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[Request] Player Head Tracking


Firedoom

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Posted

God I hate requests, and God do I hate making requests but I cannot wrap my head around how to do this. According to the CK Wiki there is a script command that has something to do with head tracking. Does anyone know how to make it work for the player character? Is anyone else being driven nuts by their characters lack of acknowledgment of other actors?

 

I thought, you know, "well I've got time for something simple :)", but I've been hammering away at this all day and I can't even figure out how to make a script that does something to the player without needing a "hello world" pillar, much less get this script command to do anything at all, ever.

 

So this is a request for someone else to pick up this ball that I have clearly dropped.

Posted

player head tracking ?

 

I dont use a script for player head tracking

I use a mouse :)

 

 

Sorry. Let me clarify. I'm talking about 3rd person character interaction. If you ever played Oblivion, you might have noticed that your character actually looks at other characters in the game. Makes eye contact. In Skyrim, only the NPCs look at you. Meanwhile your character stares off into space like he/she is somewhere else where NOTHING is happening. It's a really irritating change from the lifelike interaction in Oblivion to the dull glazed android stare of Skyrim.

Posted

I'd KILL for this as well.

 

It annoys me to no end that PC (player character) headtracking has been removed from Bethesda games since Oblivion. I hate the way my characters just stare off into space as you said. Its like "I can't be bothered to look at you."

 

 

Posted

This might sound stupid, but have you tried to look for this in creation kit?

Under SpecialEffect -> CameraShot or Actors -> Actor -> Player and then add some kind of papyrus scripting to it?

 

Or even look around in the scripting of NPCs and see what makes them look at you.

 

EDIT: I just found out ''1stPCam'' and it seems to have loads of options with the camera. Mabey you can copy & adjust it to 3rdPCam.

Posted

This might sound stupid' date=' but have you tried to look for this in creation kit?

Under SpecialEffect -> CameraShot or Actors -> Actor -> Player and then add some kind of papyrus scripting to it?

 

Or even look around in the scripting of NPCs and see what makes them look at you.

 

EDIT: I just found out ''1stPCam'' and it seems to have loads of options with the camera. Mabey you can copy & adjust it to 3rdPCam.

[/quote']

 

It should be simpler than that I would hope. Because it's not really the camera I'm trying to move. I'm just trying to get the player to look at things that I don't point at, on it's own while in 3rd person view, like other character's faces. Other NPCs do this without any problem.

 

According to this page there is a command for this. Of course that may only work on NPCs. I have no idea how to make scripts work on the player in Skyrim at all anyway. I used to work with scripts in Oblivion, but even there I was mostly lost and relied heavily on OBSE. I'll try to work on this when I can, but things are still not great on the homefront for me so learning a whole new scripting language is not top of my list.

Posted

Oh sweet God! I've been FRUSTRATED out of my mind by this since skyrim came out! And I still can't figure out how to cure my characters of their weird neck paralysis! ._.

Posted

this is a very nice idea.

 

also have you ever played in 1st person cam, and when someone approaches and talks to you, you notice the cam will turn to face the talker if you're facing away from him? i was hoping the 3rd person cam will do the same thing, but it doesn't. you have to move the cursor to the very end of the monitor for it to rotate, and it's not easy. you can't even rotate your body to face him/her.

 

i wanted the 3rdpscam to behave like the 1stpscam (only in the above matter though, everything else is fine). i think this also suits to be added to this request.

Posted
This is a step in the right direction. I haven't tested it yet but it claims to provide in-context idle animations via a silent shout. As quirky as that sounds, at least it allows us to breathe a little life into our hero.
  • 2 weeks later...
Posted

Bumping this, as I hate the ramrod dead-staring PCs we've had since FO3. It remained the same in New Vegas, and now even Skyrim.

 

They had player head-tracking in OBLIVION ffs. It was a step back to Morrowind when they did this.

 

I would LOVE my PC to actually look at other people.

Posted

Noticed that as well, gets VERY annoying if you try to do some roleplay i.e. in the bannered mare sitting with your follower at the fire, your follower will look at you, but your PC won't look back. :dodgy:

 

So i freakin second this idea.

Posted

Add this section to your SkyrimPrefs.ini

 

[HeadTracking]

fHeadTrackingMaxAngle=90.0000

fPathLookAtPointTime=2.0000

fMaxPathLookAtPointDist=512.0000

fMinPathLookAtPointDist=128.0000

fUpdateDelayNewTargetSecondsMax=8.0000

fUpdateDelayNewTargetSecondsMin=3.0000

fUpdateDelaySecondsMax=1.5000

fUpdateDelaySecondsMin=1.0000

iUpdateActorsPerFrame=10

bDisableHeadTracking=0

 

fHeadTrackingMaxAngle, fMaxPathLookAtPointDist and fMinPathLookAtPointDist are the ones you need to experiement with - but this is buggy. Set the values too high and your toon will stare off into space because there's a bear on the other side of the mountain...

