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Viewmodel Tweaks & Ironsights 3.4.2

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@vittorioromeo vittorioromeo released this 08 Sep 21:32
· 5 commits to main since this release

Download: Vee.ViewmodelTweaks-3.4.2.zip — install with ChairManager (Install Mod) or unzip into Prey/Mods/.

Everything since 3.2.0:

Feel layer (3.3.x)

  • Sprint pose: the weapon drops and tilts while running, with extra procedural sway; optionally no aiming while sprinting. Off in zero-G unless vm_sprint_zerog is set (the thruster boost counts as sprinting for the game).
  • Sway and settle while aiming: a slow figure-eight that is larger when the sights come up, after sprinting or while moving, and calms as you hold still; optional hold-breath key.
  • GoldenEye-style view drag: the weapon follows your turns on a damped spring, leading or lagging.
  • "Vanilla viewmodel" checkbox (vm_bypass) that switches every viewmodel feature off at once for before/after comparisons (reticle, world FOV and sprint sensitivity stay).
  • Tuned defaults from play-testing; new "Feel" tab.

Robustness (3.3.1 – 3.3.5)

  • Numeric sanity layer: everything read from the game and written back is validated, accumulated state resets on a bad number, Euler conversion without the asin domain hazard, settings sanitized on load. No more corrupted weapon / hand poses after a restart.
  • Console variables are unregistered on unload — fixes the crash on exit.
  • The smoothing filters (convergence, wall pull-back, feel) step on the int64 async clock; the convergence / pull-back state is no longer corrupted by the game's larger pe_status_living (Prey's struct is bigger than the SDK header's, so the speed query overwrote neighbouring members).
  • Optional per-update tracer (Save trace CSV in the convergence section) for diagnosing pipeline issues.

Animation compatibility (3.4.x)

  • Hip offsets, convergence, pull-back, sprint pose and drag ease out while the weapon reloads and back in afterwards (vm_reload_fade), so the support hand meets the shotgun shells.
  • No aiming down sights while reloading, or while a weapon is holstered / drawn (vm_aim_block_reload, vm_aim_block_switch, vm_aim_switch_delay); the per-shot pump / bolt / beam cycle does not count.
  • Weapon state readout in the Aiming section.