TarkovIRL - Weapons Handling Mod 0.6.8.1

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

Ever wish that different weapons handled differently in Tarkov? That your meta SR-25 did not feel 95% like your unmodded Glock? Me too!

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  • Version 0.6.8.1

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    - Version 0.6.8.1 -


    I wouldn't even call this a hotfix, really just a small pass on the config. I had a little time today to play with the config values. Nothing you couldn't have done yourself, so if you're happy with things then I would say don't upgrade.


    The only code changes are that I put a couple of the more important config values into the Main Feature Values config tab, at the top, where they are easier to get to.


    Updates:

    - Slightly changed the shoulder-to-sling animation timing to be a bit longer.

    - Slightly reduced the default efficiency penalty of negative effects (like damage).

    - Slightly reduced parallax intensity, so that it doesn't step on the sway effect too much.

    - Slightly reduced the default Directional Sway value.


    Honestly I would suggest just deleting your old config values, it's tedious to reset all the defaults as you might miss an important one.

  • Version 0.6.8

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    -- Version 0.6.8 --


    New Features:

    - Reworked weapon transitions, based on T-REX Arms criticism:

    • Sling to shoulder weapon transition time significantly increased, and has enhanced custom animations.
    • Quickdraw to pistol time significantly reduced if drawing from slinged weapon, includes enhanced animaton.
    • Pistol to shoulder transitions also take longer than usual.

    - Further integration with Realism: I've added some more buffs and debuffs based on Realism stances, which I now have access to. They now play a part in my own Efficiency calculation:

    • Being in High Ready stance gives 15% efficiency buff, so when you come out of it to aim you'll be more efficient for a moment while the calculation adjusts.
    • Low Ready takes a 10% debuff.
    • Shortstock stance gives 30% buff, and you can fire(!) from that position in Realism. Game changer.
    • Being mounted gives a 50% efficiency buff.
    • Using left shoulder swap takes a 10% debuff.
    • Being in Active Aim takes a tiny 5% debuff.

    - Added slight head rotation when ADSing with a stocked weapon; this rotation also reverses polarity when ADSing on the left shoulder.


    Updates and Fixes:

    - Reworked the parallax feature again, it's more responsive and agile now. When you move your mouse less, you actually get a bit more parallax; this was to emulate fine aiming through sights. The effect is now both more active/interesting and yet much more forgiving, I'm very happy with where it is now. Of course, you can turn it off.

    - Slight reduction in footstep visual effect intensity.

  • Version 0.6.7

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    - Version 0.6.7 -


    Updates and Fixes:

    - This is basically a hotfix of a hotfix. I rewrote the augmented reload code to be much more reliable leveraging Realism's API. Everything is working well now -- I swear ...

    - Slightly reduced intensity of 'Hyper-Vertical' feature. I should rename that to just ... Emulated Gravity Effect. Yes.


    New Features:

    - Added reload speed debuff while sprinting, which is also in turn buffed by Augmented Reload. There is a slider for this if you don't want it.

  • Version 0.6.6

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    --- Version 0.6.6 ---


    This version is basically a hotfix; Realism is now required:

    - As of 0.6.6, Realism mod is a REQUIREMENT. I have long anticipated this necessity, and the day has finally come. It was necessary to fix the bugs in my new reload system, and I imagine this change will bear much fruit.

    - Fixed bugs related to the new Augmented Reload system.

    - Added slider for Augmented Reload speed.

    - Lowered the effect of overall health on efficiency by 40%.

    - Lowered the effect of heavy bleeds on efficiency by 33%.


  • Version 0.6.5

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    --- Version 0.6.5 ---

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    New Features:

    - Added new Directional Sway feature for movement in different directions, your weapon has more complex movement when moving in all directions.

    - Added new Augmented Reloads feature: when reloading or checking mag, if you press again your reload button, your character will look down at what he's doing and the animation speed will be increased by 30%.


    Updates and Fixes:

    - Huge repass on config entry names, things should be easier to read now.

    - Fixed MP5k thinking he has a stock.

