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Invisible in 1st person


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Hi,

 

I'm pretty new here though i'm not new to modding NV (who knew there was something more than the nexus hehe...) and i seem to have issues with sexout. When i start the anim in 1st person my character is completely invisible, the npc is visible.I read around a bit and tried a few things (tfc, move then tfc again, or player.SetActorAlpha 1.0) and it didn't change anything.When i start the anim in 3rd person it works fine. Also, the console had a message "You picked a classic animation but made a SexoutNG call" , i saw that there was a post talking about an option in misc about it but it's not there for me (only option checkbox i see is debug messages)

 

My load order;

MikotoBeauty.esm

FalloutNV.esm

CaravanPack.esm

DeadMoney.esm

LonesomeRoad.esm

OldWorldBlues.esm

HonestHearts.esm

wsex.esm

Kaya47NF.esm

Playthings.esm

Lings.esm

AWorldOfPain(Preview).esm

New Vegas Error Corrections BugFixes - NO DLC.esm

NV 40k Space Marine Armor.esm

AEVegas.esm

Sexout.esm

SexoutCommonResources.esm

SexoutLegion.esm

wsexInnuendoNPCs.esp

CONELRAD 640-1240.esp

Moddable Unique Weps.esp

NewVegasBounties.esp

MikotoBeauty.esp

TGsArmorCollectionVegas.esp

wsexInnuendoAnims.esp

LingsPrettyThings.esp

NewVegasBountiesII.esp

Better Casinos.esp

Veronica.esp

GFemalePyjamas.esp

Sexout LevelUp.esp

UWHNV-Core.esp

UWHNV-Addon-DLC.esp

slinkydressfwx.esp

NVWillow.esp

Animated Prostitution.esp

WeaponModsExpanded.esp

R.A.C.E. Station.esp

ShilohDS-Desert Succubus CORE.esp

New Vegas Error Corrections - NO DLC.esp

NVEC LINGS PATCH - NO DLC.esp

NVEC MikotoBeauty Patch - NO DLC.esp

Sisters of Battle.esp

Sunglasses Shipment.esp

SexoutPowderGangers.esp

SexoutFiends.esp

SexoutSex.esp

The Mod Configuration Menu.esp

SmallerTalk.esp

SexoutZAZ.esp

 

Total active plugins: 50

Total plugins: 63

 

I tried loading with other mods disabled (animated prostitution and playthings) but it dosen't help.

 

Strangest things is that it works just fine in 3rd person, anyone have some insight ?

 

Appreciated :)

Mekado

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It's a problem with how Fallout itself handles the camera. Prideslayer is working on a fix.

 

Good news i guess, thanks :)

 

In the meanwhile i guess i'll try starting it in 3rd person, easy when you're the instigator, little harder when you're not but oh well.

 

 

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I have a post for people having this problem.

 

Next time it happens, please open the console (tilde key) and type this:

 

player.setActorAlpha 1.0

 

and see if you turn visible. You might have to do it more than once. Do not toggle the camera or anything else, as I need to know if this works on its own.

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I have a post for people having this problem.

 

Next time it happens' date=' please open the console (tilde key) and type this:

 

player.setActorAlpha 1.0

 

and see if you turn visible. You might have to do it more than once. Do not toggle the camera or anything else, as I need to know if this works on its own.

[/quote']

 

I did try that, all by itself and it didn't help.Also tried it a few times in a row (some people were saying it took a few tries) but i'm still invisible.

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  • 3 weeks later...

Same problem, but my load order is quite a bit different. I'm using type6 and the BoG texture. It worked fine at first, but later failed, I was initially using Body by Race but read about an incompatability, I started having the first person issue. I switched to my current configuration, and it worked, but now the problem has returned and I can't fix it, even temporarily.

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There's a beta release of sexoutNG that might fix this' date=' on the last page or 2nd to last page of the thread.

[/quote']

 

If I have time, I can take a look at seeing if the skeleton can re-position the 1st person camera a little. The current placement, depending on head shape, can end up inside the mesh and result in an invisible player. I doubt I can fix it though as it would mess up iron sights I'm guessing. Well, maybe if I only slid it straight forward and didn't deviate at all. Anyway, will check ...

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There's a beta release of sexoutNG that might fix this' date=' on the last page or 2nd to last page of the thread.

[/quote']

 

If I have time, I can take a look at seeing if the skeleton can re-position the 1st person camera a little. The current placement, depending on head shape, can end up inside the mesh and result in an invisible player. I doubt I can fix it though as it would mess up iron sights I'm guessing. Well, maybe if I only slid it straight forward and didn't deviate at all. Anyway, will check ...

 

That would be cool, but I don't think the skeleton controls that.

 

Here's what I found regarding the invisibility, it may be of some use to you.

 

Toggling the UFO camera on while in first person results in an invisible player. This is easily demonstrated and is repeatable by just opening the console in first person and entering "tfc". The UFO cam will come on, and since you are in 1st person, you are invisible.

 

When you toggle to 3rd person, the game engine takes a moment to 'zoom you out' and 'fade you in.' If you toggle TFC during this transition period, the distance you are zoomed out will vary depending on your timing, as will the transparency of your character. If you do it right away ("tapcontrol 13" followed by "tfc") you'll be invisible just as if you hadn't entered 3rd person view.

