ROGUE HALLOW'S IRONSIGHTS - MASTER FILE (BETA)
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Original publish date: 09.07.09
Current version: 0.8 Beta
File type: Essential
Skills required: Low-Average (mod installation), Average-High (weapon alteration)
Author: Rogue Hallow Media


PURPOSE
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This iron sights project began several months ago as a deversion from my NOMADD needs mod, which is ironically now collecting dust.  My original intent was to a) center all iron sight animations in the game, and b) allow the player to switch out different ammo types and weapon attachments on the fly, like in S.T.A.L.K.E.R.  The second goal has gone by the wayside for now, but almost all vanilla weapons have been successfully centered.

It is obvious that Bethesda put the mechanics of iron sights in place with the intent to fully implement them.  However, as great as the published game is, there are a few elements that obviously didn't get finished and iron sights is one of them.  Therefore I tend to think of this mod less as an addition to the original game and more as a fix.

That having been said, my personal taste does creep into my design decisions here and there.  My hope is that this does not deter players or modders, or stand out in a way that breaks immersion.  If RH_IronSights feels like a natural part of gameplay, then I've succeeded.


DETAILS
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Summary
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The "RH_IRONSIGHTS.esm" Master File changes the animation settings on several of the game's Small Guns, allowing them to access centered iron sights animations.  It can be used as the basis for other mods, in conjuction with the IronSights animation and model packages (available separately).

It also redirects the weapons' model file paths to my custom weapon models and textures, which have been specifically and carefully adjusted to line up perfectly with the reticule when aiming down the sight.

Included in this mod is an alternate version of the Firelance, which distinguishes it from the Alien Blaster.  In time more Unique weapons will have variant models and/or textures.

Finally, for visibility purposes, the 10mm Submachine Gun has been changed from a One Handed Pistol to a Two Handed Automatic.  This could not be avoided, but for what it's worth, I think it looks better.


Weapons Centered
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The weapons centered by RH_IronSights are:
* 10mm Pistol
* Silenced 10mm Pistol
* Chinese Pistol
* .32 Revolver
* .44 Magnum, unscoped (available through console)
* Laser Pistol
* Plasma Pistol
* Dart Gun
* Alien Blaster
* Firelance
* 10mm SMG
* Assault Rifle
* Chinese Assault Rifle
* Plasma Rifle
* BB Gun
* Hunting Rifle
* Lincoln's Repeater
* Laser Rifle
* Unique variations of all these weapons


Weapons Uncentered
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Some weapons take up too much of the screen, or it makes more sense to leave them as 'hip-fire' weapons.  They are:
* Scoped .44 Magnum
* Sniper Rifle
* Mesmetron
* Railway Rifle
* Big Guns or Explosives
* Melee or Hand to Hand Weapons


IMPORTANT NOTE
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Custom Guns
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Please pay attention to the following: if you use a custom weapon not found in the vanilla game (HeroinZero's pistols, 20th Century Weapons, etc.), it will NOT center properly during iron sights aiming!  Weapon meshes must be adjusted to fit the new animations before they line up perfectly.  Also, depending on the weapon's GECK settings, it may not center during aiming at all - only during firing, which is very distracting.

In other words, iron sights can't work with custom weapons "right out of the box".


'Don't Use 1st Person IS Animations' Setting
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This flag is found in the weapon's GECK profile, on the right in the Art and Sound tab.  It is used to prevent weapons from engaging the iron sight aiming animation, and is necessary for scoped weapons.

Unfortunately, several other weapons (most Automatics, for example) have this flag marked.  When this is the case, the weapon will NOT center during iron sights aiming - but if the weapon is using a centered animation, it WILL center during firing!

If you make a custom weapon and want to add it to the RH_IronSights system, make sure this flag is UNchecked, and that the weapon uses an animation which centers during firing (this can be observed very easily in-game; for example the 10mm Pistol and Hunting Rifle use centered firing animations, while the Mesmetron and Railway Rifle do not).


INSTALLATION
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Merge the mod's Data folder with your game's Data folder.  Make sure "RH_IRONSIGHTS.esm" is checked in FOMM.

Please note that without the custom animation and model files, this .esm is basically worthless.  Only when the model, the animation, and the setting are all in alignment will a weapon center properly during iron sights!

If you haven't carefully followed the installation instructions for the animation and model packages, please do not complain that your guns aren't centered.


ISSUES & CONFLICTS
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* Because this is a master file, it should not cause conflicts.  However, any weapon mods loaded after the Master file may overwrite important changes.  When making weapon mods, try using the "RH_IRONSIGHTS.esm" as a master file.  This will ensure that any changes you make will not cancel out the changes made by the master.

* The animations are not 100% complete.  Some are not as visually appealing as they should be, and some have small problems.  The animations are a constant WIP, and should look perfect by the time the mod is out of beta.

* There is a crouching bug associated with iron sights.  While in Sneak mode, if you change weapons the newly equipped weapon will tilt to the right.  Standing and crouching in rapid succession should clear the tilt (hopefully without revealing your position).  I believe this is an animation bip priority conflict and I'm working to correct it.

* Certain weapons may occasionally clip the screen when fired in iron sights.  Most vanilla weapons have been altered to avoid this, but some DLC weapons are still WIPs.


LEGAL
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Until RH_IronSights is out of beta, do not repackage or republish any part of the mod.  This permission will change when the mod is complete.