    - Fixed extra freelook range to work even if not using the Deadzone feature (and turned it back on by default).

    - Default weapon cant value reduced to zero in recognition that Realism's new canting feature is better - and this mod is always meant to be played, let's say it together, with Realism maxed out very good.

  • Version 0.6.1

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    Just a wee hotfix.


    - Forgot to change the version number, fixed!

    - Un-nerfed parallax feature (really just changed defaults).

    - Lowered default sway value.

    - Don't forget to reset default values in the config!

  • Version 0.6

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    IMPORTANT UPDATE


    This version is a massive update. The principal new feature is a completely new, written from scratch weapon sway model. BSG's model is totally gone if the new one is toggled on. In addition, there are several smaller features and/or sub-features of the new sway. Many existing features have been re-tuned to work with the new sway.


    New features:

    • Added new sway model. My sway model is much more complex than BSG's, and it's intended to be both more visually compelling and complex for gameplay. When building the various parts of this new model, I paid close attention to a T-REX Arms video made a few years ago which directly addresses realism in Tarkov (third rail alert). Many of the following handling changes are in an effort to respond to those criticisms.

      When out of ADS, my sway generally leads your aimpoint rather than follows it. When in the ADS, the sway lags behind the aimpoint slightly, which is an emulation of the slightly more cumbersome behavior when securing a 'cheek weld' with the stock. Accordingly, if you have a weapon with no stock or a retracted stock, the sway will lead the aimpoint in the ADS, being slightly more nimble if less precise.

      The stock-no-stock differences are also present in pointfire. With unstocked weapons, the sway is different: a bit jerkier but points forward more reliably than stocked weapons. If you have a large weapon that can retract - a scar for example - it might be preferable to collapse it in close quarters. There is an actual tradeoff between fine accuracy that takes longer to acquire, and general accuracy that takes less time. Unstocked weapons also dip slightly when you're moving, even ADSed.

      Rotating your character causes a rotational dip in your weapon when not in ADS. A simple physical emulation of wielding a physical object, it's not going to always point straight.

      It's hard to put into words all of the small details, try it or watch one of the videos I've posted to get a better impression.
    • Added 'vertical nerfs'. Again in line with the T-REX video, I've given a sort of a nerf to leaning. This is because the T-REX video commented about how hard it was to establish the correct vertical attitude when peaking a corner, even when knowing exactly where the target is. When leaning right, your weapon's angle goes slightly up, and vice-versa for left leaning.
    • Another vertical nerf is what I call 'hyper-vertical' which dovetails with the above change. When aiming up, your weapon lags a little to point up when out of the ADS. This depends on how heavy it is. Vice-versa, when pointing down, there is a bit of an acceleration. This is again an effort to complicate the vertical plane of your aiming, making pointfire harder. None of it is RNG, you can learn the patterns precisely given enough time.
    • New footstep visual effects, and slight weapon tilt.
    • Tweaks to the deadzone feature (now off by default).
    • Tweaks to parallax feature.
  • Version 0.5.2

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    Small iterative update

    • Fixed bug where weapon weight smoothing was not being applied to deadzone (causing issues when holding something very heavy).
    • Changed throw animation values to be more pronounced.
    • Lowered default parallax value.
    • Lowered default sway value.
    • Added slider to modify how much impact negative conditions have on player efficiency (which affects sway, parallax, footstep visual effect, etc).
  • Version 0.5.1

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    Small update to tune some values:

    • Efficiency max penalty from health loss reduced from 100% to 50%
    • Increased default sway value
    • Slightly decreased base parallax value
    • Slightly decreased base deadzone value
    • Removed and disconnected a debug slider that shouldn't have been there
  • Version 0.5

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    This is an important updated, it's a huge polish pass on existing features. The main overhaul is to the 'efficiency' system:

