An attempt at completely redoing the scope overlays so that they match their respective attached weapons while attempting to retain the aesthetics of PiP Scopes. Converts certain 3D and PiP scopes to use 2D overlays instead.
Hello!
First, thanks for checking out my mod, it's been in developpement for a long time.
This is an early version of a massive mod I happened to start working on a while back. At first, I only wanted to replace Pip Scopes with 2D ones. By doing so, I discovered I could make 1920x1080 textures to overlay in the game, meaning they could cover a whole lot more of the screen than with the previous method. I also enjoyed the process quite a bit. I then started editing some of the overlays I liked less to make my own to my preference. Next thing I know, I was redoing all the scope overlays in the game to make them more immersive. This is the culmination of my work, so far, but I'm not done yet. I'm just satsified enough with what I have to release it to the public in an early and, hopefully, not too buggy state.
It is also literally my first mod ever. I could've started with something smaller, but I didn't, for better or worse.
Q: The scope reticles are not centered and partially off-screen. What's the issue?
A: You are probably playing on DX8 or DX9 and haven't installed the patch for these older versions of DX.
Q: The mod crashes to my desktop and says its missing an xml node that looks like this: "wpn_crosshair_scope_gun_variant"
A: This means that either another scope mod is overwriting my scope_16.xml or scope_21.xml file. To prevent this from happening, either uninstall the other scope mod to remove visual glitches or move my mod closer to the bottom of the load order, after any other mods affecting the scope_16.xml and scope_21.xml files. Not removing another scope mod will probably lead to visual glitches in game. Those are fixable if you know what you are doing.
Q: Your mod isn't compatible with certain weapon packs or mod packs.
A: That is to be expected. While some people are doing patches for other mod packs or gun packs, this scope pack is expected to work only with Vanilla and Vanilla + BaS weapons. With that being said, patches are fairly easy to do and there is a ton of scope overlays already done that might work with your install. Most of the work can be done by editing the mod_system_... file from my mod. Backup the original version and experiment away! That's how I did it.
Now supports 16:9, 16:10 and 21:9 ratios. Other ratios might be supported down the line, on demand.
The base mod is only DX10+ compatible but a DX8-DX9 patch is included. The mod isn't entirely compatible with GAMMA natively although some people on the GAMMA discord are actively working on patching it to make it work.
The mod feature 200+ scope overlays, with almost all the following scopes in vanilla and BAS weapons completely adapted to fit the weapon it is mounted on.
Scopes with overlay variations are:
- ACOG
- PSO1 without eyecup (BaS)
- Mark 4 scope (BaS)
- March Scope (BaS)
- Specter Scope (BaS)
- Giperion Scope (BaS)
- PU
- PK-A (BaS)
Full HD Scope overlays, based on in game screenshots for more accuracy and immersion
The majority of crosshairs are recreated pixel by pixel and scaled down by 2 to preserve the accuracy of the crosshair. Some need to be reworked down the line to be less blurry, but do align with the center correctly.
DLTX implemented, will need to iron out bugs as they appear, if (more likely when) they do.
Currently supports all vanilla weapons and BaS weapons. Will support all of them and a few other weapon mods down the line.
Supports Shader Driven Scopes. It's highly recommended that you use it with this mod for full effect.
A Script that makes you unscope any bolt action after firing to cycle the action that now detects your FOV automatically and doesn't force unscoping on alternate red-dot sights or iron sights.
Until we have a segmented animation to create a Farcry2esque approach, this is the closest to what I wanted to implement
The mods includes patches for Trader Overhaul and Starting Loadouts rebalanced.
Optional files also include features for those of you who use NV_Binoc_scopes_Toggle and/or Beef's NVGs. The files included in the optional section allow you to use Beef's NVGs effects with NVG scopes and removes that effect when using alternate sights. Requires Beef's NVGs (obviously). The beef optional file allows you to do the opposite: you can use your NVGs with alternate iron sights when your main aiming option is a scope. It also allows you to use alt-aim options with lasers without loosing the NVGs.
In short, my mod aims to make scope overlays prettier and harder to use. It also attempts to create a progression dynamic to push players to use higher-end scopes.
