When aiming in firstperson the ironsight ends up way to high outside the screen, so the only thing I see is the end of the buttstock :P Changed my world fov to 80 and fp fov to 90 id that has anything to do with it!?
What is the deal with modded gun attachments in this game? I never had an invisible gun but on other modded weapons (the popular RU556 for example), weapon attachments will make my character disappear in third person in random spots, but only in indoor sections of the game. I figured out removing attachments (laser, flashlight) will solve this issue.
Lasers go on fast twitch weapons in close quarters where target acquisition quickly is paramount. Flashlights go on weapons you use in close quarters when it's at the ready. Why on earth would anyone put those things on a Long Range, High Powered Scoped Long Distance "Reach Out And Touch Someone" weapon?
Those are literally the two most useless "upgrades" you can make to a sniper rifle - especially if you use a mod that removes the hitscan box and adds bullet drop to the equation. Your best friend is the reticle in the sniper scope.
Only thing I dont like is the canted red dot is mounted on the left side, with no option to mount it on the right. Who shoots a canted sight on the left side, especially with right hand animations??
I don't know of other attachments unless those aforementioned are combined into one in which case I'd still prefer it on the left of the gun.
If the gun's got no room for under barrel or rail attachments then I'd still put the laser on the left, light on the right unless they're combined module and then they both would go, guess where? But...
Under is also kind of nice, kind of for the balance of the gun as well, but yeah if we're talking purely about aesthetics then I'd either choose the left over the right and since I am a right-hander or ''armer'' I would prefer lasers on the opposite sight of my main hand/arm to sort of create a bit of counter balance.
Left brain half controls the right side of the body and vice versa when talking about the right half and so in a way, somewhere, somehow.
It makes sense, no?
Edit, I also understand your arguments fully because I can visualize them and yeah they do make sense. I feel that the laser on the right ''obstructs'' or hinders my quality but yeah, extension of the arm and such and so.. I get it.
Like ultimately it's not about rules because there aren't rules for this, right? And it's just about the preference then, no?
Great rifle, one problem though.... The rifles image doesn't show up in my inventory, it's listed but doesn't present any textures. In-game, in 1st and 3rd person it looks fine, but not while trying to preview it on in the inventory.
I've noticed a minor bug with this rifle where if you have the laser attachment mod installed and set to show the laser beam, then the preview renders the beam as part of the gun. The beam is very long, and in the preview, this pushes the actual rifle off the edge of the preview screen... In the pip boy weapon menu preview, the image is completely blank. However, if you go to a weapon bench and view it there, you will see a horizontal line in the preview, the color of whatever laser is equipped. In the weapon bench view, you can click the far left or right of the preview with the mouse and rotate it, and clearly see the problem. In the pip boy preview, the weapon rotates automatically, and the camera appears to be focused in more tightly, and the weapon itself ends up cropped completely out of the preview. If you watch the pip boy preview very closely, you can actually still see the laser beam rotating around there too.. It is very faint, just a few pixels, but it is there, at least on 1080p.
Here's an image showing the phenomenon, as it occurs in the weapon bench preview:
I used the mouse to manually rotate until the weapon comes into view, in the upper right on my screenshot. The pivot point the 3D preview rotates around is approximately where I have the mouse cursor, in the middle of the laser beam.
I personally am not bothered much by this bug, since I just remove the laser and use the rifle without it. From a realism standpoint for a sniper character, you shouldn't have a visible light laser equipped on a sniper rifle anyhow. If aimed through fog, smoke, dust, or any other atmospheric impurities, a laser points both ways, and traces a visible line straight back to the sniper's firing location, a huge tactical blunder that in real-life, would cost a sniper his/her life..
The only laser system you might find on a sniper rifle would be an invisible IR beam, paired with night vision optics (SEAL Team Six style) used in scenarios where you are fairly certain your enemy does NOT have access to the same night vision technology, and in Fallout 4, you know that some enemies do come equipped with NV scoped weapons, so even that would put you at risk of discovery. In general, lasers are more of a close quarters tool, to help assist your aim in scenarios where you don't have time to acquire your target through a scope lens (firing from the hip, from behind cover, or from such close distances that speed matters more than accuracy).
So for me, having the laser removed from the rifle works from an immersion standpoint and fixes the preview bug... That said, if you want to use it, that's your choice. I'm unsure what would be needed to fix it, if the mod author wanted to... I am guessing that the laser beam is rendered as a physical part of the gun in the game world too, one that can just clip through whatever it hits, and the preview model is just a miniature version of the game model. Were it my mod, I'd probably try to make a separate preview model with the laser cropped down to be only a few inches past the muzzle of the rifle, long enough that it can be seen in the preview, but short enough that it doesn't change the overall rifle length too much and mess up the preview. Or else if there is a way to manually set the "center point", which the weapon rotates around, back to the middle of the rifle itself so that the laser beam spins around the rifle, instead of the rifle spinning around the laser beam...
This is a nice rifle, I made it 3dscope compatible thanks to the scope being see-through already (which is nice as allot of weapon modders sadly don't do that).
The only issue I have is the rifle textures are a bit low quality.
Greetings prime2009, Will you be so kind as to share how you did it? I would love to make it compatible in my game too! Or is this a secret for modders?
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Changed my world fov to 80 and fp fov to 90 id that has anything to do with it!?
Yet I had to google it because I wouldn't listen to myself or well had prioritized that keeping the laser was more important than fixing the issue :/
Took me about 30 minutes to find your comment which should be pinned :P Because, like myself, a lot of people that are new that could use the help.
Okay, sorry had to express my minor gripe here, but.
Thank you very much for sharing. <3
Quick Edit: Confirmed, works.
Flashlights go on weapons you use in close quarters when it's at the ready.
Why on earth would anyone put those things on a Long Range, High Powered Scoped Long Distance "Reach Out And Touch Someone" weapon?
Those are literally the two most useless "upgrades" you can make to a sniper rifle - especially if you use a mod that removes the hitscan box and adds bullet drop to the equation. Your best friend is the reticle in the sniper scope.
Flashlights under and yeah well.
I don't know of other attachments unless those aforementioned are combined into one in which case I'd still prefer it on the left of the gun.
If the gun's got no room for under barrel or rail attachments then I'd still put the laser on the left, light on the right unless they're combined module and then they both would go, guess where? But...
Under is also kind of nice, kind of for the balance of the gun as well, but yeah if we're talking purely about aesthetics then I'd either choose the left over the right and since I am a right-hander or ''armer'' I would prefer lasers on the opposite sight of my main hand/arm to sort of create a bit of counter balance.
Left brain half controls the right side of the body and vice versa when talking about the right half and so in a way, somewhere, somehow.
It makes sense, no?
Edit, I also understand your arguments fully because I can visualize them and yeah they do make sense. I feel that the laser on the right ''obstructs'' or hinders my quality but yeah, extension of the arm and such and so.. I get it.
Like ultimately it's not about rules because there aren't rules for this, right? And it's just about the preference then, no?
Any suggestions?
Here's an image showing the phenomenon, as it occurs in the weapon bench preview:
https://drive.google.com/open?id=1iJAPaxTIZr7MsV0OeHf1h_sd_2PZ3JC-
I used the mouse to manually rotate until the weapon comes into view, in the upper right on my screenshot. The pivot point the 3D preview rotates around is approximately where I have the mouse cursor, in the middle of the laser beam.
I personally am not bothered much by this bug, since I just remove the laser and use the rifle without it. From a realism standpoint for a sniper character, you shouldn't have a visible light laser equipped on a sniper rifle anyhow. If aimed through fog, smoke, dust, or any other atmospheric impurities, a laser points both ways, and traces a visible line straight back to the sniper's firing location, a huge tactical blunder that in real-life, would cost a sniper his/her life..
The only laser system you might find on a sniper rifle would be an invisible IR beam, paired with night vision optics (SEAL Team Six style) used in scenarios where you are fairly certain your enemy does NOT have access to the same night vision technology, and in Fallout 4, you know that some enemies do come equipped with NV scoped weapons, so even that would put you at risk of discovery. In general, lasers are more of a close quarters tool, to help assist your aim in scenarios where you don't have time to acquire your target through a scope lens (firing from the hip, from behind cover, or from such close distances that speed matters more than accuracy).
So for me, having the laser removed from the rifle works from an immersion standpoint and fixes the preview bug... That said, if you want to use it, that's your choice. I'm unsure what would be needed to fix it, if the mod author wanted to... I am guessing that the laser beam is rendered as a physical part of the gun in the game world too, one that can just clip through whatever it hits, and the preview model is just a miniature version of the game model. Were it my mod, I'd probably try to make a separate preview model with the laser cropped down to be only a few inches past the muzzle of the rifle, long enough that it can be seen in the preview, but short enough that it doesn't change the overall rifle length too much and mess up the preview. Or else if there is a way to manually set the "center point", which the weapon rotates around, back to the middle of the rifle itself so that the laser beam spins around the rifle, instead of the rifle spinning around the laser beam...
The only issue I have is the rifle textures are a bit low quality.
Will you be so kind as to share how you did it? I would love to make it compatible in my game too! Or is this a secret for modders?