[RELz] Zoom Reworked

Post » Mon Aug 02, 2010 6:09 am

Zoom Reworked
Version 1.0

After the configuration menu is done, all planned features so far are implemented, so let's make it a 1.0. Happy sniping! :)

http://fallout3nexus.com/downloads/file.php?id=11312

---------------
What This Mod Does

- Allows you to toggle between normal view and zoom with scoped weapons (or optionally all weapons), so you no longer have to hold down the button all the time.
Zooming for scoped-weapons now also happens instantly. For non-scoped weapons, everything is at is used to be.

- You can hold your breath for up to 5 seconds by pressing the left ALT key to temporarily increase accuracy when zooming.
The longer you hold it the more time it will take until you're calm again.

- Zoom in & out with the mouse wheel, with zooming steps based on the type of scope/weapon you're using:
* Conventional weapons have an optical zoom, with 3 steps for sniper rifles, 2 steps for assault rifles and a single step for sub-machine guns etc
* Energy weapons have an improved scope that allows continueous zooming

- Everything is script-based, so it's supposed to work with all mods that add scoped weapons (i.e. WMK, FWE).

- Includes sound effects for holding breath, zooming in/out

To see the added effects in action, see http://www.youtube.com/watch?v=GWpHnaOyGS0.

---------------
Requirements

FOSE, tested with version v1.2 b2 and later
@ http://fose.silverlock.org/

---------------
Installation & Configuration

Install the contents of this archive in your Data/ directory and activate the .esp.

When playing with it for the first time, an item called "< Zoom Config >" will be added to your inventory, which can be activated to open the
configuration menu.

Unless you're upgrading from a previous version, default settings will be applied for mouse zooming with the right mouse button, zooming in and out
with the mouse wheel and holding your breath with the left ALT key.

---------------
Deinstallation

Besides removing the installed files/deactivating the .esp, you will have to rebind your Zoom/Block key in the Fallout 3 Settings to where it used
to be.

---------------
Compatibility

Everything is script-based, so should be compatible with anything. Exceptions, of course, are other mods which change zooming hotkeys.

---------------
Known Issues

The selection of the scope type (how many zooming steps) is based on the weapon's default zooming FOV and it's range, so these values have to be
reasonable. (I have not yet seen an example where this wasn't the case)

---------------
Changelog

v1.0.:
- Configuration menu
- Optional zoom toggle for all weapons

v0.3.:
- Zooming in/out in discrete/continueous steps

v0.2.:
- Ability to hold your breath while sniping

v0.1.:
- Initial release
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Sun Aug 01, 2010 10:44 pm

Your mod is awesome and you are awesome for making it.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sun Aug 01, 2010 7:36 pm

Very good! top marks!
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Mon Aug 02, 2010 6:37 am

I've started to use this instead of the older zoom mod I had. Seems nice, but I'm not using a lot of scopes on my current character, so I'm not getting a lot of use out of it. :)
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Mon Aug 02, 2010 12:01 am

I have had a major problem a while after first using this. Everything was going good as I posted on the nexus but after starting the game up again I lost the zoom key altogether, my auto run key which was bound to the num 1 keypad was gone, I was auto running on the second mouse button instead. I tried resetting to defaults but that didn't work. I ended up having to regenerate the ini file. I've got no idea what triggered this, ever thing was working perfectly. Just a note as well, having a description of the keys as well as the numbers would make it easier to know which keys the mod uses as its default. I actually tried googling key numbers but got nowhere.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Mon Aug 02, 2010 2:23 am

I have had a major problem a while after first using this. Everything was going good as I posted on the nexus but after starting the game up again I lost the zoom key altogether, my auto run key which was bound to the num 1 keypad was gone, I was auto running on the second mouse button instead. I tried resetting to defaults but that didn't work. I ended up having to regenerate the ini file. I've got no idea what triggered this, ever thing was working perfectly. Just a note as well, having a description of the keys as well as the numbers would make it easier to know which keys the mod uses as its default. I actually tried googling key numbers but got nowhere.