    • Did a big refactor of my internal 'efficiency' calculation. This stat governs many aspects of the mod's features, most notably the intensity of the sway and parallax (sight alignment) calculations. Many things will cause you to be less efficient and handle your gear with less control. The exact values are as follows (everything stacks).
      • General health: at zero health you will have a 100% penalty (and also be dead).
      • Being overweight between the YELLOW and RED status adds up to 50%
        penalty (so 50% at red).
      • Concussion adds 20% penalty for its duration.
      • Broken bones: each broken bone will give you 15% penalty.
      • Tremor adds 5% penalty for its duration.
      • Stamina and arm stamina each give a 20% penalty at zero.
      • Light bleeding anywhere will give 5% penalty.
      • Heavy bleeding anywhere will give 15% penalty.
      • Being poisoned / infected will give a 10% penalty. This feature is represented well in the Realism mod, where the risk of poison is not just from cultists but also somewhat likely from eating junk food.
      • Hydration and nutrition deficit each add 5% penalty when at zero.
    • Speed and stance: slower speed and lower stance each buff efficiency by up to 50%. (So at minimum walking speed and a full crouch, these stack to a 75% efficiency buff.) Going prone gives another 50% buff (that would be a 87.5% total efficiency buff). *
    • Sprinting will apply a 50% penalty. Astute readers will say, "but your weapon is not up whilst running anyway". But the change in efficency is not immediate...
    • Change in efficiency: the changing status of efficiency is not immediately reflected in your player, but is FLUID. The rate of change itself is ALSO GOVERNED by your efficiency. For example, if your efficiency is very poor (you are heavy, injured, and starving), decreasing efficiency will be reflected to the player MORE QUICKLY and increase MORE SLOWLY (for example, going in and out of a sprint). Vice versa, if your efficiency stat is good in general (uninjured, good stam, good nutrition), a momentary decrease in efficiency (again, the easiest example is sprinting) will result in a slower reflected loss of efficiency and a faster return to base efficiency after the sprint.

    Overall, the system will always respond more favourably if you are in a good condition, and it's up to you to maintain that condition, through your health, nutrition, and movement.


    * The buffs actually are division operations of the total, applied after all the penalties, so perhaps that seems confusing but it looks like: 1 * 0.5 = 0.5; 0.5 * 0.5 = 0.25; 0.25 * 0.5 = 0.125, in other words a 87.5% buff. This should illustrate how powerful your speed and stance are.



    Other changes:

    • More tweaking to parallax feature.
    • Added fluctuation period in sway calculation, where previously the effect was immediate. This became noticeable going in and out of ads rapidly, you could see the polarity reversing in an awkward manner (stocked weapons in ads will lag behind the player camera, whereas out of ads they will lead). Now the change is fluid.
    • Added new animations to your head camera movement when throwing grenades. Unique animations for over- and under-handed throws. Inspired by Squad.
    • Redid the arm shake visual effect and tweaked values.
    • Updated footstep visual effect, effect is now present when out of ADS.
    • Changed how parallax works specifically for pistols. Since the points of control contact are so few (thanks to beta tester for pointing this out), they're especially hard to aim. So in the mod the sights become more easily misaligned when you're rotating, but they have a uniquely faster recenter time when not rotating. The point is you can practice on the range with a particular pistol and get good at aiming it during movement even when the sights are not perfectly aligned, and make better use of lasers etc.
    • Along the same lines, pistols are debuffed with 2x more hand shake effect than other weapons.
    • Added a weight attenuation curve: since the weapon weight acutely affects weapon handling, I've added a smooth curve for the factored weight to max out at 6.5 kgs to avoid cartoonish levels of weapon sway and deadzone.
    • Fixed speed-efficiency calculation to reflect non-movement.
    • Fixed blindfire to work with my mechanics.


  • Would it be at all possible for you to add a feature where you can disable your current health from effecting weapon handling? It's a great mod, but when I get damaged and get to low HP it starts to feel like my weapon floats all over the screen, and it doesn't have shoulder contact at all, so I can't reliably aim or even point-fire and it gets pretty annoying. Otherwise, at full health the mod's amazing!

    • I am going to add a slider to expose your health's impact on efficiency in the next patch. I'm also going to add a clamp value around the sway. Between those two, we can get this darn noodle arms under control.

    • Thank you for your continued support of this mod. I genuinely love it and how it changes the gameplay.

