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True Iron Sights problem


WorEnt21

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I am playing New Vegas with True Iron Sights disabled and when I aim everyting is fine but when I shoot the weapon moves to the middle and I cant see anything. It would be nice if someone could make a mod in order to make a weapon stay and not move to in the middle.

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Sounds like you have added a mod that keeps the gun off center to the right , like Fo3 vanilla , when aiming.

 

But they didn't provide the off center fire animations while aiming , or you installed it incorrectly , thereby in game just defaults to the non iron site aim. Which is still center screen , just lower than iron sites.

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Ahh so all the weapons are not reacting the same .... sheeesh , they sure left a mess then with the vanilla release.

 

But I was unclear reading your link ... as to what the OP was describing with it shifting during firing. Is that a vanilla problem on some weapons ?

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Re: Viewpoint shifting during firing. The situation depends upon the animation of the weapon in question. Which is the primary reason there is not one simple solution.

Normally WITHOUT the "True Iron Sights" setting enabled,

* "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode.


WITH the "True Iron Sights" setting enabled,

* "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life".


For certain weapons, without the "True Iron Sights" setting to enabled, the basic "iron sights" "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights. You use the "crosshair" instead. (It is intentionally less accurate and the reason for the "True Iron Sights" addition.)

That the weapon when "centered" tends to block the lower portion of the sight picture is a result of the weapon geometry as the artist perceives it. Blocky weapons obstruct more of the view. But anything close enough to be thus obscured in the lower part of the sight picture is inside of the range of that weapon. You are aiming down the sights ... looking "out and down range"; not observing the remainder of the scene at your feet. Don't like it? Switch weapons or viewpoint to third person. "True Iron Sights" setting is for people who want a more realistic and accurate portrayal.

 

Please let me know if that clarified things or I missed the point confusing you. I am always looking to improve the wiki.

-Dubious-

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I'm just confused because I have not seen what the OP describes on any weapons yet.

Of course I have only tried a small percentage , but what I thought was a fair amount of variety.

 

Could you name one that does this so I could see it for myself ?

 

That being when "True Iron Sites" is turned off.

You hold down the aim button , it then shifts from 30% off center to 20% (roughly)

And then when pressing the fire button ... it shifts from the 20% to 0% and back to 20%.

Which I agree with the OP would be Very Annoying !

And in my opinion sounds like the devs were just lazy , having initially planned to only have iron sites view. Then decided they better have a feature to turn it off. But then on some guns , didn't bother or forgot to give it an off center fire animation.

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Sorry, can't help with that. I only use a very small sub-set of weapons and none have that particular problem. (I primarily research existing solutions to problems others report.)

 

OP ( WorEnt21)? Got a specific weapon with this problem? (Link to the mod if it is added would help.)

 

-Dubious-

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I have seen the Ironsight bug OP is talking about. It seems mostly a viewmodel animation bug. It happens often with both Lucky and caravan shotgun.

The bug: When you go into ironsight and try to fire at nearly the same time the weapon gets centered on the X axis but jumps to the middle of the Y axis, covering a sizeable amount of the screen. It usually snaps back down as soon as recoil animation starts.

Edited by UnvalidUserName
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