Skip to content

Releases: rollingrock/Fo4VR-True-Scopes

True Scopes VR 0.3.24 - test build

Choose a tag to compare

@rollingrock rollingrock released this 28 Aug 14:54

Second test build. Everything reported against 0.3.13 is fixed here, plus a rework of the scope glass feel.

Fixed from tester reports:

  • Purple sky after scoping in an interior (the render was un-hiding the engine's parked sky dome; it now restores it exactly).
  • CTD when unequipping a scoped weapon (the render was racing the engine's teardown; unequips are now detected the moment they start).
  • With eyeBoxStrength = 0, leaving the scope froze a bright stale picture that read as live. The frozen lens now fades out on its own (poseFrozenFadeSeconds).
  • Two-handing rotated the scope disc in place. The disc now tracks the weapon's rotation (widgetTrackRotation).
  • Scope activation flapping on and off while aiming - the gate now scales with distance, ignores head-angle jitter when your eye is on the tube, and debounces both edges.
  • If a scope does not activate or show, the log now says exactly why (activation numbers vs thresholds).

Eyebox rework - checked against a real scope:

  • The eyebox is now distance-dependent: forgiving at the optic's eye relief, tighter jammed in close, with the classic shadow ring closing in as you leave the sweet spot in either direction (eyeBoxReliefUnits, eyeBoxDistancePower, eyeBoxAxialStrength).
  • Eye relief is per-optic: the .44 pistol scopes are built for arm's length and now work there. [Scopes] entries can set eyeRelief for any optic, modded ones included.

New switches:

  • glassFlatMode = true - every glass scope behaves like the recon screen scopes: a steady flat picture, no eyebox, no parallax, no movement.
  • enabled = false - full off switch; the plugin installs nothing and vanilla scopes are untouched (restart to change).

Install (MO2): add the 7z as a mod. Contains the F4SE plugin, its TOML, and the two edited ScopeMenu SWFs (they remove the floating 'GRAB Hold Breath' pill; conflicts only with other mods editing ScopeMenu.swf, which is rare).

Requires: F4SEVR. Replaces Better Scopes - do not run both.

Report issues with your TrueScopesVR.log (Documents/My Games/Fallout4VR/F4SE/) - it now names the cause for most of what can go wrong. If you had a crash, a Buffout crash log helps too.

True Scopes VR 0.3.13 - test build

Choose a tag to compare

@rollingrock rollingrock released this 27 Aug 13:32

First public test build.

True Scopes renders a real magnified view of the world in your scope - what the scope camera actually sees, not the vanilla blacked-out overlay. Per-scope fitted lens (26 vanilla optics measured), working reticles, thermal and night-vision looks recreated in-lens, bullet-hole decals in the scope picture, and glass effects (eye-box, parallax, rim shadow, sheen).

Install (MO2): add the 7z as a mod. It contains the F4SE plugin, its TOML, and two edited ScopeMenu SWFs (these remove the floating 'GRAB Hold Breath' pill at the source - they will conflict with any other mod that edits ScopeMenu.swf, which is rare).

Requires: F4SEVR. Replaces Better Scopes - do not run both.

Config: F4SE/Plugins/TrueScopesVR.toml - every knob documented in the file. A [Scopes] section teaches the plugin modded optics.

Regression-tested on hardware before this release: all vanilla scope types, lifecycle (holster/switch/quicksave), night vision, thermal, decals, and missing-config fault injection. Report issues here with your TrueScopesVR.log (Documents/My Games/Fallout4VR/F4SE/).