      Heart 1
  • Great mod! I am just wondering if this works only for the player or does it change how bot use weapons too?

  • Great mod! I just wonder, do this work for bots as well? I mean at least a bit - does it affect them? Or just the player??
    Regardles (and a bit off topic) I think even if it doesnt and bots have just easier (simply) a player can tweak SAIN f.e. and it will be fine, BUT to limit A.I.'s ammo (plus force bots to retreat when totaly empty, I guess) would be a true gamechanger :)

    • Hello. The effects do not apply to bots, afaik lol. It wouldn't really make sense would it. Indeed, if you just turn down the bots' difficulty, you achieve effectively the same solution, don't you. I'm quite sure that with the basic important mods like sain and realism, bots already run out of ammo and retreat. I highly recommend the realistic combat overhaul preset for sain.

  • This is T H E BEST !!!!!!!!! Just he parallax feature is WAY overpowered and makes it impossible to aim in a typical fast moving situation. I have it of.

    Heart 1
  • Is it possible to have the damage efficiency have their own slider? cuz I would love to still have the other debuff affecting my aim but I don't like when I get shot by a 9mm and my arm decides to aim 90 degrees to the left, or have a certain limit on how much the arm can rotate when being shot at.


    regardless this is one of the best mods and your work is greatly appreciated

    • Thanks for the kind words.


      There is already a slider for this, it has been in the mod for a few versions. It's called Efficiency negative effect multi, in the latest patch I moved it to the top of the config. It's set by default to 0.7, so start from there turning it down.

    • I thought this was for all negative effects, not just for damages.

    • Ah, forgive me I guess I didn't understand. Yes it's for all negative effects, not just damage... But most of the negative effects are just damage. So we're kinda splitting hairs.

    • Ah, I see. When I read the description of the slider, it said damage, health, stamina, nutrition, etc. I thought they all played a huge role instead of just damage. Now I don't feel as bad when I slide it way lower.

  • I'm noticing any time I have a blacked arm, my gun will swing uncapped, going anywhere around my player it decides, including behind him

    • This is because of the efficiency penalty you incur while being injured. I am going to explore adding hard stops to the sway effects. In the meantime, try reducing the Efficiency negative effect multi value.

  • I'm having an issue where the gun movement is crazy exaggerated. I have the correct version of Realism and I did a clean install, including deleting the config. Any idea how to fix this?

    • Update, it's only an issue with 0.6.8, going to 0.6.8.1 makes everything feel great again. Camera stuttering is still an issue though

    • I am 99% sure that I have fixed the camera stuttering in MY mod. It is also in Live Tarkov... it does exist. It's notwhere near as bad as it used to be in my mod.

    • I think it's just the stuttering I get in the game messes with the mod, not the md causing it. Tarkov's poor optimization foils us again

  • This mod keeps getting better! I think adding more meaning to Realism stances is a great idea. In my opinion, something like this would be sweet:


    Default Stance: Fastest ADS time but drains arm stamina quickly


    Short Stock: Slower ADS time compared to default stance, but drains arm stamina slower


    For the alternative stances, I think the following makes sense.


    Fastest to Slowest ADS time:

    High Ready

    Low Ready

    Patrol Stance


    Fastest to Slowest Arm Stamina Recovery Time:

    Patrol Stance

    Low Ready

    High Ready


    I think this setup would add meaning to every stance.

    Heart 1
    • Thanks for the kind words.


      Regarding the stances -- I think all of these things are already true for the stances? Like literally what you described. Except the Patrol stance, I didn't even know it was in there until last update.

  • when i get shot my arms flail around

    • Don't get shot.

    • Ok sure, but is it a bug?

    • No. I have an internal calculation called Efficiency. Efficiency affects all of my weapon handling mechanics: weapon sway, parallax, weapon shake, etc.


      Efficiency goes up when you are moving slowly, and when you have good stamina and nutrition. It goes down when you don't and when you are injured, bleeding, concussed, sick, etc.


      When you get hit, you often bleed and go into shock. Both of those make you aim worse.


