Currently in Bannerlord we can adjust the model's camera zoom when we have the third person view selected by pressing the + or - keys without affecting the FOV.
On the other hand, the many of us who sometimes use first-person view have difficulty visualizing the weapons held by the avatar's limbs or they make it difficult for us to see (a large shield blocks our view).
Another problem associated with this issue is the deformation (warp/fish-eye effect) produced in configurations of >80 FOV (I don't understand why there is so much vertical barrel deformation with your panini projection). As a result of all this and a recent thread in which we talked about the first-person view, I was curious to "fiddle around" with the monsters file parameters. After the attempt I share in nexus a small tweak (please, for this purpose allow me the spam: First Person View Tweak) that makes the first person view a little more decongested, allowing a visibility for the combat on foot and mounted, in my opinion much more broad.
A little comparison:
Having said all this, my question to Taleworlds is: could an independant FOV adjustable be implemented just for weapons? An slide in the settings menu under the "general" FOV that would only deal with how the weapons are shown and in-game with the first person view activated would be controlled with + or - keys.
If we look back and remember Crysis, it had this option. I took this example because this game showed the full body character in 1st person the same way M&B does.
There are different games that through their interface or through modifications, reproduce what we are dealing with here. In this case, a video of Doom Eternal demonstrating this function by hand of Flawless widescreen application.
I open this thread in the SP section, however this function might be extended to the MP mode in the same way.
On the other hand, the many of us who sometimes use first-person view have difficulty visualizing the weapons held by the avatar's limbs or they make it difficult for us to see (a large shield blocks our view).
Another problem associated with this issue is the deformation (warp/fish-eye effect) produced in configurations of >80 FOV (I don't understand why there is so much vertical barrel deformation with your panini projection). As a result of all this and a recent thread in which we talked about the first-person view, I was curious to "fiddle around" with the monsters file parameters. After the attempt I share in nexus a small tweak (please, for this purpose allow me the spam: First Person View Tweak) that makes the first person view a little more decongested, allowing a visibility for the combat on foot and mounted, in my opinion much more broad.
A little comparison:
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Having said all this, my question to Taleworlds is: could an independant FOV adjustable be implemented just for weapons? An slide in the settings menu under the "general" FOV that would only deal with how the weapons are shown and in-game with the first person view activated would be controlled with + or - keys.
If we look back and remember Crysis, it had this option. I took this example because this game showed the full body character in 1st person the same way M&B does.
There are different games that through their interface or through modifications, reproduce what we are dealing with here. In this case, a video of Doom Eternal demonstrating this function by hand of Flawless widescreen application.
I open this thread in the SP section, however this function might be extended to the MP mode in the same way.