If you're seeing clipping armor in first person, you need to modify your config file. Experiment until you find a good setup. I personally use horizontal offset 6 and vertical 15, but you may use the other methods or different values, depending on your FoV.
Please do not ask me to fix _____ armor clipping. The mod fixes it. You need to dial in the right settings.
Not to be an ass but your instructions make it so complicated.
EDIT: I am slowly unraveling the clues. So you write to put the "FOV_Extender" folder into mods...riddle me this....riddle me that...I think I will change the name of the mod and let that be that!! The fools! Let em try to break my code!
I will tell them"This mod does not have any known dependencies other than the base game." but then right below I will put UE4SS instructions that are so difficult to understand they will never crack my code now!!
Crikey I did it!! I got it working! It was the mods.txt file. No other mods have this and so it threw me off. Terrible instructions have a great mod hidden away. This is exactly what I was looking for as the 3rd person was just too far and just from 1.0 to 0.85 and my OCD is appeased friend so thank you. Possible to make this even more perfect by adding in ability to set not only the FOV, 3rd person zoom but also x/y axis placement. I use centered cam and tried all the other cams but each one is tuned to that specific person and a camera mod that lets you set zoom and camera placement would be perfect.
Funny you start off with "not to be an ass" and then immediately proceed to be an ass. There are a million ways you could have chosen to say all of that without being a jerk.
The updated instructions contain screenshots. I don't know how much more clear that can make it. I can lead you to water but I can't make you drink. Other mods use the "enabled" file in the mod folder to make it on at all times but I find that sloppy and not ideal if you need to disable a mod that is causing problems. If you can't figure out from the picture of my mods.txt file how to do that, messing with mods probably isn't ideal for you.
I renamed the mod because the original scope changed drastically. Most of the features are no longer tied to just increasing the FoV. It has been renamed for a long while now. Why are you even downloading the old versions?
Had you not just decided to be as abrasive as possible, I may have even considered making exactly the mod you're asking for. If you read my past interactions here, I'm quick to add features and fix bugs on request. You may have also noticed those people were polite and behaved like adults.
You wrote....Copy and paste the "FOV_Extender" folder and "mods" text document from the mod archive and paste them into the "mods" folder. Reason I downloaded the older version was because after 2 days of trying I thought maybe you had changed the name inside and the old mod had the "FOV_Extender". This was how I got past that hurdle. And when you say to copy the "mods" text document it is confusing where mods.txt is not. Again I am not being an ass here but your instructions are awful. I could go on. And I dont care if you make it or not. This mod you made is great and I am pretty content so thank you :)
I added third person camera position offsets and fixed the incorrect name in the description. Must have copied and pasted carelessly when I remade the instructions. I apologize for that and for being so defensive.
This gets me around an issue I have with camera mods where the mod maker makes the mod to where they prefer regardless of the many perspectives from player. Weapon position offsets to compliment the weapon zoom? icing on the cake and nothing else is needed IMO.
wolfstriker you are being a bit disingenuine here, I downloaded 2 UE4SS mods (no item outlines and local map on N key) before and they both had a mod.txt file but I also believe it might have been the reason they didnt work for me in MO2
No disingenuous behavior at all on my part. Without proper tools like a fully working mod organizer tool it can be way confusing. For example, many mods have pak files inside a mods~ folder. I was throwing all my pak files straight into the pak folder and then realized that you can make a mods~ folder within the pak folder and keep folders in their own named folder within. So now my paks folder is like my UE4SS folder so each mod has its own named folder. Makes it way easier to remove mods.
Good thing you made this manual download, cos it was not before. I downloaded it with my mod manager and the mods.txt file packaged within, overwrote my own one and disabled all my other UE4SS mods, please just include an enabled.txt instead, which would auto-enable the mod without having to write to the mods.txt file(look at any other UE4SS mods). The UE4SS mods also go into a separate directory for those who use UE4SS for OblivionRemastered, luckily the mod manager handles placing it in the right folder.