      You can reduce negative effects by lowering the Efficiency Negative Effects Multi value in the config. In the most recent version, I've put that slider near the top because it's important. I lowered the default in the version I just release an hour ago.

      Thumbs Up 1
    • Ah ok, I probably didn't read, my bad. Mod is really good

      Thumbs Up 1
  • Doing the lords work with these updates. I never could have imagined a more realistic simulation. With each update it just gets more immersive

    Thumbs Up 1
    • Thank you so much for the kind words, man.

      Heart 1
  • Hello adishee! Thank you very much for your mod, the immersion in the game is amazing. I have the latest version of your mod and realism installed. Yesterday I encountered a problem with the Eotech HHS-1 sight. When aiming the optics and moving left and right, the crosshair shifts and when you stop moving, it remains shifted. Bullets fall past the sight. Disabling 3 or 4 points from the top helped. Thank you.

    • Hello! Thanks for the kind words.


      Do you have perhaps a video or something? Could you try removing TarkovIRL and see if it persists? I can't imagine why that would occur because of my mod, I don't do anything to sights at all.

    • I'll record a video when I get home. After I removed the selection in the f12 settings, point 3 or 4, it helped.

    • Hello. Video

    • Okay so this is a bit interesting and I think I understand the problem.


      I can see from your video that you have an enormous number of glitches and slowdowns while playing your game. The first thing I ask myself is how you can bear to play like that :/ .


      The scope is only losing sight picture during the glitches. All of my calculations are done using frame-by-frame measurements of motion which store the recent history of your movement to produce outcomes. It's pretty stable, but it kind of assumes a somewhat stable framerate above 30 fps; below that, things get weird.


      I think that's what's happening here, your frames keep dropping abruptly below 30 fps, which is causing my calculations to glitch out a little and overestimate things. Since my mod is all about fluid motion, basically.


      So, you should work on making your game run smoother. There is not much I can do about that. My mod relies on tracking somewhat smooth frames, even if they are pretty low.


      Hope this helped

    • Indeed, in this raid, there were significant frame drops due to the large number of bots. Overall, I have a stable 60 frames, I was testing the bot settings at that time. If you are interested, I can test it at the factory with a minimum of bots and write back. Thanks for the answer

  • Is anyone having an issue with reloading ? It seems the reload key does not work in raid for me, yet works in the hideout shooting range.

    Quick reload and The rest of the magazine/weapon manipulation binds seem to work fine, it seems to only be the reload bind that does not work in raid.

    I am also using the increased free look mod and will be removing it to see if it fixes the issue.

    • Also seem that reloading works in scav runs but not in pmc raids.

    • Yeah, even after the 0.6.6 update I'm still having this issue.

    • Guys, do you have the latest Realism installed? The one released a few days ago, like? It does require that latest one, that's the one I integrated into the mod last night and it IS different than the recent version from a couple weeks ago. I'll post more information about this requirement later but make have you have the latest Realism and let me know.

    • I had Version 1.4.7 of the Realism Mod installed, I'll check if that's the issue now.

      Thumbs Up 1
    • When downloading it says 1.4.8, but when you go into config.exe it'll say 1.4.7.

  • The new augmented reload feature seems neat, but is it possible to adjust the speed increase it gives you? If possible, I'd like to slow it down a bit. Regardless, this mod is fantastic!

    • I added a config entry, so yes.

    • Oh sweet! I must be overlooking it in the config. What's the name of the option?


      Also, I saw another comment about having problems reloading and my group just encountered that as well. Pressing R once wasn't doing anything but we could still double tap to do a quick reload. It didn't happen on our first raid but started on our second. We all have Realism 1.4.8 installed.

    • Are you using the mod in fika?? It actually works? I would love to see an error log to understand the problem more and put out another fix.

    • The config option was there but misnamed. I should have a(nother) hotfix coming out in the next few hours.

  • Very cool mod. TY. I was really impressed by the speed reload feature, much better than BSGs. Feels better than the deadzone mod I was using, and gives more free look than the other mod I used. The Parallax really threw me at first and I had to disable it. Will try lowering the strength, but at default it goes at some weird angles.

