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Config Immersive First Person View for SL


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Posted
On 1/31/2022 at 10:52 AM, Dasha117 said:

Hello, I did take them down for a bit while I tried to fix some compatibility issues with Sexlab Survival. so far the best fix is a multi step thing, so the config settings are changing a bit. I was also going to make it into a FOMOD for various mouth texture fixes. without that my mouth texture change will overwrite the default characters mouth. bright side it only removes the throat, so you wont even notice during regular play.

 

As far as my fixes, there are 2 fixes that are just a problem with the mod overall. The additional thing I added is the show mouth if HideHead is true. so you can always just turn that off. That was strictly for sexlab oral scenes, so you could see your tongue/teeth on the.. bits... if you dont want that and just want the fixes, add ShowMouth=false in your config file and remove the config file in my mod and the texture folder before installing (just unzip, delete, rezip) 

 

fix1) people have noticed that if HideHead/HideHelm is set to true, that your head will randomly just appear at times. the work around the author say is to just go into a menu and back out. well I fixed it so your head/helm doesnt do that anymore. it stays hidden if you want it hidden.

 

fix2) I dont know what the Original Authors intent was for the CustomPassenger stuff, but in that code he had it hardcoded to override your nearclipping setting with a hard coded value of 1.  He also had it set to cut your OffsetPositionY in half. I don't know why he did this, but for sexlab purposes, it makes no sense. so I removed those lines. Ideally he/I should have just made them 2 more custom passenger setting in the config file, but I was lazy and didnt care enough as I am not the OP.

 

If you want the source code changes I can send you those too (incase you are a modder)

 I also attached the SexLab Survival Patch. note that on top of that you have to immediately upon game start set NPC to 0 in the sexlab survival menu (g key is default all in one menu key -> misc - > debug -> Look At -> NPC -> set to 0). Even with this fix it is not good, I cant compile the SLS code, so I have to rely on others for patches... I was going to try and "fix" it some other way, but for now this is the best fix.

 

I also uploaded 4 quick screenshots. 1 is just the standard view with the mouth. the other 3 are NSFW sexlab scenes. alignment is not great, that is something I still need to work on. also still debating if I should also hide the teeth and just show the tongue. Ideally i would like to leave the lips, but they are apart of the head mesh, cant really separate them from the head.

 

Edit: found another but with custom passenger stuff for when headtracking is enabled. Dont have a fix yet, but just turn headtracking off for now.  I only had it on for debugging the SLS compatability 

 

SurvivalSSE674_IFPV_Patch.7z 37.65 kB · 21 downloads ScreenShots.7z 12.67 MB · 60 downloads

IFPV-MouthPatch-unofficial.7z 360.22 kB · 23 downloads

 

Thanks for the patches, but it seems that when I set ShowMouth to false, my head starts to appear again during SL scenes, especially when a tongue gets equiped by another mod such as SL Survival or AhegaoTonguesHDT.

  • 2 weeks later...
Posted
On 3/19/2022 at 3:32 PM, mlsbrn said:

my fov is 90 both on 3rd and 1st person but when i change to immersive first person it uses its default fov always but when entering command for fov 90 fixes it i wonder is there a way to set the default fov also in ini files for ifpv

If you entered fov 90 in the console and saved, then you will have such a problem. You can use a utility to configure the INI of the Skyrim config called BethINI. Set it to the value you need fov which will be used by the game by default. This will work in any camera mode.
 

Spoiler

7552844_Screenshot2022-04-01155407.png.8a144510294dfdaefc7c3d8ecab651ff.png

 

Posted

i did try that turns out it was ostim which was changing the fov lol i couldnt find a solution to that there is a option on ostim which is default fov but its not working 

  • 2 weeks later...
Posted
On 4/17/2022 at 5:06 AM, Soldream said:

It doesn't work for me. If I use LE, I need a file binkw64_.dll ? I read about some oddities with this dll, so I'm asking.

If you use LE, then install version IFPV 1.9. It has an MCM menu and is easily customizable in the game. It's much better than that.