Prettier scopes for immersion
Because I like pretty overlays and I wanted a little bit more immersion, I decided to move the head back to give a little more context to the player. I try to take a screenshot of the weapon at the distance your character aims while using iron sights, then I edit that screenshot into an overlay. Sometimes, the result is on point and, other times, some overlays have stupidly small scope apertures because of how poorly the weapon is actually set up in the game. While I try to correct these issues, I prefer to compromise on the scope fov instead of moving the character's head too much forward, since the goal is to be immersed. In fewer words, my mod sometimes makes aesthetic compromises that might affect ease of gameplay.
Harder to use in movement or CQC
I always felt that scopes had huge versatility in the game because of how big the radius to look through was. Because of this, I ended up using them almost as red dot sights in situation were they should be impractical. Since BaS has a lot of guns with alternate sights, I found it sad that they seemed to have little to no purpose in my game. So i wanted to put scopes in a more niche role of long range, less mobile engagements.
No more 3D scopes
I didn't like how they looked or handled in the game so I prefer to have better 2D overlays for all these scopes. It won't touch red dot sights except the PKA, because it uses PiP.
Improve the performance by removing PiP
At the same time, I quite liked the idea of PiP scopes, but not the performance hit. So this was an attempt to compromise between PiPs and 2D scopes As a result, the area where the target is visible inside the scope is usually much smaller or comes with the downside of hiding big parts of your peripheral view.
Scope tiering system (to be fully implemented)
My mod aims to make all scopes fit into different price tiers and niches. This is not to make the scopes handle realistically, but to make it feel like there is a progression to scope qualities. PU scopes and the Kar98 scopes are starter scopes with tiny scope FOVs that are definetly usable, but less versatile than other higher quality scopes. PSO1s with eyecups have great visibility, but extremely poor peripheral view, fixed zoom and a scope fog that covers the lens easily. ACOGs on the other hand usually have a smaller zoomed area while maintaining peripheral view.
While I know this isn't entirely realistic, especially in the case of ACOGs, I made this choice since ACOGs are usually pretty easy to find in the Zone which makes them very accessible. While I do think the current overlay iteration maybe has pushed that dial too far for certain weapons, I wanted to give an incentive to use other scopes like the Leupold Mark 4, the Elcan Specter and the March F on weapons by making the ACOG a middle of the pack scope.
**Tier 1**
Mosin PU (1650 RU) (The reason why the price is higher than a ZF9 scope is because this scope has more versatility and fits on more rifles than the other option. It's a good early game scope for hard hitting rifles, so it's now a bit pricier.)
Kar98 Vanilla ZF9 (900 RU) (Even if this scope should be more rare than a PU scope in the zone, the Kar98 is already a weapon that is a rarity in itself and uses an almost dedicated caliber. This is to make the scope more accessible to an already less accessible rifle.)
Poor visibility, small aperture, fixed zoom. Usable only in stationnary firing positions.
**Tier 2** (around 2200 RU)
Other PU scopes: Small apertures
G43 scope: Small apertures
AUG A1: Smallest aperture, Almost no fog
1p29: Big aperture, low peripheral vision.
1p29 no eyecup: Medium aperture, but acceptable peripheral vision.
SUSAT: Medium aperture, good peripheral vision. Restricted to L85s.
Kashtan: Small aperture, limited fog. A poor man's CQC scope.
PSO-1: Biggest aperture in the game for a standard scope, low peripheral vision. Fog restrictive
Improved visibility, medium aperture, fixed zoom. Not very usable in gunfights that require more mobility, unless the zoom level is very small. (<x2)
If the scope has an eyecup, the aperture size is going to be bigger to compensate the lack of peripheral visibility
**Tier 3 Specialisation tier** (Price tier around 4000 Ru)
ACOGs: First retrolit scope. Smallest aperture in class. (Not realistic, I know, but ACOGs are super duper easy to find. It's a balancing choice based on gameplay.)
Specter: The CQC scope. Limited retrolit. Same aperture size to the ACOG, but scope fog is going to clear up faster. Larger than the aperture to allow better visibility during movement. Alternate sight adds for better peripheral visibility in CQC.
