Description

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.

Preview
(Alpha v.04.2.1) 2D Scope Overhaul - DLTX - DX8/9/10/11
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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

**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.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

**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.

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Grokitach
Grokitach - - 895 comments

This actually looks really good congrats :) !

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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

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Grokitach
Grokitach - - 895 comments

(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.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Guest
Guest - - 689,707 comments

Nice. This is a great improvement. What's your recommended settings for 2d scopes?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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GGSlayerMain
GGSlayerMain - - 8 comments

This looks incredible, very immersive!

Amazing job, congrats

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izperehoda
izperehoda - - 483 comments

Really cool!

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BoleBre
BoleBre - - 39 comments

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!

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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BoleBre
BoleBre - - 39 comments

If you could do that, it would be great.
Thank you for the great addon. Cheers!

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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M4ttlock2077
M4ttlock2077 - - 96 comments

Awesome, thank you for this initiative

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CyginMDB
CyginMDB - - 133 comments

Gratz on the release Iront_Mesdents, been following this for some time and it looks amazing!

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OG_Grinskin91
OG_Grinskin91 - - 115 comments

Amazing work! Thanks :)

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be‎rtㅤ
be‎rtㅤ - - 113 comments

does each weapon have its own unique scope overlay?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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

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Guest
Guest - - 689,707 comments

I can't to attach the PU scopes on Mosin,SVT....where is the problem?...but amazing mod!!

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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"

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Simbrave
Simbrave - - 216 comments

Nice mod, I couldn't find that pu scope as well.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Simbrave
Simbrave - - 216 comments

Thank you very much

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Fixed!

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Guest
Guest - - 689,707 comments

Thank you

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Gérard11
Gérard11 - - 25 comments

Excellent, is it possible to have a scopes_21 version?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Update: there is a 21:9 file included now!

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TheTazDJ
TheTazDJ - - 277 comments

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

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Yes, here. The vid is not well structured and long, but it gets the job done in a decent manner: Youtube.com

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Radiant00
Radiant00 - - 51 comments

Does this addon require a new game?
Thank you so much for this, best scope overlays IMO <3

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Radiant00
Radiant00 - - 51 comments

What's the name of the PU scope that you mentioned? I can't find it in the debug menu

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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

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Radiant00
Radiant00 - - 51 comments

And what if I install your mod in an existing playthrough and decide to remove the mod mid-playthrough? Will there be crashes/problems?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Radiant00
Radiant00 - - 51 comments

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?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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

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v4x
v4x - - 4 comments

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

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Some people are working on a GAMMA patch on the Discord. You might want to pop in there and see what they have done.

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fabrini
fabrini - - 56 comments

the sight of the mosing "PU" does not work, it does not let me attach it to any weapon :(

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Yep, others already reported the bug. I will push a fix ASAP.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Fixed!

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Guest
Guest - - 689,707 comments

Автор, красавчик, отличная работа! Будет ли отдельный пак сеток для стандартной Аномали ?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

Google translate: Теперь он должен работать со стандартной аномалией.
It should work with standard anomaly now.

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sticknou
sticknou - - 74 comments

Black overlay outside scope are they in scope texture or new shader for 2D scope?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

The tranparent overlay is in my mod. You'd prefer one without it?

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arcvoodal
arcvoodal - - 49 comments

I would love one like that! Would it be complicated to do or is there some single opacity value somewhere that can be edited?

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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arcvoodal
arcvoodal - - 49 comments

Unfortunate it will take lots of work.
Yeah that would be great to have the choice! Nice mod

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Iront_Mesdents Author
Iront_Mesdents - - 198 comments

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.

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