Jump to content

Search the Community

Showing results for tags 'field of view'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 4 results

  1. I'm amazed that no one either wants or can create a field of view improvement for the game. All the mods are just reshades, saves and equipment stuff... typical console port nonsense impeding/restricting PC gamers from really enjoying the level of games that we should/could be otherwise.
  2. Before I begin, I just wanted to note that this is research from only an hour and a half of testing between F:NV and F4. There's probably people who know way more about how it all works, but I couldn't find it readily available. Also, I'm sick and on strong antibiotics so I may have skipped steps or jumped to conclusions inadvertently. The Problem: Many modded weapons in Fallout 4 look extremely small when you are holding them, in this case the mod "Modern Firearms". I had remembered that in New Vegas you could change the size of weapon view models via an ini tweak, so I decided to test it and see if I could find a solution. After over an hour of testing, I can firmly conclude that Fallout 4's ini design makes no sense and is poorly optimized for tweaking. Let's begin with Fallout: New Vegas. f1stPersonFOV controls your weapon view model fworldFOV controls your perspective of the game world, both 1st and 3rd person. fdefaultFOV controls your perspective when scoped. fdefault1stPersonFOV controls.. idk. I think it might be for cutscenes. fPipboy1stPersonFOV controls the Pimp-boy 3million (and the normal one too). fRenderedTerminalFOV controls the terminal. Now it's not perfect, and could be expanded upon (they could have separated 1st and 3rd person FOV) , but these tweaks are very understandable and easy to adjust. Now let's look at Fallout 4. I should mention that to make these changes stick I had to make changes in Fallout4.ini, Fallout4prefs.ini, Fallout4_default.ini, and Fallout4prefs.ini in the directory. Still not sure which actually works or if they all have to be the same for it to change properly. The settings in fallout 4 are streamlined and compacted, and not for the better (a theme with this game, unfortunately). Some have been combined, some have been removed, some have been combined and removed. f1stpersonFOV now controls your perspective of the game world in 1st person. fworldFOV controls your perspective of the game world in 3rd person. fdefaultFOV controls your perspective when scoped. The console command "fov [viewmodelfov] [f1stpersonfov]" will change the view model of your weapon, the pip boy, and I presume the terminal. eg: "fov 80 90". Oddly, "fov XX" does not work, and resets everything after leaving the console. At first, this seems to make much more sense, until you realize what we've lost. Let's go over the problems I can identify. First, all FOV settings were normalized to 80 degrees, with game models adjusted accordingly, rather than using accurately sized models with varying FOV settings. Second, there is no known ini tweak that controls the view models, so you've got to change it via the console in game, every time. And third, the view model tweak combines weapons, the pip boy, and terminals. The ramifications of this are immediate if you decrease the view model fov to anything below 75 degrees: The pip boy is unusable. You can increase it a fair bit because of the nifty zoom functionality, but decreasing it is impossible. I have to wonder if the zoom feature was originally intended as a way to compensate for combining the view model FOVs, but was underdeveloped and the initweak was removed/hidden to prevent complaints (but here I am!). Unfortunately, my original problem remains unsolved. While a view model fov of 60 looks fantastic with the Modern Firearms weapons, the pip boy is entirely unusable, zooming into the bottom right corner. And if even if it did, the unknown/non-existent state of the ini tweak would require me to make the changes every game session and forfeit achievements. I hope a long term solution rests in the creation kit, possibly allowing modders to adjust the size of their weapons' view models independent of other view models (I'm not a modder so I'm not sure what would be necessary). Until then we can enjoy the weapons they create in undersized, minuscule, glory. I hope this was helpful or at least insightful, Xnihil0
  3. Hi people, I had loads of issues with the fov in fallout 4 and went a looking for solutions all over the net. The issue of having a field of view that looks good in game but then the pipboy being too small to use. I found a solution as the tweeker mod didnt do it for me correctly. I am writing it here coz I am trying to help all the people who are having difficulty and maybe arnt as able as others when it comes to ini editing. Hopefully when they are googling for a fix they will end up here. People were suggesting the console fov 100 100 line, and thats great for normal gaming but the pipboy is still small. I found that after tweeking away with the tweek mod and then loading up the game, I can now get a fov of 100 in 1st and 3rd person AND a large pipboy. But I needed to do this first. Open console FOV 80 100 (enter) refreshini (enter) close console save game. Yes i know its not news, but many people dont know that the first number (80) in the FOV line is for the default FOV. The second number (100) is for the 1st person FOV. Most comments say 'do FOV 100 100 or it wont save the change', they say that because when you do FOV 100 only it looks like its changed, but after you close console it reverts. Actually it is still changed but only in default FOV which is the pipboy screen. And that gets overridden with the 1st person FOV after you close the console. Doing FOV 80 100, sets the FOV for pipboy at 80 so that the pipboy fills the whole screen. And it sets the 1st person FOV to 100 so you get more in scene on oyur screen. After your happy with your FOV settings and other tweeks, remember to refreshini in console, save in game, go to 'documents/my games' and set 'read only' for all three ini files so that your settings dont get overridden. I've read soo many comments about bad pipboy screen size and I struggled with it too before I worked this out. Hope it help others. darktACTics.
  4. When I changed the fov I realized that the laser sight did not point in the middle of the screen, but lower left, I already tried to solve it with commands like refreshini, saveini and other solutions like modifying fallout4.ini but the problem still there, and its really annoying, sorry for my english :D Cuando cambie el fov vi que la mira láser ya no apuntaba al medio, esta torcida hacia abajo a la izquierda, y como juego sin punto de mira esto me molesta bastante, ya trate de solucionarlo usando los comandos refreshini y saveini pero no sirvió, ni tampoco modificar el fov desde fallout4.ini
×
×
  • Create New...
  翻译: