Dynamically adjust how far actor holds the weapon on the fly :) Fully customizable via MCM
If you ever got annoyed by the actor holding the scope too far away from his face, this aim to fix it and also lets you customize it. With provided MCM support so you can dynamically adjust them while playing and you don't have to change aim offsets anymore.Works without MCM too, but you'd have to change it in the script instead (why? get MCM right now ->MCM)
IMPORTANT NOTES! : unfortunately the latest BaS has fixed hud_fov value in its weapon config files. So you'd have to get EFT reposition updated (link) or go in and delete those lines yourself(which is tedious so I suggest getting EFT reposition)
Conflicts and risks:
Important: If you're using blindsides reanimtions, this must be installed only after blindsides reanim or the best option is follow the exact load order in EFT alternate sights mod description. Its a QoL script which only modifies hud_fov values under conditions so you're safe and you can add/remove it anytime
Installation
Easy, just copy gamedata folder to game folder but I recommend using MO2 for any anomaly addon installation
It is independant of most addons but in case of conflicts make sure to follow load order from EFT reposition(link) addon descrition. For example, if you're using blindsides reanimtions, this must be installed only after blindsides reanim
What the mod does :
1. This doesn't change hands position in any way, so feel free to use alongside any weapon reposition addons, EFT reposition is the one most upto date
2. All 2D scopes are exempt from any changes since they are nothing more than texture overlays
3. Dynamically change how far you hold the weapon by keybinds (you need to have MCM installed to enable this option. Default key (Shift + num-) to bring it closer and (Shift + num+) to bring it farther .
Keybinds are fully customizable via MCM. And to reset the current weapon's setting back to default, press backspace (default key) while holding the gun. All keybinds are customizable via MCM.
4. By default, it brings the ironsights a little closer, the scopes and collimators are slightly more closer, I thought it was necessary. And special category of scopes(currently ACOG and Susat) have a 3rd value because by default they were way too far away due to the game's technical limitations. This brings them much closer together, I put them on a different slider so as to not make the other scopes do the same
5. You can give custom values to any weapon and its scoped variants by editing/adding an ltx, without any conflicts. (bit older feature, may not be useful after new update)
6. Note that the alternate aim sights for BaS and vanilla guns follow sliders depending on weapon attachments. Putting a different slider for alternate sights is more complicated, and I would probably look into it later
7. Grenade lauchers and pistols also gets a unique slider after latest update
Changelog :
1.8 - Improved Russian translation thanks to EverybodyLies#9816 on anomaly discord. Also a little bit of script cleanup
1.7 -Major update. Refactored majority of the code, added ability to dynamically adjust zoom hud fov on the fly using keybinds configurable via MCM. Also added sliders for pistols and enabled wildcard loading for custom ltx files
1.6 - fixed a bug where the zoomed in hud fov will be saved upon death or loading save, thanks to MrDemonized for pointing it out. Also made an exception for when pistols are used with devices
1.5 hotfix - fixed Russian translation thanks to xcvb and haruwu
1.5 - fixed a bug which was treating SMGs as pistols
1.4.1 hotfix - fixing a couple of bugs I made accidentally
v1.4 - Fixed hud fov resetting, added grenade launcher slider, added russian translation and made exception for pistols with attachments
v1.3.1 - small hotfix to fix the MCM text
v1.3 - Alternate aim sights(only for the 2D scopes) will ignore the 3rd slider(intended for BaS), changed default values
v1.2 - Added full customizability, and the values are inside an ltx for easier access. You can give custom hud_fov values for any weapon and their scoped variants in a conflict free manner. So you don't need to tweak MCM settings when you change certain weapons
v1.1 - Added method to change the sliders for specific guns. You can't do this via MCM, only directly from the script. Might be useful for modders, thanks to artezbot for pointing it out
For example to refer, in v1.1 the AUG is forced to follow bad scope slider while the L85 is to follow the 3D scope slider. You can do as you like with the guns you choose
Credits:
Harukasai for the original idea and script which I only modified :)
Ravenascendant, Ishmaeel and others for helping further
Cr3pis for the awesome showcase video
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Average
9.965 votes submitted.
