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Head Tracking set to Pelvis Bone (NPC's stare at PC's Ass)


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Posted

Hi, this is something I have wanted to do for so long. I like to use posers like GS poser and my own version of that mod for voyeuristic stuff. But I have always wanted the games head tracking feature to be directed at my characters ass while she is shaking it.

 

If you could toggle it on and off with a power that would be amazing.

 

I am a modder obviously but I don't understand this system. Can anyone help by suggesting how this mod could be made or actually make it?

 

I am more than willing to make the mod myself but I need some technical advice from someone who knows how that system works first.

 

-Roh

Posted

Hope someone can help me out with this if it needs doing via papyrus/CK.

 

I looked in the 0_master behavior file and I found some stuff about LookAt variables (modifiers?)

 

<hkobject>
                    <hkparam name="memberPath">lookAtCameraY</hkparam>
                    <!-- memberClass SERIALIZE_IGNORED -->
                    <!-- offsetInObjectPlusOne SERIALIZE_IGNORED -->
                    <!-- offsetInArrayPlusOne SERIALIZE_IGNORED -->
                    <!-- rootVariableIndex SERIALIZE_IGNORED -->
                    <hkparam name="variableIndex">174</hkparam>
                    <hkparam name="bitIndex">-1</hkparam>
                    <hkparam name="bindingType">BINDING_TYPE_VARIABLE</hkparam>
                    <!-- memberType SERIALIZE_IGNORED -->
                    <!-- variableType SERIALIZE_IGNORED -->
                    <!-- flags SERIALIZE_IGNORED -->
                </hkobject>
                <hkobject>
                    <hkparam name="memberPath">lookAtCameraZ</hkparam>
                    <!-- memberClass SERIALIZE_IGNORED -->
                    <!-- offsetInObjectPlusOne SERIALIZE_IGNORED -->
                    <!-- offsetInArrayPlusOne SERIALIZE_IGNORED -->
                    <!-- rootVariableIndex SERIALIZE_IGNORED -->

 

That's all nice... WTF is it?

 

I suppose the proper way to do this is via a quest in the CK with the LookAt function but that seems even more complex because I am a noob at scripting and could never get CK scenes to even work.

Posted

This is the part I meant

 

<hkobject name="#2792" class="BSLookAtModifier" signature="0xd756fc25">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="variableBindingSet">#2791</hkparam>
            <!-- cachedBindables SERIALIZE_IGNORED -->
            <!-- areBindablesCached SERIALIZE_IGNORED -->
            <hkparam name="userData">0</hkparam>
            <hkparam name="name">BSLookAtModifier</hkparam>
            <!-- id SERIALIZE_IGNORED -->
            <!-- cloneState SERIALIZE_IGNORED -->
            <!-- padNode SERIALIZE_IGNORED -->
            <hkparam name="enable">true</hkparam>
            <!-- padModifier SERIALIZE_IGNORED -->
            <hkparam name="lookAtTarget">true</hkparam>
            <hkparam name="bones" numelements="4">
                <hkobject>
                    <hkparam name="index">25</hkparam>
                    <hkparam name="fwdAxisLS">(0.000000 0.994250 -0.107084 0.000000)</hkparam>
                    <hkparam name="limitAngleDegrees">5.000000</hkparam>
                    <hkparam name="onGain">0.050000</hkparam>
                    <hkparam name="offGain">0.050000</hkparam>
                    <hkparam name="enabled">true</hkparam>

 

I'm sure some variable in there refers to the target that the npc's head will track but there is no obvious way to know which if any it is.

  • 3 weeks later...

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