Mark 4: First long range scope. Similar aperture size to the ACOG, but has adjustable zoom for more flexibility. Dot retrolit.
PSO-1 no eyecup: Biggest apperture in class without eyecup. Fixed zoom, normal fog and no retrolight.
1p93: First appearance of a night vision scope. Small aperture, similar to PU, no peripherals. Semi usable fog for the upgraded 1p93 version, but pricier, in between the TIer 4 and tier 3 (around 7500RU)
PSO-1-M2: Biggest aperture in the game for a standard scope. Also retrolit. Fixed Zoom. Compensated by poor peripheral visibility. Fog Restrictive
**Tier 4 Luxury tier** (Around 10000 RU)
MarchF: Biggest aperture in the game with adjustable zoom. A better Mark 4 essentially.
Giperion: Aperture size should be BIGGER than Mark 4, but has adjustable zoom. Retrolit crosshair integrated for better low-light visibility
PN-23: Best NV scope of the game. Aperture size still small, but bigger than its predecessor.
**Tier 5 Legend tier** (Around 25000 RU)
Gauss Rifle scope: Automated target IDing. Retrolit scope. Big aperture size. Adjustable Zoom. (Features of automatic target IDing are not implemented yet. I will either find a mod that does it and edit it, or make it highly recommended)
Giperion Lynx: Retrolit, Biggest aperture of the game, adjustable zoom, acceptable peripheral visibility.
Modded exes are required
Other recommended mods
My mod is mainly built to complement Boomsticks and Sharpsticks' scope variety.
Shader Driven Scopes is also a great complement for improving your immersion.
With Beef's NVGs patches also comes my recommendation to use that mod and to also use NV BINOC & SCOPES TOGGLE V1.0.7 that attempts to apply beef's shaders to NV scopes. A patch is also included to allow the use of alternate sights without the nightvision effect of the scope applying to it.
Recommended settings
For Beef's NVGs, I recommend you do not allow the use of NVGs while aiming down the sights. The patch I provide allows you to use your NVGs with iron sights, red dots and lasers. So you can install my patch for this effect.
As a couple of you have asked, here are my recommended settings for Shader Driven scopes that you can enter in the console. VERY IMPORTANT NOTE: These recommendation are going to make all scopes a lot harder to use while moving around. The goal is to make them fit the niche of long range, less mobile engagements and incentivize you to use either alternate iron sights, red dots or lasers when trying to move and aim at the same time. It also makes all scopes with bigger lenses more usable while moving.
Here are the settings:
scope_brightness: 1.0
scope_ca 0.005
scope_factor 0.66
scope_fog_interp 0.06
scope_fog_radius 1.0
scope_fog_sharp 4.0
scope_fog_swayAim 0.66
scope_fog_swayMove 0.4
scope_fog_travel 0.8
NOW COMPATIBLE WITH ALL DX VERSIONS WITH A VERY SIMPLE FIX AVAILABLE IN THE PATCH SECTION
This mod changes the way the SVT, SKS, Mosin and Type 63 handle the scope attachement. instead of using the weapon addon system, it manages the scopes like most other in game weapons like the M16 or all AKs. While it is fully DLTXified, if other mods reference this scope, like trader overhaul or new game loadouts, this means that the scope will not appear in loot tables or at traders. If the new scope ends up being removed from the loot table, this might cause bugs or crashes. I no longer think this change might break the game. I do offer a self contained solution in my mod with patches for trader overhaul and starting loadout rebalanced though.
Since it also changes significantly how scope overlays appear on screen by changing the scope16.xml file, this also means that other scope overlay mods will not be compatible without some form of rework. If you like to mix and match scope overlays, then this mod probably isn't for you unless you want to put in the extra work to make them compatible.
I will look into making a more compatible version eventually for the PU scope by using a single overlay for all weapons that use it, but this is low on my priority list.
Mods like Free Zoom will work with this mod, but expect odd behaviour from certain bolt actions that are managed by the auto-unscope script. Weapons might unscope from alt sight if using free zoom while aiming through them or might unscope even if they only have an iron sight. Personnally, I'd recommend not using it with this mod, both because of this and because it kind of defeats certain features of my mod. But you do you.
