Ranx31 Posted September 28, 2014 Author Share Posted September 28, 2014 You didn't notice it before because the scope reticle was smaller . Once you used a bigger one you ended up seeing the edges. I also thought the sizes of the reticles were different somehow, at first... Then I loaded several up in Nifskope and compared. Turned out that the one I want to use and the game's default both have the exact same dimensions (1480 x 920). When I say same dimensions, I'm referring to the portion of the scope's mesh that forms the large, black masking plane that appears in-game. Anyway, if you look at the scope mesh used for the Gauss rifle (found in Operation Anchorage), you'll see that it, in fact, uses a LARGER sized plane. So, more strangeness, if you ask me! If you want to see for yourself then here's a link to the modder's resource. It may help explain what's what: More Scope Reticles I'm using the one called 'ScopeDMS.nif'. If you want to see if it makes any difference in size either way, try that mesh out and then rescale it's parts to 0.95 as drithius suggested I do and see what happens... Link to comment Share on other sites More sharing options...
africaisstarving Posted September 28, 2014 Share Posted September 28, 2014 (edited) Hey Ranx31,Maybe the gray bars being displayed is a mix of FOV, Weapon FOV, Scope/Reticle size. Generally for me bigger scope size esp binoculars will always reveal into gray bars . I know that setting in Fallout.INI will remove bars permanently. I always have that setting at 0. Saves so much pain. Sorry in FO3 I think the bars are actually black I can't remember. In NV they are gray. I think.. Edited September 28, 2014 by africaisstarving Link to comment Share on other sites More sharing options...
Ranx31 Posted September 29, 2014 Author Share Posted September 29, 2014 (edited) Maybe the gray bars being displayed is a mix of FOV, Weapon FOV, Scope/Reticle size. Generally for me bigger scope size esp binoculars will always reveal into gray bars . I know that setting in Fallout.INI will remove bars permanently. I always have that setting at 0. Saves so much pain. Ya, I'm not sure what's driving it either exactly... Might have something to do also with the way the game rescales the scope view to fit the screen. At any rate, I tried what you suggested earlier today. I put the scale of the scope back to 1.0, added the setting to Fallout.ini & FalloutPrefs.ini, then fired up the game. Lo and behold, the grey bars were gone! No other scope view showed them either - I tried a few. So, I think I'll go with your method and simply add the same instruction in my mod's document for other users. At the very least, it eliminates having to rescale any scope.nif, even if somebody knows how and I'll bet a lot of people wouldn't want to play around with this sort of thing. So thanks for the tip! I'll be sure to mention you in my credits. EDIT: BTW, the bars are grey for me in FO3. Check my initial pic to see. Not sure about NV as I don't have it... yet. Edited September 29, 2014 by Ranx31 Link to comment Share on other sites More sharing options...
africaisstarving Posted October 2, 2014 Share Posted October 2, 2014 (edited) There you go. Is the simplest solution I found when I was struggling with binocular scope. Trying to make a scope to please the engine is a hassle. Simply tell your mod users that if they don't change /add that ini setting there may be gray bars because the scope is larger than default game scopes. Makes your life easier.Sad thing you can't change that ini setting from code. I have tried. [edit] Now that I think about it it may be something to do with the size of the scope (as a dds file) and screen resolution that can make bars show more/less. Widescreen probably gets more space and scopes can be wider. Best bet use that settings saves you lots of trouble. GL Edited October 2, 2014 by africaisstarving Link to comment Share on other sites More sharing options...
Ranx31 Posted October 4, 2014 Author Share Posted October 4, 2014 Simply tell your mod users that if they don't change /add that ini setting there may be gray bars because the scope is larger than default game scopes. I added some text to explain what to do if they get the grey bars - in the same way I did it. Just to clarify, the scope I used is the same size as game default. See my previous responses to this topic... I wonder if anyone's ever tried to make the mask plane the same size ratio as widescreen i.e. 16 x 9? Maybe that's something worth trying... I'm still not happy about scope views getting chopped off top and bottom as much as they are. Not going to diddle with that myself right now though, pretty busy with other stuff! Link to comment Share on other sites More sharing options...
RoyBatterian Posted October 13, 2014 Share Posted October 13, 2014 fScopeScissorAmount is for clipping the outside borders of the overlay, and has nothing to do with the grey bars. Open console and enter set CameraFOV 110 and then scope a weapon to see what I mean. The grey bars will persist if you set it to 0 or not, it's a problem with the mesh as already discussed and solved. Also, not everyone uses the default FOV of 75 which will make the problem reappear unless the mesh is edited. Link to comment Share on other sites More sharing options...
Ranx31 Posted October 13, 2014 Author Share Posted October 13, 2014 Well, you may be right but all I know at this point is that I've had several hundred DLs of my mod and, so far, no one has complained about scope troubles... I will however keep your advice in mind for the future should I need to change it. Thanks for informing me with more details, at any rate! :) Link to comment Share on other sites More sharing options...
RoyBatterian Posted October 16, 2014 Share Posted October 16, 2014 It also messes up the ending slide shows because the "curtains" were done with default FOV in mind. Just a heads up, been through this all already with FOV Slider ;) Link to comment Share on other sites More sharing options...
africaisstarving Posted October 21, 2014 Share Posted October 21, 2014 hey fScopeScissorAmount is what is causing it. The clipping outside borders of overlay is exactly what zeroing that setting turns off. I highly doubt is the actual scope mesh that's cuasing it. Is because the game limits visibility of a scope nif to about 60% of the screen. Increasing FOV to higher than 75 does not fix the problem is a well known workaround that affects all other FOVs in the game including scopes to be less zoomy and therefore not show the gray bars anymore. Is a trick. It works. But I don't recommend it. Will make the game look distorted in some areas. The game is designed with FOV 75 in mind. If you use NVSE for your mod you can change ini settings from code SetINISetting "fScopeScissorAmount" "0" ; both need to be string variables in double quotesor setINI Put it in a quest running on a 1 2 sec delay with the code Begin GameMode if GetGameRestarted SetINISetting "fScopeScissorAmount" "0" endif Endand every time the game restarts the scopes will be removed . They only need to be removed once . GetGameRestarted only returns true ONCE first time is loaded then false no matter in which save you load from or what you do. That way everyone won't see the gray bars. But thats if you use NVSE. Some may never see the gray bars due to the screen size /width resolution they are using. Etc. Link to comment Share on other sites More sharing options...
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