Fallout New Vegas

Video information

Added on

Uploaded by

SGTbayk47

About this video

Does anybody else experience this issue with iron sights?I have been working on a new scope mod, seen in this video with the Sniper Rifle, which has led me to really focus on this shaking iron sights bug.

It appears the affect the rear of the weapon most, so is especially noticeable on two handed rifle weapons. Even worse when the rear sight is close to the screen, as with the Cowboy Repeater, and unfortunately all of the new scopes in my mod.

Also as demonstrated this does not happen in interiors, only the exterior. I've also watched a few old AlChestBreach videos and noticed it there whilst he is aiming, so I am assuming it affects everybody, but there don't seem to be many reports and certainly no fixes.

I'd be eager to hear feedback on this in the hopes of finding a way to fix it.

13 comments

  1. danju95
    danju95
    • member
    • 0 kudos
    Late but maybe this one helps, it fixed the shaking Bug for me.

    https://www.nexusmods.com/newvegas/mods/84443?tab=description&BH=0
  2. Striker879
    Striker879
    • premium
    • 293 kudos


     
    In response to post #84548673. #84556938 is also a reply to the same post.


    Spoiler:  
    Show

    tgspy wrote: Marcurios is partially there. It's actually a totally screwed piece of code that causes the weapon to shake the closer you're looking towards east. Yeah. Literally.

    GODimitri wrote: "causes the weapon to shake the closer you're looking towards east"
    Jesus christ, this f***ing engine lmfao


    Maybe the player was originally intended to be a compass.
     


     
    LOL ... I like it!
     
    "Head west young man, head west!!" (could take a while since he'd be backing up the whole way).
  3. tgspy
    tgspy
    • premium
    • 191 kudos
    Marcurios is partially there. It's actually a totally screwed piece of code that causes the weapon to shake the closer you're looking towards east. Yeah. Literally.
    1. GODimitri
      GODimitri
      • member
      • 6 kudos
      "causes the weapon to shake the closer you're looking towards east"
      Jesus christ, this fucking engine lmfao
    2. AnnihilatingDespair
      AnnihilatingDespair
      • premium
      • 54 kudos
      Maybe the player was originally intended to be a compass.
    3. SGTbayk47
      SGTbayk47
      • supporter
      • 102 kudos
      That's a shame, definitely too advanced for me to fix then.
    4. Marcurios
      Marcurios
      • supporter
      • 160 kudos
      No s#*!, now why doesn't that surprise me..
  4. AnnihilatingDespair
    AnnihilatingDespair
    • premium
    • 54 kudos
    Yeah, Marcurios is right. You just have to learn to live with that problem. But tbh it doesn't even look bad, the shake is minimal, you can just pretend its the hands that are shaking and that is fine.
    Spoiler:  
    Show
    Just use diazepam when using sniper rifles
    1. SGTbayk47
      SGTbayk47
      • supporter
      • 102 kudos
      I agree its not bad on the iron sight weapons, just very noticeable on the scopes in my mod, though they are still accurate hopefully it won't put people off.
    2. Marcurios
      Marcurios
      • supporter
      • 160 kudos
      I'ts probably diazepam addiction, and a shortage in your inventory thereoff.
  5. Marcurios
    Marcurios
    • supporter
    • 160 kudos
    Everyone has that, it's the way the sightingnode is put in it's place, something to do with the blend between the sightingnode and sightdrift and aimis animation i suspect. it might be that in exteriors the game has more other things to do (more distant rendering takes performance) so then the effect gets more pronounced. maybe they should have interpolated the sightingnode anim over time a bit more to smooth out the motion. It seems to me that they're trying to correct the position each keyframe and that causes the jitter cause it corrects/blends 30 times a second.
    It might also be that making AimIS animations have more frames then just the 2 could help alleviate this problem, but i'm not entirley sure, cause i don't know what the sightingnode is doing in the code since it's not a kf file.

    Just guessing here, but that's what i think.

    It's just something you have to get used to when playing NV, maybe one of the plugin coders could check the sightingnode hardcoded anim to see if they can smooth it out by lerping the anim.

    Notice that as long as you keep moving your weapon when you use IS that it doesn't do that, it only does it when you hold it still.
    i don't have it with scopes, you have a mod that let's scoped weapons use the IS animations or something (cause i don't see the regular scope nif there)? Like the old Optics Of New Vegas or something like that ? It's clear that using scopes this way intensifies the effect.
    1. SGTbayk47
      SGTbayk47
      • supporter
      • 102 kudos
      On my end the effect is far worse whilst moving when aiming. Oh well it will just have to stand then, so long as my meshes sights are accurate we'll just have to compensate for the shakes.
  6. GODimitri
    GODimitri
    • member
    • 6 kudos
    i legit thought this was a feature of the game. like to add some realism since you cant hold a gun perfectly still IRL
    1. DravenLovecraft
      DravenLovecraft
      • member
      • 3 kudos
      Makes sense to me, always thought it was an intentional feature. If it's a bug turned feature, that's fine by me too.