Lol, it sounds silly but that's just happened to me. 0.O
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Sun Aug 01, 2010 10:35 pm

Oh oh bug alert :)
I will look into this tomorrow, but my guess it that it's caused by the automatic key rebinding, which was probably a bad idea to do in the first place. I will just post a quick fix to disable this. Though it's not that interesting, what happens is that on first start, to make the installation as easy as possible, your old zoom key will be detected and saved, the original zoom is rebound to Num1 and your old key will instead used for the new zoom. If this is done twice, which normally never should happen but for some reason did to you, it screws up as described.

Edit: What I described earlier wasn't really the cause, I had already removed this feature in the release. The only explanation I can come up with is that FOSEs setControl (which is used to automatically rebind keys) may not always work as it should. I uploaded a hotfix to remove all traces of any automatic rebinding, so this should do it.
Oh, and thanks for reporting this! :)
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Sun Aug 01, 2010 10:32 pm

This is a really creative and well done mod!
I am currently having some succes tweaking the ballistics of the sniper rifle to bring it closer to real life, e.g. decent range and accuracy, modelling (somewhat) realistic shot drop, and allowing the effective use of a range finding Mil-Dot GEN2 reticle.
As all current GEN2 scopes are variable focus, your mod would tie in perfectly.

However there is one problem.
I notice that your zoom has the reticle on the 2nd focal plane, meaning that as you zoom in, the reticle always stays the same size.
This can be a real problem for snipers as it makes it much more difficult to accurately judge range and adust for shot drop.

I was wondering if there was any way the zoom could be set up to mimic the behavior of a 1st focal plane sight, e.g. changing the zoom causes a proportionate change in the reticle?
This is perhaps a clearer explanation of what I am getting at:
http://www.premierreticles.com/pdfs/2009-HowToFFP-SFP.pdf

Sorry to ask for something extra after you have already done such sterling work!
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Mon Aug 02, 2010 3:47 am

This is a really creative and well done mod!

Thanks :)

I am currently having some succes tweaking the ballistics of the sniper rifle to bring it closer to real life, e.g. decent range and accuracy, modelling (somewhat) realistic shot drop, and allowing the effective use of a range finding Mil-Dot GEN2 reticle.
As all current GEN2 scopes are variable focus, your mod would tie in perfectly.

However there is one problem.
I notice that your zoom has the reticle on the 2nd focal plane, meaning that as you zoom in, the reticle always stays the same size.
This can be a real problem for snipers as it makes it much more difficult to accurately judge range and adust for shot drop.

I was wondering if there was any way the zoom could be set up to mimic the behavior of a 1st focal plane sight, e.g. changing the zoom causes a proportionate change in the reticle?
This is perhaps a clearer explanation of what I am getting at:
http://www.premierreticles.com/pdfs/2009-HowToFFP-SFP.pdf

Sorry to ask for something extra after you have already done such sterling work!

Hm I'm not quite sure, I think it would be difficult to implement something like this, though not impossible.
It seems to me the scope views (including reticles) are models that are statically assigned to each weapon in the editor. So if you want to modify them (i.e. scaling them up), you would have to be able to set a new one on the fly, which is not possible as far as I know. Also, there is no function to get the current reticle that's assigned to a weapon.

The best that I can think of: Edit every scope model/texture and remove the reticle from there, and move it to the HUD as an element that's only displayed when in scope view mode. This element actually could be scaled (even continueously). The only problem here would be to find out which reticle to use for which scope, because as I said, there's no such function as getScopeType. To work around this, you could use FormList for each scope type, with each list containing all weapons that use a respective scope type.

It wouldn't actually be that much work, as I just recently did something comparable for the helmet pov thing, but the issues im concerned with would be ease of installation (adding a HUD element) and compatiblity with unknown scope types.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am


Return to Fallout 3