Budroi Posted May 13, 2015 Posted May 13, 2015 I switched back to 1.9 for the time being. Â i think i was reading the last few correctly. did you add a way to disable this completely. I removed it because with devious device blind folds you must enter first person to be able to walk. With this active I can not walk while in the Psuedo first person mode because the game treats it as third person. Or perhaps i was just having issues with the blind fold added to me by "damsel in distress" from Devious Cursed Loot.
h38fh2mf Posted May 13, 2015 Author Posted May 13, 2015 There is an option in configuration where you can re-enable vanilla first person.  !set bZoomIntoIFPV true  If you set this to false and you zoom in then it switches to vanilla first person.  !set bToggleIntoIFPV true  If you set this to false then toggling POV will switch between vanilla third person and vanilla first person.  Another way to get into vanilla first person is if you set up a hotkey for it in the configuration.  I had an idea now that in the next version I should include a condition that allows setting profile when an equipped item has keyword. That way you can make a profile for blind fold item.
DeepBlueFrog Posted May 14, 2015 Posted May 14, 2015 I tested the update and ran into a severe option.  Somehow, I ended up with a camera locked in altitude above the tundra.  When I tried to reload a previous game, I was still locked in the same spot!  The issue carried over previous save games  Going back to 2.1 fixed it.
h38fh2mf Posted May 14, 2015 Author Posted May 14, 2015 Did you used the attach camera feature? If you did then did you try to revert back to player? The attach camera saves form ID of the target object, this form ID is not cleared when you load a save game but it is cleared when you exit game or try to attach camera with nothing selected.
J.O.D. Posted May 14, 2015 Posted May 14, 2015 Will try 2.2 today, but I had to uninstall previous versions, as if in 1st person view with IFP 2+, flickering of mountains etc. (Z-fighting? I don't know) got much worse. When in 3rd person, it was OK again. Does anyone experience the same?
h38fh2mf Posted May 14, 2015 Author Posted May 14, 2015 Yes it is caused by this line in configuration under [Main] !set fNearClip 5.0Try setting it 7 or higher to eliminate mountain flicker. Every person has their own value that works best because it's different for every graphics card.
h38fh2mf Posted May 14, 2015 Author Posted May 14, 2015 How to reproduce this? So I can see it for myself.
h38fh2mf Posted May 14, 2015 Author Posted May 14, 2015 Is it possible that a VATS killmove cinematic started to play just then?  This is one of the things that's new in 2.2 so maybe I messed up somehow, I only tested it once just to make sure game didn't crash  Edit: assuming you answer yes try if this fixes the problem. Attached new version. FirstPersonPlugin 2_3 Beta1.zip
Ashra XIII Posted May 15, 2015 Posted May 15, 2015 Love the fact that this no longer requires an .esp slot and is simply a skse plugin. Bravo!  When I try the SLProfile, I cannot steadily rotate the actors head left or right though...  Going back a couple pages on this, but I have to ask... how do you create a SL profile?
J.O.D. Posted May 15, 2015 Posted May 15, 2015 Go to the opening post and see the SexLab profile to copy into the .txt. I don't know if I missed it on 2.0 version or it has been aded later:-)   Going back a couple pages on this, but I have to ask... how do you create a SL profile?  Â
h38fh2mf Posted May 15, 2015 Author Posted May 15, 2015  Is it possible that a VATS killmove cinematic started to play just then?  This is one of the things that's new in 2.2 so maybe I messed up somehow, I only tested it once just to make sure game didn't crash  Edit: assuming you answer yes try if this fixes the problem. Attached new version.  VATS triggering might be the right idea, since i never saw one with 2.2, but i saw them in 2.1 working.  However, this beta has the problem too. The 4th enemy i killed launched the camera into the atmosphere.  Someone on nexus said that VioLens caused it, but it might be that without the mod the problem happens too.
h38fh2mf Posted May 15, 2015 Author Posted May 15, 2015 Ok good then I can try to reproduce bug without installing new mod
DeepBlueFrog Posted May 15, 2015 Posted May 15, 2015 The atmospheric camera issue I reported happened at death time, so it is probably related to VATS. Â I do have Dance of Death installed.
h38fh2mf Posted May 15, 2015 Author Posted May 15, 2015 I'm testing an idea I had long time ago how to stabilize camera more, especially for VR users. After this I will try to fix the VATS problem, in the mean time you can open configuration and where it says bDisableVATS uncomment it so it gets applied.