Very useful, used this as a base to fix TAZ scopes for myself.
As a slight suggestion, you could make the fov sliders increment by 0.01 for consistency with the main HUD FOV slider.
Changed it in v1.1 update. Thanks for the suggestion
you are awesome man!
A must have
Important Note : The SMG PP-19 Vityaz doesn't respond to any changes because it's the only gun(in vanilla +BaS) that has a value for hud_fov in its ltx. So you're gonna have to delete the line in the ltx for the script to respond
Also applies to certain weapon mod you're using(For example CEMENT's position and view). If it has a value for hud_fov in their ltx, delete it
no one tell me thr is addon wit advanced fov hud setting ಠ_ಠ
no one tell me tuna had a moddb account either :P
Fantastic addon, but is it possible to make certain guns that have integrated sights use scope or badscope fov? Would help a lot with adjusting scopes on g36 or l85 from TAZ3 for example.
I've put a short guide on how to add more scopes to the 'bad' category in the readme. Unless it's a 2D scope, it will always follow one of those 3 sliders. Its doable, but the script doesn't make an exception for weapon, so if you find another weapon with the same scope it's gonna follow the same value(I'll think of adding exceptions to the weapons as well in next update, and for alternate sights)
I'd personally won't recommend using TAZ, its in beta and apart from a handful of quality guns the rest is WiP. Hopefully the author finds time to finish it
For the G36, you won't find a better one than strogglet's G36 pack on moddb
If you find that none of the 3 sliders are working for a 3D scope, the problem is because the weapon ltx has a fixed value for hud_fov. So it won't respond to any changes until you delete the line from the ltx
Vanilla, Boomsticks and sharpsticks, blindside's reanim, EFT repos etc doesn't have this problem.
But TAZ might
I know what you mean, I already added the scopes from taz to "badscopes" category and everything works fine in that regard, script finds the scopes in the list and adjusts the fov, its just that since l85 and g36 cant attach the scopes, cause these are already integrated, it defaults to "ironsight" hud_fov and for these guns I would like to make it to use scope or badscope instead as a default.
Ah I see you made good use of it, I'm glad to be of help :)
If you could send me the two guns with meshes and the ltx, I'll see what I can do
No problem, will send you the link with the stuff in private message.
Holy ****! This is an amazing idea, and it works just great! Thank you
Thank you very much for your great work!
Is there any way i could edit built in scopes (like the L85 susat)?
My L85 uses iron sight values. I wanted it to use "bad scope" values so i could have it zoomed in without screwing my regular iron sights hud.
Update to 1.2, you can do that
this is what i was waiting
YESSS. This is such a simple but important QoL thing. Thank you!
This is a very good addon, much appreciated.
Regards,
Leshen
Im apologise in advance if im being dumb, but does version 1.2 allow for diferent custom values for alternate sights as well? (e.i.: i want my l85 susat scope to be very zoomed in, but the alternate iron sights to be farther out)
Unfortunately not, alternate sights don't have seperate sliders yet. I'm working on it, but the game didnt give me a function for it, so the only way is checking keypress which is super annoying to do.
However I made another addon that adjusts alternate sights position offsets, including the L85 so it doesnt look that bad. Here it is
Moddb.com
why my fov changes back whenever I zoom in with my sight? I play with 0.7 fov, and then, when I try to exit from zoom mode in iron sight, it goes to other value rather than one I put
There's a highlighted IMPORTANT NOTES! on the 9th line of the description, why do people never read it?
Is there a reason as to why when I download the file, it tells me that it contains a virus/malware?