GAMMA isn't currently natively compatible and won't work with EFP either without adaptation. Some people are already working on a patch for GAMMA in the GAMMA discord and I'm in the process of making an EFP implementation myself.
My mod should be overwriting any other scope overlay mods and HAS to overwrite your scope_16.xml/scope_21.xml file in your install to make it work. This should work in 99% of cases. I recommend using MO2. If you install this manually, just make sure this is one of the last mods you put in your folder and let it overwrite everything.
THIS MOD IS UNSAFE TO REMOVE MID-PLAYTHROUGH
If you are part of the 1% and still have issues and crashes after this, it might be because another mod adds a new scope overlay my mod doesn't account for. You can simply leave a comment with the error, tell me which mod in your install adds a scope_16.xml/scope_21.xml file and I'll be able to provide a patch and guide you through debugging.
SVT40 overlay
SKS overlay
Mosin Overlay
Mk14 overlay
LR300 overlay
Sig550 overlay
RPK16 (BaS) overlay
Scar Expert (BaS) overlay
R700 McMillan (BaS)
PKM Pso1 no cup overlay (BaS)
Kar98 ZF9 overlay
RD74 Specter overlay (BaS)
ADAR overlay (BaS)
An outdated demo that explains it in a non-scripted fashion here: Youtube.com
All the original content of this mod is licensed under Creative Commons BY=NC-SA. You can remix adapt, and build upon my work non-commercially, as long as you credit me and license your new creations under the identical terms. (In fact, I invite you to build upon it. Stalker Anomaly is built by a community and content like mine should belong to that community.)
You can include this in your modpacks as long as no revenue is generated from doing so.
This mod uses demonized_timed_events scripts for the optional part of the mod. I do not own such scripts and the creative commons license does not apply to their scripts. I encourage you to download Mr Demonized's mods to use the scripts from their own mods instead. The same is the case with Beef's NVGs and NV scope scripts, although they have been altered by me. If the presence of these scripts becomes an issue, I'll gladly comply with the instructions of their author and adapt this mod accordingly.
The rest of the content is the result of my own work modifying elements from anomaly, such as config files and in-game screenshots.
Average
9.876 votes submitted.
Reserved for updates on upcoming features, fixes currently in the works and other informational items
High Priority fixes:
Not that high, but I will push a fix for the SVD Lynx in 21:9 since the overlay is bugged visually. Nothing causing a crash, but definetly immersion breaking.
None at the moment. Only issue is with the patch for NV BINOC & SCOPES TOGGLE V1.0.7 that is working, but barely. I will revisit it at some point to improve it, but currently the major bugs have been ironed out.
Upcoming features (in a somewhat priority order):
- A Night Vision Manager for different aim states. Allow the use of NVGs with non-scopes and apply a different NV effect for NV scopes fluidly.
- Touching up some of the less satisfactory overlays
- Make this mod compatible with other weapon packs. Currently, I'm looking at Augmented pack, the G36 Pack and the new SR25.
- Make full implementations with certain modpacks. Currently looking at EFP. GAMMA has a functional patch on their discord, but it isn't a full implementation.
Nice to haves currently in exploration:
- Adding the Classic binocular detection from older games to the Gauss Scope. (This has proven more difficult than I would've thought. It's partially tied into the engine. Will keep exploring, but it might take a while to make it work.)
- Add functionality to the Gauss Scope
- Implement a more compatible version that doesn't alter the way the PU scope works in the game currently.
Done Fixes:
- Making lit-up reticles for BaS tactical kits to allow better visibility, further distinguishing them from "normal" scopes.
- Resaving most images in a more compressed format to save space with minimal quality loss and make the lens less jarring.
- Adding recommended settings for shader driven scopes
- Finishing all overlays for vanilla anomaly and BaS
- DX8 and DX9 Support
- Automatic device fov detection to make the unbolting script more reliable.
- DLTXify the PU scope changes
- Patches for Trader overhaul and Starting Loadouts Rebalanced. I couldn't DLTXify them for some (probably obvious) reason, so a patch it is until I can make it work otherwise.
