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I just beat JK:DF2, with jkgfxmod (mostly vanilla, only with the wheelthingy and the High Detail Mod with any issues and i was going to continue with Mysteries of the Sith, but when i did the setup exactly the same as with DF2, i found the weapons in first person view are going over the place moving for one side to another, being a bit distracting when you are playing.
Looking that i found jkgfxmod make the weapon swinging a bit faster than in the vanilla game, in DF2 and MotS, but in MotS the movement is much faster and wider, making that little bit more much worse than in the DF2 which is more bearable (In fact, i didn't notice any issue until i found it in MotS, so for DF2 i don't think is an issue).
I'm made some videos to show the differences (Warning, crappy recordings ahead):
JK:DF2 Vanilla*
WaggleWeapon_JK_Original.mp4
JK:DF2 with jkgfxmod*
WaggleWeapon_JK_jkgfxmod.mp4
JK:MotS Vanilla*
WaggleWeapon_JKM_Original.mp4
JK:MotS with jkgfxmod*
WaggleWeapon_JKM_jkgfxmod.mp4
I know this issue was touched in the MotS Neural Upscale Special Effect Annex 1.0 and EMSITH (and their DF2 versions), but i didn't want the enhancements, not because i didn't like them, only i want to play the game as close i can to the original game with little quality-of-life enhancements, but also the movement using the FX Annex 1.0 is the opposite to the issue explained here itself: the weapons now are very slow and they don't move at all, not fitting the movement, and, honestly, i don't like how it looks:
JK:MotS with jkgfxmod and FX Annex 1.0 mod*
WaggleWeapon_JKM_jkgfxmod+FXmod.mp4
So, i open some files and did some research with the FX Annex 1.0 mod, i found the weapon swinging (or waggle to the game) is set in the "/cog/weap_*.cog" files, with two lines for each weapon file:
jkSetWaggle(player, '10.0 7.0 0.0', 350);
I don't know what the parameters do, but doing some testing, i changed the two lines of every file to the half in every parameter:
jkSetWaggle(player, '5.0 3.5 0.0', 175);
And now the movement looks much better and in-line with DF2 weapon waggle:
WaggleWeapon_JKM_jkgfxmod+tweak.mp4
I changed that in the same 16 files in the FX Annex 1.0 mod cog files, thinking the other two are not affected to the issue if that mod didn't change them. There is the files modded (Extract the zip in the Resource folder): JK_MotS_HalfWaggleWeaponSpeedMod.zip
Newish version of the mod JK_MotS_HalfWaggleWeaponSpeedMod.zip as it's uploaded in PCGamingWiki too
However, i found in the weapon cog files in DF2, the values in the parameters in the instruction are the same (jkSetWaggle(player, '10.0 7.0 0.0', 350);), so, in DF2 the jkSetWaggle instruction works different than in MotS, or is other thing in the game. So here is the question of the issue:
There is a way with jkgfxmod to balance this movement to make both games like the original DF2?
Because is not, the only way to make DF2 waggle "slower" is the same as in MotS, with other modded files (Like 3/4 instead of 1/2, maybe?). Like i said, in DF2 is not a big deal, but the issue is there looking the videos side to side.
Thanks for the jkgfxmod, and i hope the tweaked files i made is useful to someone!
(*) Like i said in the beginning, in the game in every recording i'm using too wheelthingy and the High Detail Mod. I point that out because can be any kind of interaction between mods, but i don't think so in this case.
Hello.
I just beat JK:DF2, with jkgfxmod (mostly vanilla, only with the wheelthingy and the High Detail Mod with any issues and i was going to continue with Mysteries of the Sith, but when i did the setup exactly the same as with DF2, i found the weapons in first person view are going over the place moving for one side to another, being a bit distracting when you are playing.
Looking that i found jkgfxmod make the weapon swinging a bit faster than in the vanilla game, in DF2 and MotS, but in MotS the movement is much faster and wider, making that little bit more much worse than in the DF2 which is more bearable (In fact, i didn't notice any issue until i found it in MotS, so for DF2 i don't think is an issue).
I'm made some videos to show the differences (Warning, crappy recordings ahead):
JK:DF2 Vanilla*
WaggleWeapon_JK_Original.mp4
JK:DF2 with jkgfxmod*
WaggleWeapon_JK_jkgfxmod.mp4
JK:MotS Vanilla*
WaggleWeapon_JKM_Original.mp4
JK:MotS with jkgfxmod*
WaggleWeapon_JKM_jkgfxmod.mp4
I know this issue was touched in the MotS Neural Upscale Special Effect Annex 1.0 and EMSITH (and their DF2 versions), but i didn't want the enhancements, not because i didn't like them, only i want to play the game as close i can to the original game with little quality-of-life enhancements, but also the movement using the FX Annex 1.0 is the opposite to the issue explained here itself: the weapons now are very slow and they don't move at all, not fitting the movement, and, honestly, i don't like how it looks:
JK:MotS with jkgfxmod and FX Annex 1.0 mod*
WaggleWeapon_JKM_jkgfxmod+FXmod.mp4
So, i open some files and did some research with the FX Annex 1.0 mod, i found the weapon swinging (or waggle to the game) is set in the "/cog/weap_*.cog" files, with two lines for each weapon file:
jkSetWaggle(player, '10.0 7.0 0.0', 350);I don't know what the parameters do, but doing some testing, i changed the two lines of every file to the half in every parameter:
jkSetWaggle(player, '5.0 3.5 0.0', 175);And now the movement looks much better and in-line with DF2 weapon waggle:
WaggleWeapon_JKM_jkgfxmod+tweak.mp4
I changed that in the same 16 files in the FX Annex 1.0 mod cog files, thinking the other two are not affected to the issue if that mod didn't change them.
There is the files modded (Extract the zip in the Resource folder): JK_MotS_HalfWaggleWeaponSpeedMod.zipNewish version of the mod JK_MotS_HalfWaggleWeaponSpeedMod.zip as it's uploaded in PCGamingWiki too
However, i found in the weapon cog files in DF2, the values in the parameters in the instruction are the same (
jkSetWaggle(player, '10.0 7.0 0.0', 350);), so, in DF2 thejkSetWaggleinstruction works different than in MotS, or is other thing in the game. So here is the question of the issue:There is a way with jkgfxmod to balance this movement to make both games like the original DF2?
Because is not, the only way to make DF2 waggle "slower" is the same as in MotS, with other modded files (Like 3/4 instead of 1/2, maybe?). Like i said, in DF2 is not a big deal, but the issue is there looking the videos side to side.
Thanks for the jkgfxmod, and i hope the tweaked files i made is useful to someone!
(*) Like i said in the beginning, in the game in every recording i'm using too wheelthingy and the High Detail Mod. I point that out because can be any kind of interaction between mods, but i don't think so in this case.