accuracy first, then applies spread upon actually sending the bullet. Those small changes BCFM makes only apply to the theoretical impact, so spread is still applied according to your chosen DWP profile.
As for the raycasting, the game already uses raycasts to determine bullet trajectory. BCFM uses the exact same system as default for bullets, it just changes the start point of where the rays are cast from, and then at very close ranges it applies a smooth offset to the end point so that shooting feels more natural and intuitive up close. This offset essentially mimics the parallax that your brain naturally expects to be present.
Any plans on getting rid of stumble when an enemy runs into you? Like when you shoot them in the legs and they fall into you and you stumble. Or when they're running at you and you shoot their head off and their headless body stumbles you, or when they drop from a ledge above you, they just randomly run into you etc
Will it be possible to add an option to free the reticle to Leons aim and play with his shaky hands? (Similar to RE4 2005, Metroid Prime, Goldeneye, etc. I get a turning boundary box isn't possible, but I'd be down with Leon's Parkinsons to the gameplay.)
I'm not sure about the reticle itself being tied to his hands/gun, though I'm sure this could be done. I think I'm close to being able to make the lasers work this way though and with a large reduction in the handshake, possibly even a way to remove it entirely.
The laser will come from the gun and only draw to where the bullet lands, so it will essentially work like a real laser that sort of auto ranges itself. No more weird stretching of the lasers. Erwin has been working on a massive piece of this puzzle, so send some love his way!
Hello, Mr. Boobie, I am a loyal user of DWP.Thank you for everything you have done. Your work has made this game even better. Could you please fix the aiming actions of the M870 (Ada), Striker, and TMP (without accessories)?Just like Leon using the M870 and Krauser using the TMP aiming action.The default aiming action of these guns is a disaster for close range shooting experience.By the way, Ada's crossbow arrow's default aiming action is also shifted a lot to the right, just like shooting towards her right side, especially when Ada's back is tightly against the wall. At this point, the crossbow arrow's aiming action is completely out of sync with the laser. Is there a chance to fix it? Thank you very much!I'm sorry for making the request to you, after all, these tasks should be completed by CAPCOM.
I've just found a way to make characters not point guns off to the right of the actual point of aim. It is likely going to take some time to experiment and integrate it with BCFM and UL, but it should allow for much more intuitive gameplay. It will also allow me to make the lasers work much more naturally without the distortions on high recoiling weapons.
As for aiming animations, I will experiment and see what I can do. If I can get something together that's better than vanilla, I'll definitely release it!
This is a problem I'm working on a fix for. The CQBR has some oddities that the other weapons don't. If you use Universal Lasers the laser dot will accurately tell you where bullets will land in the mean time.
54 comments
If you were struggling with errors related to the utility scripts, download the latest version
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Also if you are using Razor's trainer, several settings there can be unstable and cause issues with various other mods. That's something to check as well.
Thanks and let me know what you find or if I can be of any further assistance!
What hardware are you working with and what graphics settings?
Edit: nvm i figured it out thanks for the absolute godsend mods btw
Out of curiosity, do you know how this would react with the "RE4R REbalance" preset mod?
Would it just affect the reticle closing speed like it already does, more or
less pairing with the mod seamlessly? Or do you think it would get
messed with from the way BCFM changes the bullets into raycasting?
As for the raycasting, the game already uses raycasts to determine bullet trajectory. BCFM uses the exact same system as default for bullets, it just changes the start point of where the rays are cast from, and then at very close ranges it applies a smooth offset to the end point so that shooting feels more natural and intuitive up close. This offset essentially mimics the parallax that your brain naturally expects to be present.
Thanks!
The laser will come from the gun and only draw to where the bullet lands, so it will essentially work like a real laser that sort of auto ranges itself. No more weird stretching of the lasers. Erwin has been working on a massive piece of this puzzle, so send some love his way!
As for aiming animations, I will experiment and see what I can do. If I can get something together that's better than vanilla, I'll definitely release it!
Thanks for the comment and support!
Everything's fine , except CQBR(with scope) always miss the target.
· 👈bullet hits here
—— · ——👈target here