    Heart 1
    • If you move slowly, the parallax diminishes a lot. And smaller weapons with higher ergo are less affected.

    • Thanks, yeah I tried it again and it wasn't so bad. I think it was all just a bit jarring at first.
      Great mod again

  • I absolutely love this mod thank you so much, it changes the game completely. I love it!

    Heart 1
    • Thank you for the kind words, I appreciate it.

  • Anybody else encountering an issue where they can't reload normally, and can only speed reload? It just started happening to me today after I updated the mod.

    Thumbs Up 1
    • Having the same problem with the new version. Going back to the previous version fixed it, so I guess it has something to do with the new reload/mag check mechanic.

      Thumbs Up 1
    • Yes, exactly the same problem.

      Thumbs Up 1
    • Working on some hotfix action my dudes.

      Thumbs Up 1
    • Realism is going to become a dependency boys.

      Heart 1
    • So I'm guessing it was a weird conflict with Realism's reload speed modifiers.

  • Hey! Thanks again for incredible update!
    I have several question though
    1. You disabled default weapon cant value. But if i returned it to previous value (-0.5 and canted feature from Realism is disabled. I like your implementation more ;) ) is it still gonna work like in earlier version?

    2. Directional sway looks interesting, but i didn't get used to it yet. Is it possible to disable it or change some values in the config to return everything to how it was before? (i did not find settings in config related to that)
    3. Augmented Reloads. I do not know why but my character does not look down when i press R second time and my reload speed is reduced by ~50%. Could it be affected by the fact that i disabled varied reload speed from Realism?

    • 1) Yes!

      2) There is a toggle for it in the first section.

      3) Interesting. It should still work without Realism's changes... does it work when you check mag?

    • 2. Thank you!
      3. No, it does not work when i check mag. But the animation speed changes. When i check mag and then press R the mag check animation is sped up. When i press R and then press R second time the reload animation is sped up. The only thing that missing is character does not look down. Otherwise everything is great

    • May be there is some Incompatibility with Increased Look Direction mod. I'll check that later

    • Ah yes, that is possible. Do note that in my mod there is also increased look rotation.

  • Off topic of your amazing mod, i was wondering if you have your settings for other mods posted somewhere? I loved your showcase video in terms of amount of bots ect. I want a very slow movement game for a perma playthrough.

    • Thanks for the kind words. I do not have my settings posted, sorry. I use MOAR bot spawner mostly default, with rogues/raiders/bosses spawn chance turned up pretty high. I also have PMC spawn relatively low but with very high skill (like 0.8). Lots of dumb scavs. And the Realistic Combat Overhaul preset for SAIN, very important.

  • Make Tarkov with realism EVEN MORE HARDCORE!


    nice mod, and I'm enjoying pain now, just wondering if I get higher skill level or mastery level on certain gun, will sway be better steady?

    Heart 1
    • Indeed.


      No, but both strength and stamina level indirectly buffs everything. Maybe this is something I could consider in the future, though... will think about it.

      Thumbs Up 1
  • Hello! Great mod, good job. Thank you very much. Please tell me, in your videos on optical sights the parallax of the lens is not turned off when you are not looking through them (not in ADS mode). Please tell me what is the name of the mod that is responsible for this?


    If it's not too much trouble, please publish your entire list of used mods. It can even be just a screenshot of the mods and plugins folder. I think not only me, but many others would also be grateful.

    • I've made a new tab in my mod page and listed every single mod that I currently use. Enjoy.

    • Thank you.

  • Hello!
    Incredibly cool mod. Thank you so much!

    • Thanks, appreciate the kind words!

  • sway feels super nice. i know a big aspect of this mod is weight, but with pistols having no stocks and being so light do you plan on increasing sway for them? or adding a separate slider like with pistol parallax?

    • I could do that next version, yes, although it doesn't make too much sense to me: more sway means less control; pistols are necessarily the most nimble weapons you have, for use in emergencies (especially when you're very injured being easier to control, also a mechanic in Realism) and special cases. And I believe I already have them 2x sway versus non-pistols, you just can't tell because they are lighter.


