What This Does
Third person aiming in New Vegas is broken. Your crosshair lies to you - shots actually come from the gun barrel, not where you're looking. This is especially noticeable at close range or when aiming around corners.
This mod fixes that. Projectiles now originate from your camera position, so shots land where your crosshair points.
THIS MOD IS ESSENTIALLY A SUCCESSOR TO WOMBAT'S EXCELLENT 3rd Person Aim Fix - ESPless

How It Works
Hitscan weapons (bullets, lasers, beams): The projectile origin is moved from the gun barrel to the camera position. Simple and clean.
Non-hitscan weapons (plasma, missiles): An invisible hitscan tracer fires from the camera to handle hit detection. The visible projectile still flies from the gun barrel for visual effect, but deals no damage.

When It Activates
The fix only applies when ALL of these are true:
- You're in third person
- You fired the projectile (not NPCs)
- Weapon type is a gun (pistols, rifles, SMGs, shotguns, energy weapons)
- Not in VATS
- Not in free camera (tfc)
- Not a flamer or continuous beam weapon
Everything else is left untouched - NPC combat, first person, VATS, thrown weapons, mines, etc.
Configuration
Optional INI file at
iBlend (0-100): How much to shift the projectile origin toward the camera. 100 = full correction, 0 = disabled. Default is 100.
Performance
This is an NVSE plugin written in C++. It hooks directly into the projectile system with minimal overhead.
For non-player projectiles: ~5 cheap memory reads, then exits. Negligible.
For player projectiles: Reads camera position, adjusts origin or spawns tracer. One frame, no scripts, no timers.
Comparison to "3rd Person Aim Fix"
- Hooks/Events: 1 hook vs 10+ chained event handlers
- Calls per shot: 0 script calls vs 50-100+ NVSE function calls
- Node manipulation: None vs heavy (insert, transform, scale)
- State variables: 2 globals vs 20+ persistent vars
- Execution: Single frame, synchronous vs spread across frames + timers
Compatibility
- Requires xNVSE and nothing else
- Works with weapon mods - any weapon using standard projectile types
- Works with custom projectiles as long as they use standard flags
- Safe to install/uninstall mid-game
- No ESP required
Supported Weapons
- Pistols
- Rifles
- SMGs
- Shotguns
- Energy pistols/rifles
- Heavy weapons (miniguns, missile launchers, etc.)
Not affected: Melee, unarmed, thrown weapons, mines, flamers.
Instructions
Install requirements and use MO2 or place in Data/
Requirements
Third Person Aim Fix
Main file.