Enhanced Camera Fallout 4
Jun 11, 2015 - So with all of the hype around Fallout 4 I went back to Fallout: New Vegas and started modding it again. Fallout 3 - Enhanced Camera. And the fallout includes a compromised judicial system, exploitation of women and their federally (HIPPA) protected private health information. The effectiveness of the spurious direct solicitation likely is enhanced by 1 Exhibit 1, Affidavit A with attached emails. 4) under oath and in camera for the Court to determine. To enter the cheat codes or commands in Fallout 4 you need to open the screen of the developer console. Simply tap on a tilde, on your English Keyboard or grave key on the British keyboard. Remember that while putting any of the given keys; it does not matter whether your caps lock key is on or off.
Installation:
Extract the .esp and .ini into the FO4 Data folder.
Usage:
Enable the .esp with a mod manager to enable the .ini settings.
There's an optional overhead weapon mode in the .ini that can be enabled by uncommenting it.
About:
The .esp is a blank mod to allow the .ini settings to be easily enabled/disabled.
Comments for tweaking:
; the no weapon camera pos
fOverShoulderPosZ=32
fOverShoulderPosX=1
Which will also influence the other camera modes because f3rdPersonAimDist depends on where the camera is from fVanityModeMinDist:
Consider the X, Y, Z of each mode,
fOverShoulderPosX = X = left (-) / right (+)
fVanityModeMinDist = Y = forward (-) / backward (+) (note the reversed context because it's normally for how far away the camera is)
fOverShoulderPosZ = Z = up (+) / down (-)
fOverShoulderCombatPosX = X = left (-) / right (+)
fOverShoulderCombatAddY = Y = forward (+) / backward (-)
fOverShoulderCombatPosZ = Z = up (+) / down (-)
From the .ini:
; You can tweak in game by opening the console with ~ and using setini.
; setini 'fOverShoulderCombatPosZ:camera' 20
; You will usually have to toggle the camera mode by switching between weapon/no weapon in game to see the change.
; Options follow:
; remove the ; in front of a section settings to enable them. Do not remove the ; in front of the section header
; add ; in front of settings to comment out a section
; gun camera position
; over head
; fOverShoulderCombatAddY=0
; fOverShoulderCombatPosZ=50
; fOverShoulderCombatPosX=-10
; f3rdPersonAimDist=50
; gun in view
fOverShoulderCombatAddY=-65
fOverShoulderCombatPosX=33
fOverShoulderCombatPosZ=10
f3rdPersonAimDist=79
; melee camera position
; over head
; fOverShoulderMeleeCombatAddY=0
; fOverShoulderMeleeCombatPosZ=50
; fOverShoulderMeleeCombatPosX=-10
; weapon in view
fOverShoulderMeleeCombatAddY=-75
fOverShoulderMeleeCombatPosX=30
fOverShoulderMeleeCombatPosZ=-10
; preference settings
f3rdPersonAimFOV=40
fVanityModeMaxDist=500
; the rest are settings needed for the over head 1st personish camera
; how far the camera can move in, needs to move in past the player, careful about changing this because it needs to be tweaked just right
fVanityModeMinDist=-40
; the no weapon camera pos
fOverShoulderPosZ=32
fOverShoulderPosX=1
; moves up when looking down
fPitchZoomOutMaxDist=40
; this changes the center point of the positions to an animated point, it's more difficult to tweak though
bApplyCameraNodeAnimations=0
; these settings are an attempt to stop the player from clipping the camera, or to reduce the inerruption caused by it
fActorFadeOutBoundMax=0
fActorFadeOutLimit=0
fMinTimeInvisible=0
fOverShoulderOffsetCollisionScalar=0
Known issues:
It's still a bit glitchy with power armor. It's not tweaked to work nicely with power armor, but it does kind of work for first person mode if the camera distance is adjusted in game. Try moving the camera back a little when looking down until your body pops into view.
Thanks to:
FO4Snip for initial modding.
New files made with FO4Edit.
Mods:
Rain of Brass - Long lasting shell casings for player and NPCs.
Long Range Bullet Holes - Allows bullet holes and other impact effects to be shown at long ranges.
Better Fake Reflections - Improves the fake reflections on various objects like puddles, glass, etc.
Simple First Personish Camera - Makes the 3rd person camera able to zoom in to look like a 1st person camera where you can see your shadow.
Splatter - Blood Decals - New blood texture that also fixes creature blood decals.
Heavy Ambient Occlusion- Makes the built in Ambient Occlusion look better.
Long Range Smooth Shadows - (Good with Dynamic Performance) - A settings guide for long range shadows that work with Dynamic Performance.
What may be the biggest game of 2015 is finally here with the launch of Fallout 4 this week. Set in Boston 200 years after a nuclear war, Bethesda's latest open world action-RPG is the Fallout series' fifth major instalment and along with touting a list of new features, the developer has teased gamers with details about the graphics technology in Fallout 4.
As expected, the game uses a modified version of the Creation Engine (first used for Skyrim in 2011), which now includes enhanced dynamic lighting thanks to a physically-based deferred renderer, allowing the developers to create natural reflections based on an object's material.
The updated Creation Engine includes a range of other new graphics features, such as an updated materials system and new cloth simulations, as well as dynamic post-process techniques and upgrades to the virtual camera including depth of field.
Rendering technologies such as tiled deferred lighting, screen space reflections, bokeh depth of field, height fog, filmic tonemapping, dynamic dismemberment using hardware tessellation, gamma correct physically based shading have all been used.
Fallout 4 also uses volumetric light effects from Nvidia, which creates a natural atmosphere in the game depending on the time of day and the weather. This effect uses hardware tessellation and although it was developed in partnership with Nvidia, Bethesda claims to have made it work great regardless of your platform.
Learning that Fallout 4 is a Nvidia GameWorks title was a little cringeworthy, but developer Bethesda has remained adamant that there is no funny business going on here and that the game is also well optimized for AMD hardware.
Therefore, we don't expect the Fallout 4 launch to be anything like Assassin's Creed Unity, Batman: Arkham Knight, Project CARS or The Witcher III: Wild Hunt (with HairWorks enabled). Fallout 4 should be more similar to GTA V, a game that is well optimized for a range of hardware thanks to collaborative efforts with Nvidia and AMD.
Fallout New Vegas Enhanced Camera
Bethesda has also stressed that Fallout 4 on PC won't be held back by the console versions, i.e. there's no frame rate cap and you can look forward to superior graphics.
Many eager PC gamers are undoubtedly waiting to see how the game looks and performs so we've put together our usual performance analysis to give you an idea of how Fallout 4 should play on your system...
Testing Methodology
Our test rig was outfitted with an Intel Core i7-6700K to remove CPU bottlenecks that could influence high-end GPU scores.
Using Fraps we recorded 120 seconds of gameplay starting at the gas station where you meet your new best friend 'Dogmeat'. We then walk down the road to the town of 'Concord' where we did a lap of the town and ran through a skirmish with a few raiders, which is where the frame rate often fell to its lowest value.
Fallout 4 was tested at three resolutions: 1920x1080, 2560x1440 and 3840x2160 using the ultra quality preset. This means TAA was the anti-aliasing method used and anisotropic filtering was set to x16. 'Bokeh' depth of field was used and ambient occlusion was set to SSAO (high). Additional rendering features such as screen space reflections, wetness, rain occlusion, motion blur and lens flare were also enabled.
Test System Specs
- 4GBx4 Kingston Predator DDR4-2400 (CAS 12-13-13-24)