Posted

Thanks for posting that, but it doesn't seem to work. Anyone else get it to work? I'd really like head tracking for my characters.

Posted

Adding the above section and settings to SkyrimPrefs.ini has no apparent effect on my Player Character. I've never been able to get that to work. You're not the only person who has suggested it which makes me think maybe there is something to it. Have you actually gotten that to work for you Ramses?

 

I found two more script functions that could potentially accomplish adding some form of script based headtracking to the PC. SetLookAt - Actor and ClearLookAt - Actor. I really wish I could make some F-ing sense of how to use Papyrus.

  • 3 weeks later...
Posted

I came across this:

 

ShowHeadTrackTarget (SHeadT)

Show the head track target if set from look function

 

Now if I can only find out what this Look Function is! What this does as a console command is set any persons (NPC and player alike to have no head animations) It basically states: (player name) is looking at (NPC Name)...BUT THE PLAYER ISN'T LOOKING AT ANYTHING!! MODDER RAGE!!!

I don't seen any references to this anywhere. Any idea?

  • 1 month later...
Posted

Oh, I wish this was possible, I did ask for a request for someone to convert this file to Skyrim http://oblivion.nexusmods.com/mods/24589 the Look here you, where you could turn your head in different directions while running or while in 1st person, then take ss. Was really great for Oblivion, guess it won't work for Skyrim tho, I hate that my character just looks like a poser model all the time... sigh

  • 2 weeks later...
  • 4 weeks later...
  • 1 month later...
Posted

Someone did this :o

http://skyrim.nexusmods.com/mods/23600/

 

The only thing is, the player character's head doesn't follow the direction the camera is facing. The mod creator says that's because there isn't a vanilla script function that reads/calls the camera direction/position. Maybe it's possible to make something that does read/call the camera direction/position? I know there's a lot of great modders on LL :D

  • 6 months later...
Posted

Do you happen to know that the fine is here in Skyrim for Necropostia?


What you do is take a bunny, place him at the player. Then you get the player's rotation angles and place the bunny in front of the player at some distance which will coincide with the direction the player is looking. Then you use SetLookAt to look at the bunny. Then you change the bunny's mesh to the mesh of an apple so it's easy to disable havok and stuff. Then you make the apple invisible. Oh and you use a bunny because it's an "Actor" so you can look at. Right now there's 1 problem: the head starts twitching when I enter another cell because the bunny suddenly starts falling WHICH IS SO ANNOYING BECAUSE HE WASN'T FALLING BEFORE :)
 

This is how the code looks like..

 

 

 

ObjectReference  Property LOLZ Auto

 

function init()

Form formLOLZ=Game.GetFormFromFile(0x00004E2A, "xpomod.esp") As Form     ;<<<< this is a bunny
            LOLZ=kPrisoner.PlaceAtMe(formLOLZ, 1, false, false)
            playerref.SetAnimationVariableInt("IsNPC", 1)
            playerref.SetHeadTracking(true)

endfunction

 

Function LookAndStufft()
int dis=0


    if(gLocChange.getvalue()==1)
    debug.notification("new LOLZ added")
        gLocChange.setvalue(2)
        Form formLOLZ=Game.GetFormFromFile(0x00004E2A, "xpomod.esp") As Form
        if(LOLZ!=None)
            LOLZ.Delete()
        endif
        LOLZ=playerref.PlaceAtMe(formLOLZ, 1, true, false)

    endif
    if(dis==0 && Game.IsLookingControlsEnabled()==true && Game.IsMovementControlsEnabled()==true)
    
        playerref.SetAnimationVariableInt("IsNPC", 1)
            playerref.SetHeadTracking(true)
        ;negative is up, positive is down... everything is fucking backwards
        float vangle=playerref.GetAngleX()
        
        if(secondtimer==0)
            debug.notification("angleX "+vangle)
        endif
            
        float dist=60.0
        
        float height=playerref.GetHeight()*0.91
        
        float X= dist * Math.Sin(playerref.GetAngleZ())
        float Y= dist * Math.Cos(playerref.GetAngleZ())
        float Z=dist* Math.Sin(playerref.GetAngleX())
        float Zadj=height-Z
        ;debug.notification("height z vangle"+ height +" " + Z +" " +vangle)
        Actor aLOLZ=LOLZ as Actor
    
        aLOLZ.SetDontMove(false)
       
        LOLZ.MoveTo(playerref, X, Y ,  Zadj, false)
        aLOLZ.SetDontMove(true)
        
        playerref.SetLookAt(LOLZ, true)
        
    endif
    
    
EndFunction

 

 

 

I'm not posting screenshots of headtracking b/c this isn't an adult section lol :P but the player char looks where you're looking in 3rd person as long as you're moving. When you're standing the head is turned towards the last direction when you were moving.

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