Posted (edited)
14 hours ago, Izolenta said:

If you use LE, then install version IFPV 1.9. It has an MCM menu and is easily customizable in the game. It's much better than that.

Does this mod work for LE? I unfortunately stands its version, but for LE (Immersive First Person View). It is said that it is embedded in saving. Will there be conflicts? бля

Edited by Soldream
  • 3 weeks later...
Posted

Anyone know if there is something similar for Improved Camera SE? It looks like 2 weird pieces of shoulder are attached to my screen when I go first person in a Sexlab animation

Posted

I have AE and I'm not sure if this is going to work for me because IFPV doesn't seem to work right. When I look down I don't see my body or armor. It looks like it's trying to draw something, I just have no idea what.

When I go into a SL scene I have to force it by pushing the F button over and over as it keeps trying to go into 3rd person view. If I don't force it as it's going into the scene then I'm stuck in 3rd person view once the scene starts. If I force it then I have a free camera that starts set next to the girl and my body is invisible. But no first person view.

I did a quick look and there doesn't seem to be a first person view mod for AE, does anyone know of one that also works with this mod?

Posted

My fov is set on bethini and it works as default but when in interiors it changes to vanilla fov when i go to exterior it changes to bethinis fov anyone knows how to fix this interior fov changing issue

Posted (edited)

Is there a helpful explanation for the various config settings in IFPV to understand how they tweak the first person view in game? 

Head Position does X (with values of +/- a to z)  

Head Rotation does X (with values of +/- a to z)

etcetera...



Do values of +/- have to be in whole numbers or can they be incremental decimals?

Even a slight explanation for each parameter would be helpful as well reduce the amount of time playing with dials and values, along with restarts to check an reset/adjust. Since you can't readily adjust an refresh the IFPV config while in game (or at least doesn't work that way for me) In order to fine tune the settings I have to micro adjust or simply set single line parameters before restart. Incredibly tedious to adjust an fine tune everything. 

Also.. I'd like to note the IFPV seems to have issues with camera collision with bodies an forces the camera offcenter (more often displacing the camera into mid torso) especially with critters. 

My current config settings.

IFPV.config.txt

Edited by FoxLotus
Posted

I'm running AE and tried to install a couple of 1st person view mods from the Nexus but none worked. I guess there are none for AE yet.

But I ended up with a problem even though I deleted those 1st person view mods. Now when I'm in 1st person view my character is shorter than he should be. 

Not only is my point of view at about 4 1/2 foot, NPCs also look down at me.

When I switch to 3rd person they look up, then when I go back to 1st person they look down again.

Does anyone know how to fix this?

Posted
14 hours ago, Reefor said:

I'm running AE and tried to install a couple of 1st person view mods from the Nexus but none worked. I guess there are none for AE yet.

On 5/5/2022 at 8:28 PM, Reefor said:

I have AE and I'm not sure if this is going to work for me because IFPV doesn't seem to work right. When I look down I don't see my body or armor. It looks like it's trying to draw something, I just have no idea what.

The Net Script Framework has not been converted to AE, so the IFPV will not work.

 

On 5/17/2022 at 2:35 AM, FoxLotus said:

Even a slight explanation for each parameter would be helpful as well reduce the amount of time playing with dials and values, along with restarts to check an reset/adjust. Since you can't readily adjust an refresh the IFPV config while in game (or at least doesn't work that way for me) In order to fine tune the settings I have to micro adjust or simply set single line parameters before restart. Incredibly tedious to adjust an fine tune everything. 

I once saw a utility for modmakers on the Nexus that allows you to update config files right in the game, but when I needed it, I could not find it in all that pile of Nexus garbage. Although I'm not sure if it will update configurations in a .NET environment.

 

On 5/17/2022 at 2:35 AM, FoxLotus said:

Is there a helpful explanation for the various config settings in IFPV to understand how they tweak the first person view in game? 