 

What I really need is some way to position the camera myself, independent of the players position and orientation. The VATS camera does this somehow, but I haven't figured out the "how" yet. It's something that NVSE will have to take care of though since whatever it's doing is not exposed in the vanilla engine -- except for adding more VATS cameras, which I did consider early on, but those cannot be controlled by the player.

 

Hopefuly.. some of that is helpful to your quest. :)

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There's a beta release of sexoutNG that might fix this' date=' on the last page or 2nd to last page of the thread.

[/quote']

 

If I have time, I can take a look at seeing if the skeleton can re-position the 1st person camera a little. The current placement, depending on head shape, can end up inside the mesh and result in an invisible player. I doubt I can fix it though as it would mess up iron sights I'm guessing. Well, maybe if I only slid it straight forward and didn't deviate at all. Anyway, will check ...

 

That would be cool, but I don't think the skeleton controls that.

 

Here's what I found regarding the invisibility, it may be of some use to you.

 

Toggling the UFO camera on while in first person results in an invisible player. This is easily demonstrated and is repeatable by just opening the console in first person and entering "tfc". The UFO cam will come on, and since you are in 1st person, you are invisible.

 

When you toggle to 3rd person, the game engine takes a moment to 'zoom you out' and 'fade you in.' If you toggle TFC during this transition period, the distance you are zoomed out will vary depending on your timing, as will the transparency of your character. If you do it right away ("tapcontrol 13" followed by "tfc") you'll be invisible just as if you hadn't entered 3rd person view.

 

What I really need is some way to position the camera myself, independent of the players position and orientation. The VATS camera does this somehow, but I haven't figured out the "how" yet. It's something that NVSE will have to take care of though since whatever it's doing is not exposed in the vanilla engine -- except for adding more VATS cameras, which I did consider early on, but those cannot be controlled by the player.

 

Hopefuly.. some of that is helpful to your quest. :)

 

The default 3rd and 1st person cameras are stored in the skeleton. The game overrides them as needed. But when you hit the escape key in 3rd person, that's the camera you get (unless you've altered the gamesetting for that camera). It's why NIF order of blocks is important in the 1st person skeleton. When I first made a new skeleton, the left boob would block the pip boy when the arm was raised because the 1st person camera block was of a lower odering than the left boob. Once properly moved to the last block before the footer, that problem disappeared.

 

guess what I'm saying is that in the absence of the game setting being altered or the engine taking camera controls, the skeletons control default camera pos for 1st and 3rd.

 

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So what's your thought? To move the camera "forward" so it's no longer inside the mesh? It would be interesting if that fixes the issue.

 

Yeah I'll give that a test tonight or tomorrow, i'm revisiting my skeleton project anyway, might as well toss in a test while I'm at it.

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It would certainly be nice to be able to rip all that 3rd person / ufo cam toggling junk out of sexout and replace it with a simple key bind to toggle the UFO cam off and on as the user desires.

 

I'm going to look into what I can do with the camera in the plugin as well though, because a single call to point the camera at the player at a reasonable FOV and distance would still be nice to have.. for the "hands free" gamers. ;)

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It would certainly be nice to be able to rip all that 3rd person / ufo cam toggling junk out of sexout and replace it with a simple key bind to toggle the UFO cam off and on as the user desires.

 

I'm going to look into what I can do with the camera in the plugin as well though' date=' because a single call to point the camera at the player at a reasonable FOV and distance would still be nice to have.. for the "hands free" gamers. ;)

[/quote']

It might even be possible to animate the camera in the skeleton. IE have an anim that only animates the camera layered on top of sometthing else playing on the skeleton. I'll let ya know.

 

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It would certainly be nice to be able to rip all that 3rd person / ufo cam toggling junk out of sexout and replace it with a simple key bind to toggle the UFO cam off and on as the user desires.

 

I'm going to look into what I can do with the camera in the plugin as well though' date=' because a single call to point the camera at the player at a reasonable FOV and distance would still be nice to have.. for the "hands free" gamers. ;)

[/quote']

It might even be possible to animate the camera in the skeleton. IE have an anim that only animates the camera layered on top of sometthing else playing on the skeleton. I'll let ya know.

 

 

I believe that is how the VATS cameras work, ignoring the other SFX taking place during a 'cinematic sequence'.

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OK I tested out altering 1st person camera location and, as expected, it horribly borks iron sights...ugh. Then it occured to me to check and see if it's the 1st to 3rd transition that was borking things so I moved only the 3rd person camera forward so when swapping from 1st to 3rd the camera wouldn't be inside the head mesh and THAT seemed to produce excellent results. Not one case of starting in 1st gave me an invisible player and it corrected, at least for me, long standing camera issues with wsex and AP animations having the same invisible player problem.

 

OK, here's the 3rd person skeleton I just tested, please test it out and let me know how it works (meshes\characters\_male and make a backup first, this is ultra-beta):

 

 

 

This should make the 1st person to 3rd person transition less likely to result in an invisible player.

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That may definitely help some people out' date=' but it sounds like the core problem remains: you're still invisible if you go directly to TFC from 1st person right, since this is just a change to the 3rd person skeleton?

[/quote']

 

TFC loads the 3rd person skeleton and starts the camera out at the skeleton's camera pos and THEN adjust from there. So this should help that issue as well. Note: should... lol

 

All I can see is it seemed to help *me*... needs testing by a few people tbh.

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  • 2 months later...

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