Its pretty common with stalker related stuff because chrome thinks russian language is some hacker code lol. Do an antivirus check instead of the google one if you want xD
Although you really didnt need to worry about viruses, moddb scans them all anyway, its gonna be difficult to add malware without an executable
Hi, sorry for the unrelated question, but what's UI mod you're using?
A mixture of Thfpjct's simplified ui, Moddb.com
Modern UI, and this one Moddb.com (make sure you only copy the textures from it, ignore the xmls)
and a few of my own edits
Спасибо за мод. Вопрос: как отключить приближение камеры при прицеливании с ACOG?
Thanks for the mod. Question: how to disable camera zoom when aiming with ACOG?
I don't understand your question. Do you want to use acog as a collimator sight or you want to use it as pip scope without whole camera zoom in?
I just want to play game without camera zoom because zoom spoils the game experience. This is not 2007 and there are ways to make scopes without camera zoom, I mean PiP or shaders.
I set the zoom of the ironsight to 1 in the game settings, and with the help of your mod brought the scope closer to the camera while aiming. And It is work for some weapons, but not for all. In addition, I erased all lines hud_fov in the weapon configs and replaced all scope_zoom variables to 0, but in some models of the weapon zoom of the camera still remained. Can I rid from that zoom at all?
I would like all the scopes to work according to the PiP principle, like as in Nazar's mod for Narodnaya Solyanka. But unfortunately, neither the authors of the Anomaly, nor the authors of BaS have done this, and apparently will not do it anymore.
scope_zoom_factor = 0 makes it respond to the ironsight zoom in maingame settings
Also PiP scopes cannot be done on 3D scopes without editing the weapon model. It requires a flat lens with pip shader. There are serious performance impacts as you might know, so you understand why anomaly devs and bas author doesn't follow that way
Um ... What?
Ibb.co
With the Russian language in the MCM settings, instead of letters, incomprehensible symbols.
Oops xD sorry about that, I think I messed up the encoding. Fix coming
Great addon! but can i request sumtin?
can you made a separate slider for pistol? like i only want ironsight of long gun to move closer but for pistol should stay where it at.
Hmm okay
Greetings, it would be great if you added a translation to Spanish, I can read English well, but when using the game in Spanish, it is difficult to configure the sliders since on MAC they appear as commands that are difficult to understand
I'll accept usermade translations, it's easy to make one
I used google translate to make the russian one
The latest update is just brillant, take my nemiroff stalker !
Hello, super update thx.
I found that scoping_hud_fov.script is empty, any reason ?
Small question also, is there a way to bind mousewheel up/down via mcm ?
Good questions. I added empty script to make sure my previous script is disabled(same filename) for people who doesn't use mod managers and also blindsides reanim has it. Hence why this should overwrite blindsides reanim
Binding it to mousewheel was my initial aim, unfortunately those aren't available with lua, it'll require engine edits
Thanks for the fast answers.
Must have mod in any case !
awesome ! thank you again for another great mod
Good job sneaky, very useful addon!
Thank you qataboss 😎
Аддон работает на оружии из Boomsticks?
Addon works on weapons from Boomsticks?
Only if you use EFT reposition ( Moddb.com ) because boomsticks has locked hud fov
Hello, your addon is not displayed in MCM 1.6.4 in Russian
It does work in Russian, I rechecked several times.
Make sure you follow the precise load order and pay attention to overwrites.
Also someone made me a better Russian translation, I'll update tomorrow
I figured out what the problem is. It turns out that your addon has files that conflict with the Blindsides Reanimation Pack Loner addon, including the MCM settings.
I will try to explain the situation in more detail: in English, both addons are present in MCM. In Russian, your addon uses the files of the Blindsides Reanimation Pack Loner addon, but the options from your addon are preserved.
Drive.google.com
Correction. In English, the situation is reversed and your addon overwrites the Blindsides Reanimation Pack Loner addon. This is probably how it should be.
Drive.google.com
Yup I saw this coming, which is why I mentioned specifically to use it after the reanimation.
It'd a lot easier with EFT reposition load order image