Only a short description of the author. In addition, in the current version, some settings are broken, so if you set it up, you will also have to spend time to understand that this setting does not work or does not work correctly. Let's say there is a function to move the camera forward when you look down (this is to avoid seeing your nose in the whole screen), but it starts working in reverse axes when the character's head enters a horizontal position, for example, the character lies or bends down.

Posted (edited)

Izolenta. Is there anyway to get the collision camera to work close to it's original format? I never used to get weird camera displacement with any creatures or or most character on character positions with SL. Now it's pretty much works fine for most while others are random. Most humanoid characters appear to have 80-90% fine, yet any 4 legged creatures tends to break the camera positioning.

Does it have anything to do with the individual .xmls for the critters themselves? An if so what lines would be responsible for forcing the character camera out of position?

Edited by FoxLotus
Posted
16 hours ago, FoxLotus said:

Does it have anything to do with the individual .xmls for the critters themselves? An if so what lines would be responsible for forcing the character camera out of position?

This mainly applies to wolf\dogs and horses. And it seems to me that the problem is in the animations. Perhaps the animators are using some old resources, in which the bone to which the camera is attached is located incorrectly. Some time ago, I was trying to figure out how to make animations for SL, so I have some idea about it. All the resources in the guides for animators are laid out old, from the time of the pioneers who laid it all. Maybe I'm wrong, but I don't see any other clear reason for this shift.
There are many possibilities in animations. For example, they can specify the inclusion of head tracking for each partner at each stage of the animation. Those. the character will follow the head and gaze of the other character as in dialogues for example. It can be quite exciting for some animations. And for this you do not need to edit the animation, only the FNIS file. So there is more to dig into.

Posted
12 hours ago, Izolenta said:

This mainly applies to wolf\dogs and horses. And it seems to me that the problem is in the animations. Perhaps the animators are using some old resources, in which the bone to which the camera is attached is located incorrectly. Some time ago, I was trying to figure out how to make animations for SL, so I have some idea about it. All the resources in the guides for animators are laid out old, from the time of the pioneers who laid it all. Maybe I'm wrong, but I don't see any other clear reason for this shift.
There are many possibilities in animations. For example, they can specify the inclusion of head tracking for each partner at each stage of the animation. Those. the character will follow the head and gaze of the other character as in dialogues for example. It can be quite exciting for some animations. And for this you do not need to edit the animation, only the FNIS file. So there is more to dig into.

Fair response an makes sense. Just weird that the old IFPV with LE never did this. Same creatures same animations. It does however do this in SE. So I'm not sure where the issue may lie, if it was the conversion to SE for animations, or the format that IFPV has to use for SE.

Posted
On 5/18/2022 at 2:30 AM, Izolenta said:

The Net Script Framework has not been converted to AE, so the IFPV will not work.

Thanks, now I'm trying to figure out how to get rid of it. I deleted the first person mods and ended up with a first person view that's way shorter than it should be. And when I sit and look left or right I can still see my shoulder pads.

I also used Fallrim Tools to clean my save files and it did no good.

I tried starting a new game but the problem is still there.

It left something behind that I can't seem to find. Any ideas?

  • 3 weeks later...
Posted

Hi. I recently got Skyrim SSE, which means AE... so, from what I read, this mod doesn't work with AE. Is there any other mod that gives 1st person that works with AE with Sexlab? I haven't been able to find one. Thanks...

  • 3 weeks later...
Posted

@IzolentaI was wondering what could cause fov settings to use as vanilla (80) while in interiors i used every possible way to solve this 

while im on any exterior there is no such issue i used bethini,console commands but it didnt solve it i tried uninstalling smoothcam and other things still no luck 

Posted

Works like a charm. Is there a way to use the IFPV as the default first person view, since when I press F to go to the first person view, it uses the vanilla first person view. Thanks in advance. 

  • 3 weeks later...
  • 3 weeks later...
Posted

Im having a problem with this mod.

Basically during a sex animation the camera is placed on my character's eyes instead of replacing its head.

Also the camera itself keeps the position it had before the animation started and if i try to rotate it left or right it snaps around.

to complicate things in some animations the camera goes to the waist area.

Is there a way to fix this?

  • 1 month later...

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