Independent weapon aiming - free movement to draw sword (updated)
Allowing free third-person movement while weapons are drawn, the character can move independently of the camera.
About this mod Machine translation
Allowing free third-person movement while weapons are drawn, the character can move independently of the camera.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Updated on September 19th:
Version 7.4
Fixed the problem of not being able to follow ads correctly while watching ads secretly while standing still.
Improved compass
This mod allows the character to move freely in a third-person perspective while drawing a weapon, without having to always face the same direction of the camera.
In the original Fallout 4, drawing your weapon severely limited third-person movement and caused your character to pan with the camera. This mod brings the weapon draw action closer to holster movement, allowing you to move, sideways, turn, and dash independently of the camera facing direction. Kind of like MGSV or any game with a good third person perspective.
This version is made for 1.10.163, so if you are using other versions, such as NG or the latest version, please don't complain in the comment area.
In addition, I use a controller, mouse and keyboard users, please tell me how it works.
You may ask how to use it?
Basically it's an f4se DLL connected to:
PlayerCharacter::Update
PlayerControls::GetControllerOutput
ThirdPersonState
camera functions。
When moving, it temporarily mimics the weapon's state, allowing the game to use freer holstered movement while the weapon is still drawn.
~~For the camera, it retains ThirdPersonState::freeRotation.x, which is basically the world yaw of the camera. ~~
The above problem no longer occurs in the latest version (7), and I don't like it very much either.
Note, this whole game originally had a serious snapping issue where it would inexplicably get stuck in random places when entering third person view or releasing the scope, so I had to ask ChatGPT to fix it for me (amongst a few other issues). Sorry guys, but it fixed the snap issue, so all's well and ends well.
Thanks to: Ershin I used their source code as a reference and solved problems I didn't know how to solve, such as: TDM's camera rotation function, which adjusts ThirdPersonState::freeRotation.x based on changes in actor yaw. This method was difficult because R and Fallout 4's cameras are handled differently, but it helped me figure out how the camera and character rotation needed to be separated.
I also replaced my old version of the old weapon state disguise using TDM's movement settings as a reference (now it retains the real weapon state and handles movement via IMovementPlayerControls::GetControllerOutput, moveInputVec, and PlayerCharacter::ModifyMovementData takes care of the player's facing yaw.)
The code for True Direction Movement is not used in this mod, but its source code was an important reference for me to figure out issues with the old movement setup and replace the weapon status disguise method with QHAT now.
Compatibility issues? :
Don't know, but I'm using a custom camera and it seems to be working fine
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.