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Editing the weapon scope view .nif files


Sabat9

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So not too many people are running ATI's new-ish Eyefinity display with Fo3, so this may not be a very familiar problem to anyone...

 

As it turns out, vanilla (and modded) weapon scope views do not display properly in Eyefinity. Widescreengamingforums.com has little to no information regarding this issue, other than "maybe FoVegas will have full Eyfinity support." ...so here I am trying to mod up a fix for it myself.

 

I *think* that I have determined that the problem lies with how the .nif files used by the scope view are set up. If you go into the GECK and leave the field under "has scope" blank, you still get the zoom factor intended for that particular scope, but without the scope overlay. Doing this displays the zoom exactly like it would with a weapon without a scope, just at a higher zoom level (i.e. lower FOV value).

 

My theory then, is that the solution lies within making/editing a .nif file that is called on by the scope function that is formatted properly for screen resolutions such as 4320 x 900. I'm not totally sure that there isn't some other technical issue with Eyefinity that causes the scope .nif to not function properly, but this is my best estimate for how to start solving this problem.

 

I have opened up the vanilla .nif files for the scope view, and have absolutely NO idea where to begin. I'm reading up and going through the common nifskope tutorials that are out there, but for the most part, the scope .nifs are so different from your usual weapon/armor .nif files, that i'm not really seeing the relationships between the types of .nifs.

 

I'm gonna start messaging everyone who has put up scope-oriented mods, and see if their expertise can get me started in the right direction, but in the meantime, if anyone reading the forums has experience with these kinds of .nif files, or can offer any clues towards the solution, i'd love to hear it. Getting this fixed would be awesome for everyone using Eyefinity.

 

 

 

unmodified view of weapon scopes as they work with Eyefinity:

 

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot1-1.jpg

 

 

view after disabling the path to the scope's .nif file...this is while zoomed in, by holding down the right mouse button for the scope view. This setting is the FOV setting on the main tab for the weapon in the GECK, and functions separately from whatever effects the .nif has.

 

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot0.jpg

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  • 4 months later...

unmodified view of weapon scopes as they work with Eyefinity:

 

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot1-1.jpg

 

What are you looking at here? Is there fog, or is the gray from the scope overlay preventing you from seeing anything? What is that scope overlay supposed to look like?

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unmodified view of weapon scopes as they work with Eyefinity:

 

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot1-1.jpg

 

What are you looking at here? Is there fog, or is the gray from the scope overlay preventing you from seeing anything? What is that scope overlay supposed to look like?

 

The OP's screen shoot doesn't look quite like what I get. I don't get the double overlapping circle in the middle, and the edges of the blackness are vertically straight and end about halfway across my side monitors. I'm running in 5212x1050 (5040x1050 with extra pixels to correct for monitor bezels) I will post some screens later.

 

I assume that is the default scope the OP posted, aside from what I described above that's what my default scope looks like. The grey isn't fog exactly. The world doesn't seem to be showing properly through the scope view, most everything is grey but light sources and some other odd things do show up. For instance sometimes I can see disembodied floating "skulls" or maybe hair styles where people are, in fact that seems to be what those artifacts in that screen shot are, the heads/hair styles of the three people in the bottom screen shot.

 

Screen shots below from just inside the Megaton entrance. First pair in daylight and the rest at night. Oddly one npcs clothes and equip all showed up at night but no body.

Day scope:

http://img202.imageshack.us/img202/6869/screenshot3iv.jpg

Day no scope:

http://img230.imageshack.us/img230/6183/screenshot4n.jpg

Night scope 1

http://img833.imageshack.us/img833/8373/screenshot5i.jpg

Night no scope 1

http://img801.imageshack.us/img801/3088/screenshot6w.jpg

Night scope 2

http://img248.imageshack.us/img248/9374/screenshot7vn.jpg

Night no scope 2

http://img199.imageshack.us/img199/4346/screenshot8tf.jpg

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If either of you know how to use Nifskope, I'm wondering if disabling (maybe try setting the scale to 0?) some of the scope overlay's meshes will have any effect on these problems you have in-game. Make a backup copy of your scope overlay .nif somewhere, then open your original in Nifskope. You can select a mesh by left-clicking on it in the small render window. You can rotate the view in the render window by left-clicking and dragging. All of the scope overlays I've looked at were composed of single-sided meshes only, so rotate your camera around if you don't see anything. Select a mesh and, in the bottom frame (Block Details, I think,) change the Scale to 0. You can edit values in the bottom frame by double-clicking the value (which, for Scale, is usually 1.0000.) Try 'disabling' everything but the scope overlay's crosshairs in this manner. Also, Nifskope doesn't write any changes to disk until you "Save As", so make sure you are editing the right file, you have a backup copy just in case, and you save your changes.

 

It's a simple test, but if you aren't comfortable doing this for some reason, or Nifskope doesn't work for you or something, PM me with an email address and I'll send you a modified overlay to test.

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Hmmm... still a no go. Problem with the scope texture then? Or are they all attached to the disabled meshes, no full screen scope texture? Just game engine insanity?

 

http://a.imageshack.us/img199/7514/screenshot9rq.jpg

 

http://a.imageshack.us/img714/9779/screenshot10l.jpg

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Hmmm... still a no go. Problem with the scope texture then? Or are they all attached to the disabled meshes, no full screen scope texture? Just game engine insanity?

 

http://a.imageshack.us/img199/7514/screenshot9rq.jpg

 

I have no idea if it will even make a difference, but it looks like you missed at least one mesh. There are often multiple masking meshes on top of each other that that provide, among other things, the glassy look visible in this image. Is this scope using a transparent red dot sight? Try one with a simple black crosshair, and disable all the other meshes. If all else fails though, you can always disable the scope and leave the Sight FOV. You'll still get the zoom in effect, though you'll be using the standard crosshair instead of the scope overlay.

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Hmmm... still a no go. Problem with the scope texture then? Or are they all attached to the disabled meshes, no full screen scope texture? Just game engine insanity?

 

http://a.imageshack.us/img199/7514/screenshot9rq.jpg

 

I have no idea if it will even make a difference, but it looks like you missed at least one mesh. There are often multiple masking meshes on top of each other that that provide, among other things, the glassy look visible in this image. Is this scope using a transparent red dot sight? Try one with a simple black crosshair, and disable all the other meshes. If all else fails though, you can always disable the scope and leave the Sight FOV. You'll still get the zoom in effect, though you'll be using the standard crosshair instead of the scope overlay.

 

I did remove that mesh in the second screen and it didn't make a difference. I'll try a default scope with the black crosshair, but I have a feeling I will end up disabling the overlay for weapons I use frequently.

 

With only default crosshair mesh, still a no go:

http://a.imageshack.us/img843/9540/screenshot11u.jpg

 

I think it's time to blame Gamebryo and pray it's fixed for New Vegas.

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Edit your ini file and add the following to the display section:

 

fScopeScissorAmount 0

 

This will eliminate the masking the game engine automatically applies.

 

Thank you! :woot:

 

http://a.imageshack.us/img46/4008/screenshot12dt.jpg

 

Might still have to mess with the nif to extend the blocking mesh or just pretend I have lidless eyes on the side of my head but at least it works.

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