- More screen ratio support
- Add the SVT-40 (Modern) and SKS (Modern) to the list of weapons using the PU scope.
**Reserved for Change log**
**Release v.04.2.1 (2023/11/03)**
Fixed a directory issue with the BaS SKS improved Patch
**Release v.04.2 (2023/11/01)**
Reworked the File structure to hopefully improve the installation process.
Fixed the SKS and SVT Modern that were left out of the game.
Added a patch for the BaS SKS improved mod
Thank you for your patience
**Release v.04.1.3 (2023/09/09)**
Fixed an issue with the RPK-16 Tactical kit reticle
**Release v.04.1.2 (2023/07/25)**
Fixed a directory issue for the 16:10 patch.
**Release v.04.1.1 (2023/07/24)**
Removed scripts from main folders, causing crashes.
**Release v.04.1 (2023/07/22)**
- Fixes for the 16:10 screen ratio for certain overlays.
- Added new overlays for any weapon using tactical kits and a few more.
- Added a couple of weapons that were forgotten last update.
- Correction to certain overlays that were not using the standardized scope diameter.
**Release v.04 (2023/06/30)**
All BaS and Vanilla Scopes are now implemented in the game. From now on, Updates will either improve upon what was built-on or add new features to fully fledge the mod to what I want it to be.
**Release v.03.4 (2023/06/25)**
Fully DLTXified the mod, including the trade and loadout changes
**Release v.03.3 (2023/06/23)**
Fixed an issue with the unbolting script that prevented you from re-aiming with a Kar98 without a scope if you unscoped while the cycling animation was playing.
Fixed a directory issue that prevented the trade changes to apply correctly. The new PU scope should be in traders inventory now.
**Release v.03.2 (2023/06/20)**
By fiddling around with the scope related config files, I've managed to make a DX8-9 compatible patch.
**Release v.03.1 (2023/06/19)**
Fixed a bug for the tactical kit with the AK CAA that caused a crash
**Release v.03.0 (2023/06/16)**
Vanilla + BaS implementation is almost entirely completed, only missing the PKA Scope
Rework on a ton of overlays to provide a more consistent experience while using the same scope on different weapons. All overlays of the same scope have the same aperture size.
Implementation of the basic version of scope tiering
Otherwise, a couple of bug fixes:
Gauss Rifle scope reticle wasn't aligned properly, 10 pixels too low, so I fixed it.
Fixed issue with the AK CAA that didn't have a proper overlay for one of its tactical kits in the DLTX file.
Removed all NVGs scripts from the main script section and made them exclusively contained in the patches folders.
Correctly identified the folder as a patch for NV BINOC & SCOPES TOGGLE V1.0.7 to avoid any confusion during the installation.
All Variable zoom scopes have their variable zoom enabled now. Enjoy!
**Release v.02.1 (2023/05/29)**
Fixed the AUG overlay that had an incorrect transparency value
Fixed an issue with the hk417 that attempted to use an inexistent overlay, causing a crash.
All scope overlays have been saved in a more compressed format that doesn't compromise visual quality in any noticeable manner but reduces file size to 0.25x their original value.
Reduced the opacity of the lens effect of most scopes to make it less jarring.
**Release v.02.0 (2023/05/29)**
Don't ask me why I skipped "1", I just forgot I started at 0.
All scopes have a new overlay for all versions of Vanilla guns and BAS except the PKA sight and RPG sight. More variations to be added.
The unbolting script has a new fix to prevent you from skipping the Kar98 bolting animation.
Now supports 21x9 and 16x10 screen ratios
Optional added (and moved) features:
Supports Trader Overhaul
Supports Starting Loadouts Rebalanced.
Optional patch for Beef's NVGs that attemps to allow you to use your NVGs while aiming, unless you are using a scope.
Optional patch to use Beef's NVGs effects on Night vision scopes and make that effect disappear if you use an alt-aim weapon.
Tons of little tweaks on current overlays and start of file compression.
**Alpha v.00.1**
Fix for the PU scope not working in game.
Correct implementation of SKS molot and SKS tactical with DLTX. The only hard requirement is modded exes
**Initial Release V.00**
Currently specified limitations and features.
**DYI Debugging Comment. Please Report bugs in Replies, if possible.**
**Adding missing guns to the unbolt script and other troubleshooting tips**
The script for automatic unscoping uses the name of rifles to recognize which gun should be unscoped after firing and which ones shouldn't. It also uses an fov checker to see if you are aimed in. If a gun from another unsupported mod is in your game and you want to add it, simply add the name of the gun in the list inside the script following the same format as the others.
**General PU advice**
Having issues with the PU scope? It's possible. Make sure you are using the correct PU scope, the mod adds essentially a new one. The item name of the PU scope you are using should simply be "pu" and not "wpn_addon_scope_pu". Certain files can refer to the old PU scope which means that they will use the older version. My mod includes trader updates, but they might get overwritten and I couldn't find a way to DLTXify them yet.
This actually looks really good congrats :) !
Thanks! I put a ton of hours into this and there's still a lot to go to make it work in a satisfying manner
(buried)
Imo, don't over do it for like *every gun*. Make 2D scopes textures that match multiple guns more or less. Otherwise you'll most likely burn yourself into this endeavor.
Also, changing the reticle (red dot or not) for the same scope but on different guns is a bit weird imo. Not sure that it's really needed, on top of being extra work.
It's already not a different render for every gun. All SVDs use the same PSO-1 wo eyecup overlay, all AKs do too currently, All PKMs/PKPs, etc. I simply look if they match closely enough to my taste. Some scopes, like the PSO-1, 1p29 with and wo eyecup are also standard. Being a student in my finals rn, I have no choice but to take it slow and work on the mod when I want to and have the time to do so. In my experience, this is how I keep engaged.
The goal isn't to make all scope reticles different on a variety of guns, but to offer a choice for someone who would prefer a certain reticle over another in their playthrough. Currently, I'm not entirely satisfied with the Mark4 reticle, so I'll rework it anyway down the line. If I already do that, why not make a powered variant in red? Or make a unique, more practical version for the tactical kits? These kinds of things. If someone wants, for some reason, a green crosshair for their Mark4 scope on their favorite gun, but the standard for the rest, who am I to stop them?
As I said, it's more of an idea than anything at this point. If it doesn't pan out, it doesn't. And that's ok too.
Nice. This is a great improvement. What's your recommended settings for 2d scopes?
In short, I play in a way that the fog of Shader driven scopes blocks the view if I walk while aiming. I set it in a way that low powered scopes with a large "lens" have their view only partially blocked when doing it, meaning better quality scopes have that advantage compared to, say, a Mosin with a PU scope.
It's also to reflect the fact that aiming through a scope while walking is extremely difficult to do. It might not be everyone's cup of tea, so that's why I will suggest the settings only.
This looks incredible, very immersive!
Amazing job, congrats
Really cool!
Can we get an option to remove that white lens kind of a texture so it looks clear like this?
Scopesfield.com
It kinda looks a bit wierd.
Anyways, beautiful work!
Hello!
Good suggestion. It is absolutely possible. However, it will require me to resave 170+ files without the lens, so a couple of hours. Since I was already gonna do it to add a bit of compression to the files, I can probably add that option at the same time.
And tbh, I debated about not adding the lens myself. However, certain scopes even have a bit of dirt on it and I liked that level of detail so I kept it.
If you could do that, it would be great.
Thank you for the great addon. Cheers!
A little update on this, I have decided to remork the lens effect to keep it minimal, but sill slightly visible. It should impact visibility as much now while still being present and adding a little texture to the scope area. I think you'll find it satisfactory.
Awesome, thank you for this initiative
Gratz on the release Iront_Mesdents, been following this for some time and it looks amazing!
Amazing work! Thanks :)
does each weapon have its own unique scope overlay?
Visually, yes. Technically no. Certain overlays are being re-used between guns where it's appropriate.
The "per-gun" scopes are the ones I listed above in the mod description
I can't to attach the PU scopes on Mosin,SVT....where is the problem?...but amazing mod!!
Hm. It might be my mod or some other mod that changes back my set-up. Try installing it at the bottom of your load order and use only this mod. If the issue persists, let me know.
