CalmDownQuickbolt
Stops the rifle from following your hand's leftover motion right after a bolt cycle, so your aim stays where it was while your hand settles back into the gun.
By Niko666
| Date uploaded | 2 days ago |
| Version | 1.1.0 |
| Download link | Niko666-CalmDownQuickbolt-1.1.0.zip |
| Downloads | 49 |
| Dependency string | Niko666-CalmDownQuickbolt-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_H3VR
BepInEx pack for H3VR. Preconfigured and ready to use.
Preferred version: 5.4.1700README
Sit down and relax...
This is a little script that stops the rifle from following your hand's leftover motion right after a bolt cycle, so your aim stays where it was while your hand settles back into the gun.
In H3VR, the moment a bolt cycle finishes the game hands your hand straight back to the rifle (BoltActionRifle_Handle.UpdateInteraction -> hand.ForceSetInteractable(Rifle)). Your hand, however, is not done moving yet — the rifle is dragged along by that leftover motion and the sight picture is gone. This mod gives the rifle a short, very strong buffer right at that moment: for ~1 second it mostly ignores what your hand is doing, then hands control back with a smooth fade.
Features
- Literally above
- It only smooths when your support (foregrip) hand is holding its trigger (same as vanilla game's LongGunSnipingAssist)
- Works with HandStabilizer (in theory, I haven't tested it)
Known Issues and Limitations
There might be more bugs I havn't found
- Too lazy to trim tons of not really useful config entries added by AI
- It doesn't magically locate and fix your actual controller position, so if your hand is not in the right place in time, your aim will still be off
I Asked Myself These Questions
It's really useless and glitchy
- Sorry, I'm not good at modding. If you have any suggestions, feel free tell me. (Discord: 妮可_Niko666, I'm in UTC+8 timezone so probably won't respond to messages in time)
I want more
- I'll do my best.🫡
Credits
- H3VRPluginTemplate
- Everybody in H3VR community, especially BitWizrd for the idea of "toggled in tandem with the sniper precision aim trigger"
- You
Generative AI Disclosure
Most parts of the mod was made using Deepseek (The Blue Fat Whale) because I'm a huge dumbass, but I did the manual code review and testing to ensure the mod works as intended (hopefully).
CHANGELOG
Changelog
1.1.1
- Straight-pull ("closed bolt") rifles are supported. Vanilla has no quickbolting for them, so the hand-back to the rifle comes from the gun mod instead (OpenScripts2's
ClosedBoltQuickbolting, Volks'ClosedBoltQBFixed, or a copy of either), and the buffer used to ignore it. Any hand coming back to a rifle from a bolt / charging handle now starts the buffer:BoltActionRifle_Handle,ClosedBolt,ClosedBoltHandle,RailTater_Handle, and a gun mod's own copy of a bolt class. The rifle and receiver types themselves are still excluded. - New
[StraightPull] Regrab(default true), for straight-pull rifles whose bolt has no quickbolt script: you let go of the grip to work the bolt, and when you take the grip again the rifle re-anchors to that hand, so the aim jumps by however differently you grabbed it. Taking hold of a rifle that is already in your hands now starts the buffer on the pose from just before the grab, so the aim stays where it was. It works on any gun, so switch it off if you would rather have the plain grab back. - New
[StraightPull] TakeOverScripts(default true): gun mods that ship their own quickbolt stabiliser write the rifle's transform after the physics tick this mod controls, which overwrites our hold (Volks'ClosedBoltQBFixeddoes this for 0.5 s after the bolt closes). That component's own stabilisation is now switched off for as long as our buffer runs and restored afterwards, so the trigger gate does the steadying instead - measured against the Swiss K31's own stabiliser, ours drifts less. Only components whose type name says quickbolt and that carry a bool field about stabilising are ever touched. - Both new triggers are still gated by the support hand's trigger and still end the hold the moment it is released.
- Fixed: hand-editing the config file while the game is running did nothing (no reload and no log line), because the file's last-write stamp was kept in a
float-DateTime.Ticksis about 6.4e17, which a float rounds to a quantum of roughly an hour, so a real edit never registered as a change. Stamps are compared exactly now: a hand-edit reloads the settings live and logsconfig file changed on disk, reloaded.
1.1.0
- The buffer is now gated by the game's own way of steadying a rifle: it only holds while your support (foregrip) hand is holding its trigger - the same input vanilla reads for
LongGunSnipingAssist. Release the trigger and the hold ends at once, then the speed-capped tail finishes the cycle as usual. Thanks to BitWizrd for this idea! - Removed the whole
[Escape]section (grace period, deliberate-move test with its arming/settle logic, support-hand drift test, blunt fallback tests) together withReleaseOnTrigger. The trigger gate replaces all of them: nobody keeps the foregrip trigger held while swinging the rifle onto another target, so swinging to a new target releases instantly. - New
[Gate]section:UseTriggerHold(defaulttrue) turns the gate on;ReleaseOnFire(defaulttrue, moved from[Escape]) drops the hold the moment you fire. WithUseTriggerHold = falsethe mod falls back to the plain time window, so the old behaviour is one key away. - Tuning keys and their defaults are unchanged (
WindowSeconds 1.3,RotationStrength 0.95,PositionStrength 0.9,RampOutSeconds 0.7, speed caps). - Old
[Escape]keys left in an existing config file are simply ignored.
1.0.0
- Initial release
