Jump to content

Recommended Posts

I switched back to 1.9 for the time being.

 

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.

Link to comment

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.

Link to comment

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.

Link to comment

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.

Link to comment

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?

Link to comment

Yes it is caused by this line in configuration under [Main]

!set fNearClip 5.0
Try 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.
Link to comment

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?

Link to comment

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?

 

 

Link to comment

 

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 :P

 

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.

Link to comment

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.

Link to comment

 

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?

 

Oops! Thought I looked there but I totally missed it. Thanks!

Link to comment

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 :P

 

Edit: assuming you answer yes try if this fixes the problem. Attached new version.

that didn't fix it

Link to comment

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 :P

 

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.

Link to comment

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
; downloaded mod archive for documentation on how to configure
 
!set iDebug 0
!set bEnabled true
!set bActivated false
 
; Keycode IDs:
 
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

Link to comment

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.

Link to comment

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.

Link to comment

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use