
viewmodel tweaks
Globally change the viewmodel position & FOV from only 4 editable files
Last updated | a week ago |
Total downloads | 692 |
Total rating | 1 |
Categories | Mods Client-side |
Dependency string | DaiiZero-viewmodel_tweaks-2.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function

README
INSTRUCTIONS
Everything you need to edit is located in the "mod" folder. But that doesn't mean you can't copy the line from the vm_pos files and apply them in a specific keyvalue txt file to make it independant.
In the vm_pos files, the default value for most of the "viewmodel_offset_hip" is "X=0 Z=0 Y=0". The only exceptions are the Charge Rifle (defender.txt) using "0 -3 0", the AOG L-STAR using "0 0 -.9", and some turrets 1st person view or whatever is it that are not included in the mod anyway using very asurd values.
A positive "X" value is going to move the gun to the right, a negative one to the left.
A positive "Z" value is going to move the gun forward, a negative one backward.
A positive "Y" value is going to move the gun up, a negative one down.
Changing the XZY values of viewmodel_offset_ads will change your weapon positioning during its "zoom" (aim down sight) animation, but don't forget 3 things :
- Each scope attachment have its own ADS positioning. If you try to include the entire attachment values to the vm_pos_pilot.txt the mod will crash.
- Because the R-101 is using a TF|1 AOG scope instead of it's ironsight (default scope) this gun is at "0 0 -0.85" (R-201 ironsight pos adapted to the AOG) which means if you don't use "viewmodel_offset_ads" keep this line as a comment by leaving the // at the start of it (this will cause the entire line to be ignored by Northstar).
- The sight Ui is locked on the gun and will not stay centered.
Weapon positioning examples and infos can be found on NoSkill or on the Northstar.tf modding docs.
The "zoom_fov_viewmodel" value is gonna change your weapon FOV in ADS only, independently from the value used in the vm_fov files. Be aware that :
1) by default this line isn't included in the weapons keyvalues since it's automatically scaled around the "zoom_fov" value (and badly scaled if you're playing above 70 camera FOV, rip the Ui resolution). So again, keep the // if you're not using it.
2) having a higher zoom_fov_viewmodel not only makes the sight cleaner but also reduces the amount of ADS sway you have to deal with.
Additionnal infos
- For reference, if you want to keep things fair (l.o.l.), for Counter-Strike Valve decided to limit the "viewmodel_offset_x/z/y" command between "-2 -2 -2" and "2.5 2 2" (default: 1 1 1) and "viewmodel_fov" between 54 and 68 (default: 60).
- If you want to change your viewmodel fov on hipfire only, you can lock your "zoom_fov_viewmodel" to (almost) its original value for each single gun by using ADS VM Fix and get fixed sights fov in bonus !
- The centered "weapons" such as the titan cores, melees, swords, shoulder cannons, waves, smart pistol, grenades, FD items, boosts and other misc keyvalues like spring.txt have been removed from the list of files affected by the vm_pos_ files.
- vm_pos_ content isn't limited to positioning. You can globally edit any keyvalues from here. For example, i use it to apply the snipers Xhair to all my guns.
Credits
Originally made by Craty, i just added the extra options, removed the useless files affected, added the instructions and packed the mod with his agreement.
For any problem or info you can pin me on discord.
Changelog
2.0.0 : Far better instructions, removed my custom values, added the viewmodel_offset_ads for pilot guns. 1.1.1 : Added the titan ads vmfov option + the pilot weapons positioning should also be applied in campaign now. And I added the missing word in the mod description lol.