Also, while walking while ADS, a player's footsteps become quieter, as if a player were crouching, or using Dead Silence/ Ninja.Ĭall of Duty 4: Modern Warfare and Call of Duty: Modern Warfare Remastered However, Handguns, SMGs, and Shotguns do not restrict walking speed while ADS. However, while ADS, the player's walking and turning speed is slowed, meaning moving while aiming is much slower than moving while not aiming. While aiming down the sights (ADS), a player's shots become much more accurate than hipfiring an exception to this is with the shotguns in Call of Duty: Modern Warfare 3, where aiming down the sight is just as accurate as hip-firing. 50 seconds, depending on the weapon), hip-firing could have already taken out the enemy and denied them the ability to fire back. Conversely, at very close range, aiming down the sights can be impractical, as in the time it takes to bring up the sights (typically. Iron sights are present on nearly all in-game weapons, and are vital for killing an enemy at long range, as "hipfiring" is inaccurate at most ranges greater than about ten to twenty-five yards. 1.1 Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare Remastered.
However if I change "Iron Sight Sensitivity" from 0 to other values first, then turning on "Enable Iron Sights" never produced any bugs. As a result game freezed for 5 seconds and teleported me somewhere outside of the game map with white screen and stuttering sounds on the background.Īgain, I don't know how I ended up having "Iron Sight Sensitivity" set to 0 (maybe it's default value until the moment you change it for the first time?), but I double checked it several times and as long as it is 0, turning on "Enable Iron Sights" and using iron sights afterwards always resulted in the exact same bug that I described above.
I loaded my save where I haven't installed you mod before and for whatever reason the "Iron Sight Sensitivity" was set to 0.Įverything was fine until I turned on "Enable Iron Sights" and tried to use weapon's iron sights. This is the mod that got me recognized by the site as a real mod author, and so I'm very proud to say that unless there are any issues with it, I think I'm finally done with this, my first mod.Īlso, since you asked to report any bugs, recently I've ran across rather strange thing: Varmint rifle works, changing the hotkey works, 20 values of sensitivity to choose from, and it's based on my hold version rather than the toggle, that one got the most downloads after all. Let me know if I should make this variant a main file rather than a test file.įinally made an MCM and got rid of that ugly pip boy item menu. Added snippet accordingly, now all weapons seem to work, before only confirmed Varmint Rifle working, since that was the focus.Īlso added new menu item to the varmint rifle fix esp allowing you to change the scope sensitivity between 3 options. Noticed snippet missing in Varmint Rifle fix. Optional version uploaded for testing by user base, scripted to accurately check if weapon CURRENTLY has a scope, rather than if it simply CAN have a scope. This may fix any VATS issues that had been run across? I'll keep trying, though.Īs for those weapons he said didn't work, I noticed an issue that would cause that, it is fixed.Īlso, I made it so that instead of only a toggle, as before, there is also a version with the hold function as requested. It CAN have a scope, and therefore the script will treat it as a scoped weapon. Rahjagoo's issue with the Varmint Rifle is likely beyond my ability to fix. Honestly, I don't have any issues with it as-is, and I barely play New Vegas anymore. Well, after a huge hiatus, I came back to this mod, eager to make a MCM section for it.