Make sure you are using the correct PU scope too, the game adds essentially a new one. The item name should simply be "pu" and not "wpn_addon_scope_pu"
Nice mod, I couldn't find that pu scope as well.
Alright, I'll check it out when I'm home and see if there's an issue with my mod. I won't lie, I expected the PU scope might be a bit of a mess to implement
EDIT: Yep. I think I messed up. The scope is added via DLTX, but I think the info needed to make it appear in game isn't in the file. I'll check for a fix ASAP.
Thank you very much
Fixed!
Thank you
Excellent, is it possible to have a scopes_21 version?
It's in my top priorities. I'll check if I can add a DYI update when I figure out how to do it while I actually do it. 170+ overlays to update is a lot of work
Update: there is a 21:9 file included now!
Hi, this looks really great. Can anybody / is it possible to get a video preview to see how it really works ?
I was thinking about upgrading CPU to get much more framerate especially with real PIP, but this breakthrough may actually do the trick already. :)
Thanks for the amazing work
Yes, here. The vid is not well structured and long, but it gets the job done in a decent manner: Youtube.com
Does this addon require a new game?
Thank you so much for this, best scope overlays IMO <3
It shouldn't. But you might have to spawn in a PU scope (named simply PU, not wpn_addon_scope_pu) because this mod changes how that scope is managed.
What's the name of the PU scope that you mentioned? I can't find it in the debug menu
It's bugged currently. I think the DLTXification of the mod broke it. I'm gonna push a fix for it tomorrow probably. I'm in my pre-finals week :P
And what if I install your mod in an existing playthrough and decide to remove the mod mid-playthrough? Will there be crashes/problems?
Hmm. That's harder to answer. It might cause an issue if you have a weapon using the new method of managing PU scopes. As for causing crashes or not, I'm not sure. At best, the guns will probably either disappear and, more probably, at worse, the game might crash because it points to a part of a file that doesn't exist anymore. I'll add these info once I verified them.
EDIT: This made me think of a way to make the mod safely removable. I'll look into it.
Also, one last question, what are your scope_ settings? (I'm talking about the 2D shader based scope settings below):
scope_2dtexactive 0
scope_blur_inner 0.1
scope_blur_outer 1.
scope_brightness 1.
scope_ca 0.003
scope_factor 1.
scope_fog_interp 0.15
scope_fog_radius 1.
scope_fog_sharp 4.
scope_fog_swayAim 0.66
scope_fog_swayMove 0.25
scope_fog_travel 0.25
scope_radius 0.
^those are mine at the moment, what would you recommend to change specifically for your addon?
I added my settings to the mod description! They might get changed as I tweak them, but they are currently in a good enough place for me to share them
This is pretty ******* good! Def will keep my eyes on this for future compatibility patches/updates as I play G.A.M.M.A. and, well, there's a lot of 'breakables' there already. Keep up! Amazing :3
Some people are working on a GAMMA patch on the Discord. You might want to pop in there and see what they have done.
the sight of the mosing "PU" does not work, it does not let me attach it to any weapon :(
Yep, others already reported the bug. I will push a fix ASAP.
Fixed!
Автор, красавчик, отличная работа! Будет ли отдельный пак сеток для стандартной Аномали ?
If my translator translated correctly, it's not currently in the works for *just* vanilla anomaly. However, making it vanilla compatible might not be as hard as I think it is. I'll check, at some point, but it's not on my priority list.
Google translate: Теперь он должен работать со стандартной аномалией.
It should work with standard anomaly now.
Black overlay outside scope are they in scope texture or new shader for 2D scope?
The tranparent overlay is in my mod. You'd prefer one without it?
I would love one like that! Would it be complicated to do or is there some single opacity value somewhere that can be edited?
Having looked at the settings of shader driven scopes, I think it's an old method that is more or less obsolete now. Still, it requires resaving all my overlays without the background. So a couple of hours of work. I was going to redo some of them at some point for the tactical kits so I might as well do some without the darkened area at the same time.
Unfortunate it will take lots of work.
Yeah that would be great to have the choice! Nice mod
Oh, it's probably coming in the future, no doubt about that. It's just not as simple of a fix compared to other things.