      In other words, I wanted pistols to function most similarly to vanilla Tarkov, ie very controllable.

    • thats fair, ive always felt pistols should be much less controllable though, mainly because you get one less point of contact on them than rifles even if they are so much lighter. with sway as high as i have it the weapons point ahead of my mouse (idk how else to word it) and i feel it should be even more exaggerated with a smaller, more nimble gun that isnt shouldered, but to be fair i always crank most of the settings on your mod to max....i like how fluid(?) and bouncy it makes most weapons feel but the pistols dont seem to have much going on with them and can feel a little lackluster for me, at least compared to other guns, if i used default settings like a normal person than i wouldnt see anything wrong with it. with how i have it customized i imagine it might go against what you have in mind.

  • Any mods known not to work? I've tried this a lot in recent time, but have never gotten it to work once.

    Gun just floats off to the middle of nowhere, impossible really to play like that unfortunately.

    • Do you play with Realism mod?

    • hi, no I don't. I assume Realism is a dependency then?
      I did try to adjust the config, disabling most of the stuff would get the gun to pop back up to where it should be.
      but if I look around quickly the gun will permanently move from it's position to the point where it'll just be behind me or off to the side.

      Maybe one day I'll do realism again. Did a few wipes with it but I just don't particularly like most of the changes it implements. I like a mostly vanilla game now

    • It's not a strict dependency but I develop my mod with Realism. I may add actual hooks in code in future, but the point is if there are bugs without it I wouldn't be aware of them. I have tried without Realism once and did notice bugs. But my time is very limited and I make this mod for myself, above all, and I will never play without Realism maxed out.


      So I'm sorry about that, try isolating which module is the culprit and then playing with the germane sliders to fix it. It sounds like just some value going ballistic.

  • parallax not working? it is enabled

    • I accidentally nerfed parallax into the ground. Hotfix coming. What a nice surprise that someone noticed :)

  • New sway model feels nice! GJ!

    Heart 1
  • I have an issue where if I have any setting on, my weapon basically flies off. The speed is different for all options. The only mod I have that changes weapon handling is Realism

    • Try resetting all the config values and / or deleting the config file?

    • Found the issue. Apparently Realism doesn't have weapon stances on by default anymore. Once I enabled it, everything started working just fine

    • Fascinating... I intended for my mod to play with Realism but I really don't know why it fails in these cases. Thanks for the report good to know.

      Thumbs Up 2
  • Hey Hey! Is it possible to implement Deadzone Updated as the new deadzone within this mod BUT! like how you already have within your own deadzone, to reposition the weapon to centre of screen? The independent deadzone mod i find much more smooth and whole, so i believe it would do your own handling mod WONDERS! otherwise great mod!

    • MM no I have no plans to to fork in someone else's mod into my mod. There is room to improve the deadzone in my mod, although I would say maybe give it a chance first. You can always turn off my deadzone and run that mod in addition to mine, some people have said they like that.

      Thumbs Up 1
  • Thanks for update. Seems like mod started to work correctly for me with new version. Blind shooting is no longer buggy, for example.

    Thumbs Up 1
    • A planned feature for the mod is to 'fix' blindfire, so that you can move while using it again.

  • i have most of my settings cranked pretty high up, like parallax multiplier, parallax size, and pistol parallax, and im trying to achieve something like bodycam, where with tiny mouse movements the gun/optic moves a lot, and snaps back to the center, so i turned return to parallax to max but it doesnt seem to be doing anything at all? its definitely going back to center but very very slowly and i was just wondering if maybe the settings im using are higher than they are intended to be and if its even possible to achieve a much faster return to center with the settings im using

    • There's no setting currently that would let you achieve a very fast return time with the parallax -- besides just manipulating the mouse and 'overshooting' the intended point of aim.

  • Mod still ultra buggy and not working after correct fix version

    • Do you use Realism mod? I was just testing on a vanilla version and noticed some of these bugs people talk about.

    • No but i really not like realism because it have some freaking not disabling feartures

      Thinking 1