Ashra XIII Posted May 15, 2015 Posted May 15, 2015 Â Go to the opening post and see the SexLab profile to copy into the .txt. I don't know if I missed it on 2.0 version or it has been aded later:-) Â Â Â Going back a couple pages on this, but I have to ask... how do you create a SL profile? Â Oops! Thought I looked there but I totally missed it. Thanks!
cbvbadlarry Posted May 15, 2015 Posted May 15, 2015 I cant seem to get the camera right (I have no idea what each setting does) does anyone use this with cbbe an xp32 extended? if so I would like to see there FirstPersonPlugin.txt file so I can copy the settings.
greenquesadilla Posted May 15, 2015 Posted May 15, 2015 Is it possible that a VATS killmove cinematic started to play just then?  This is one of the things that's new in 2.2 so maybe I messed up somehow, I only tested it once just to make sure game didn't crash  Edit: assuming you answer yes try if this fixes the problem. Attached new version. that didn't fix it
offnightmare Posted May 18, 2015 Posted May 18, 2015 I'm having a bit of an issue where when standing I see only my feet and a bit of my legs but when walking it goes somewhat normal. If I knew how to post screen shots I'd show you.
h38fh2mf Posted May 18, 2015 Author Posted May 18, 2015 You can increase the vertical limit (up down restriction angle) in configuration, don't increase it above 89 degrees, there is a bug where if you look completely up at 90 degrees then the camera goes weird, this has something to do with vectors and my inability to do math, I won't bore you with the details  Another thing you can try is decreasing the position offset depth, so camera is little bit closer to face.  If you mean that part of your body is invisible then it means fNearClip value is too high.
offnightmare Posted May 18, 2015 Posted May 18, 2015 This right here is what I'm dealing with.  http://prntscr.com/76o2dp  This is my settings.   ; Comments start with ; or # character on a new line ; See the read-me at http://www.nexusmods.com/skyrim/mods/49036/?or in ; downloaded mod archive for documentation on how to configure  !set iDebug 0 !set bEnabled true !set bActivated false  ; Keycode IDs: ; https://msdn.microsoft.com/en-  us/library/windows/desktop/dd375731%28v=vs.85%29.aspx ; uncomment to bind numpad8 to reload, numpad9 to toggle view and  numpad 7 to attach camera on crosshair target !bindkey 0x68 8 "ReloadIFPV" ;!bindkey 0x69 0 "ToggleIFPV" ;!bindkey 0x67 0 "AttachIFPV"  !set fPositionOffsetHorizontal 0 !set fPositionOffsetVertical 0 !set fPositionOffsetDepth 0 !set fRotationFromHead 0 !set fExtraRotationFromCamera 0 !set bHeadtrack false !set fRestrictAngleHorizontal 90 !set fRestrictAngleVertical 80 !set fUpdateProfileInterval 0.2 !set iFaceCrosshair 0  ; set both false if you don't want to overwrite vanilla FP, you could instead  use then custom keybind !set bZoomIntoIFPV true !set bToggleIntoIFPV true  ; Main profile is special profile that we can use to run commands when IFPV  is ; activated and deactivated, no matter what profile actually is used [Main] +set bBlockFadeOut true -set bBlockFadeOut false +set fNearClip 5.0 -reset fNearClip +set bHeadtrack true -set bHeadtrack false ; Uncomment these two lines to allow killmoves to happen in real time without  the slow motion camera during IFPV ;+set bDisableVATS true ;-return bDisableVATS  ; Profiles are selected from top to bottom, whichever first satisfies all  conditions ; Profiles without any conditions are never selected but can be entered  through command or keybind ; Profiles that use "skip" command are not selected automatically ; Profiles that use "disable" command are not loaded  [ToggleIFPV] ; this profile will not be selected automatically because there are no  conditions, but it was bound to key +GoThirdPerson +modify bActivated true  [ReloadIFPV] +reload  [AttachIFPV] ; Attach camera to crosshair target so you can see through their eyes, you  don't gain control of them +AttachCamera  ; Normal profiles  [AllowCinematicCam] (iCameraState==2) +set bActivated2 false -return bActivated2 ; Remove "disable" to allow third person VATS cinematic camera when IFPV  is active disable  [LeftTurn] ; 1.2217 rad = 70 deg (fCameraViewOffsetHorizontal<-1.2217) (bMounted==false) (bIsActive==true) +set iFaceCrosshair 2 -return iFaceCrosshair ; Remove the line "disable" to enable auto-turn character when looking left  past certain degree disable  [RightTurn] (fCameraViewOffsetHorizontal>1.2217) (bMounted==false) (bIsActive==true) +set iFaceCrosshair 2 -return iFaceCrosshair ; Remove the line "disable" to enable auto-turn character when looking right  past certain degree disable  [VampireLord] (bVampireLord==true) (bIsActive==true) +settween fPositionOffsetDepth 10 0.2 -returntween fPositionOffsetDepth 0.2  [Mounting] (bMounting==true) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +set fNearClip 0.001 -return fNearClip +settween fRotationFromHead 1 0.2 -returntween fRotationFromhead 0.2 ;-settween fCameraViewOffsetHorizontal 0 0.1  [Dismounting] (bDismounting==true) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +set fNearClip 0.001 -return fNearClip +settween fRotationFromHead 1 0.1 -returntween fRotationFromHead 0.1  [sittingChange] (iCameraState==5) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +settween fRotationFromHead 1 0.2 -returntween fRotationFromHead 0.2  [CraftingChange] (iCameraState==8) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +settween fRotationFromHead 1 0.2 -returntween fRotationFromHead 0.2  [TransitionCam] (iCameraState==6) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +settween fRotationFromHead 1 0.2 -returntween fRotationFromHead 0.2  [bleedoutCam] (iCameraState==11) (bIsActive==true) +settween fRotationFromHead 1 0.2 -returntween fRotationFromHead 0.2  [bowAiming] (bAimBow==true) (bIsActive==true) +set bHeadtrack false -return bHeadtrack +settween fPositionOffsetDepth 0.5 0.2 -returntween fPositionOffsetDepth 0.2 +settween fRotationFromHead 0 0.1 -returntween fRotationFromHead 0.1  [Mounted] (bMounted==true) (bIsActive==true) +settween fRestrictAngleHorizontal 70 0.2 +settween fRestrictAngleVertical 50 0.2 -returntween fRestrictAngleHorizontal 0.2 -returntween fRestrictAngleVertical 0.2  [sLProfile] (Keyword&SexLabActive) +settween fRotationFromHead 1 0.2 -returntween fRotationFromHead 0.2 +settween fExtraRotationFromCamera 1 0.2 -returntween fExtraRotationFromCamera 0.2 +set bHeadtrack false -return bHeadtrack +set fNearClip 0.001 -return fNearClip
h38fh2mf Posted May 18, 2015 Author Posted May 18, 2015 This happens because of head tracking. When you look down your character looks down too but this makes head go forward quite a bit and you end up with this. Try increase vertical angle restriction like I said and it should solve the problem.
Rabblerouser Posted May 19, 2015 Posted May 19, 2015 Why remove the MCM? This have anything to do with SkyUI threatening to become a pay-for mod before? I quite enjoyed MCM. Made it so easy and Numpad 8 is already used for something else in my game. Should note I'm updating from "firstperson19"   EDIT: Question. Is there a way revert it back to pre-2.3 behavior having it as a 3rd camera option instead of replacing vanilla? I vehemently disagree with this practice and prefer the bound key mode as this mod is can be inaccurate as hell and vanilla first person is what the game was designed for. Add to that, flavor mods should be optional and not a replacer in my opinion.
h38fh2mf Posted May 19, 2015 Author Posted May 19, 2015 Did you try opening the configuration file? It explains how to do this.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now