Not separately from the main FoV. Models are part of the same camera / layer. There may be a way to force them to a separate one but I don't know how to do that in Unreal. I could do it in five minutes in Unity 😂
dang, I thought it could potentially help with the odd screenspace reflections stuff thats going on in the water, since you could theoretically render a bit more of that reflection (bigger fov) and then make the viewport for the player a little smaller.
Could be possible that it isn't accessible with UE5 though if it just combines all transformation matrices (not sure if it does tbh but i think thats standard practice nowadays)
Hey we know it's stressful and all to keep tweaking this thing and we're thankful but camera distance still doesn't seem to work, fov etc is changeable but camera distance 1.1,1.2,1.3,1.4 etc does nothing for me even when sheathing/crouching only a value of 1 or 2 flat affects it, tested on v3.0 3.1 and 3.4
Think this is incompatible with A Closer Look (Zoom Key) as your mod's regular pinging interrupts its fov change. Any chance you would incorporate it into your mod? Seems to be up your alley.
Only issue I have is that the fov sticks when zooming and entering a conversation or confirming a quest pop up, but I think it's native to the other mod.
Hi there, have a problem with the cataclysm bonus armour. The bodyarmours arms are clipping while looking down. i installed your mod in hope it fixed this, can you take a look at it, would very much appreciate it. Thanks !
Use vertical and horizontal offsets to fix it. This mod will work for fixing any armor in the game in that regard but you have to configure it properly. I personally use 6 horizontal and 15 vertical.
Does this mod lets me zoom in closer before game decides to switch me to first person? I want to be able to zoom in as much as I can or zoom out for that matter without game forcing me into either perspective, I'm searching for such mod but can't find any so far.
Nope. Third person perspective has two zoom levels and snaps between them and first person. As far as I know, there is no mod currently that makes it a smooth zoom with a lot more levels.
148 comments
Please do not ask me to fix _____ armor clipping. The mod fixes it. You need to dial in the right settings.
EDIT: I am slowly unraveling the clues. So you write to put the "FOV_Extender" folder into mods...riddle me this....riddle me that...I think I will change the name of the mod and let that be that!! The fools! Let em try to break my code!
I will tell them"This mod does not have any known dependencies other than the base game." but then right below I will put UE4SS instructions that are so difficult to understand they will never crack my code now!!
Crikey I did it!! I got it working! It was the mods.txt file. No other mods have this and so it threw me off. Terrible instructions have a great mod hidden away. This is exactly what I was looking for as the 3rd person was just too far and just from 1.0 to 0.85 and my OCD is appeased friend so thank you. Possible to make this even more perfect by adding in ability to set not only the FOV, 3rd person zoom but also x/y axis placement. I use centered cam and tried all the other cams but each one is tuned to that specific person and a camera mod that lets you set zoom and camera placement would be perfect.
The updated instructions contain screenshots. I don't know how much more clear that can make it. I can lead you to water but I can't make you drink. Other mods use the "enabled" file in the mod folder to make it on at all times but I find that sloppy and not ideal if you need to disable a mod that is causing problems. If you can't figure out from the picture of my mods.txt file how to do that, messing with mods probably isn't ideal for you.
I renamed the mod because the original scope changed drastically. Most of the features are no longer tied to just increasing the FoV. It has been renamed for a long while now. Why are you even downloading the old versions?
Had you not just decided to be as abrasive as possible, I may have even considered making exactly the mod you're asking for. If you read my past interactions here, I'm quick to add features and fix bugs on request. You may have also noticed those people were polite and behaved like adults.
Edit: I see it and will fix it
And thank you for liking it. For what it's worth, I think camera position in third person is a good idea so I am exploring that and some other things.
EDIT: its already added in superb, thanks again.
And the update is great!
Is the + or - key configurable? It's being used by another mod I have 😥
Could be possible that it isn't accessible with UE5 though if it just combines all transformation matrices (not sure if it does tbh but i think thats standard practice nowadays)
EDIT: Works GREAT! :D
Only issue I have is that the fov sticks when zooming and entering a conversation or confirming a quest pop up, but I think it's native to the other mod.
Thanks
Im more than willing to improve the instructions, but man is it discouraging to spend dozens of hours making mods to get comments like this.