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Hello guys, am I the only one still having the mountains flicker when using the 1.5 version ? (I'm using the recommended DD profile)

No, you are not the only one. That happens because in 1.5 I have to set the global fNearDistance low when in Immersive First Person View. When it's set low it causes flickering, but setting it high causes meshes close to the camera to clip, so finding a balance is a pain. I have to have the NearDistance set low for Devious Devices builds because otherwise the yoke's and gags will not show up on camera and your breasts and shoulders will clip.

 

Sorry, but you'll have to pretty much deal with it if you want to see the gag's and yoke's. Sorry. It's a limitation of the Skyrim engine. Nothing anyone can do about it. I do believe I have it so when in third person it doesn't happen, because it resets to a higher fNearDistance when you go into third person.

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No, you are not the only one. That happens because in 1.5 I have to set the global fNearDistance low when in Immersive First Person View. When it's set low it causes flickering, but setting it high causes meshes close to the camera to clip, so finding a balance is a pain. I have to have the NearDistance set low for Devious Devices builds because otherwise the yoke's and gags will not show up on camera and your breasts and shoulders will clip.

 

Sorry, but you'll have to pretty much deal with it if you want to see the gag's and yoke's. Sorry. It's a limitation of the Skyrim engine. Nothing anyone can do about it. I do believe I have it so when in third person it doesn't happen, because it resets to a higher fNearDistance when you go into third person.

 

Thanks for the reply, I understood that yesterday as I searched a bit on the net, though I managed to solve some of it by increasing the default fNearClip value and decreasing it using the {AdjustNearClipDown45} section so that the yoke is visible when looking at my shoulders for instance.

 

I still don't perfectly understand how this file works (have no experience with SKSE and I need to look at the sources of IFPV) but isn't there something that could be done using angles and such?

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Hey there, love this mod seriously a lot! Fantastic work done here.
 
I hate to be a bother but after editing and rehashing through the .ini I cannot for the life of me figure out what is setting the weapon out position settings. I always seem to be set right at 0, 0 if I had to guess, its always stuck in the characters neck and clip through seeing the inside of the body.
 
Mayhaps you could point out where I could edit positioning and/or simply force it to go into ForcedSLview?
 
I'll post the code for 1.5 below, its a fair bit edited mate!
 

 

; Comments start with ; or # character on a new line, these lines are ignored
; See the read-me at http://www.nexusmods.com/skyrim/mods/49036/? or in
; downloaded mod archive for documentation on how to configure

; This configuration has been modified by XenoDrake to provide better support for SexLab scenes,
; especially when using Devious Devices.
; All edits by XenoDrake have "; XD:" comments to indicate changes and why they were made.

; Keycode IDs:
; https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
; numpad 8 reloads, uncomment to bind numpad9 to toggle view and numpad 7 to attach camera on crosshair target
!bindkey 0x38 0 "ReloadIFPV"
; XD: Enabled the ToggleIFPV and AttachIFPV bindings.
!bindkey 0x69 0 "ToggleIFPV"
;!bindkey 0x67 0 "AttachIFPV"
!bindkey2 0x35 0 "ToggleHeadTrack"
;+!bindkey 0x33 0 "ToggleHead"
!bindkey 0x34 0 "ToggleHelmetCamOn"
; XD: Added Numpad 6 hotkey to toggle SexLab first person profile at any time.
!bindkey 0x36 0 "ForceSLProfile"

; Uncomment these two to allow free looking while numpad 6 is held (character doesn't turn to crosshair)
;!bindkey2 0x36 0 "TurnFreeLookOn"
;!bindkey2 -0x36 0 "TurnFreeLookOff"

; Camera position offsets from eyes center in game units. If you are using beast race then scroll down for offsets.
!set fPositionOffsetHorizontal 0
!set fPositionOffsetVertical 6
; XD: Changed global Offset Position offset to 6 instead of the original 3.
; XD: This places the camera further forward during normal play to create a sense of looking through the eyes of the player,
; XD: instead of inside the skull. Mainly changed to prevent any cleavage clipping with normal clip settings in normal nearclip
; XD: ... Skyrim ini recommended of 0.65 - the default of Skyrim.
!set fPositionOffsetDepth -2

; How much rotation is applied from head. 1 means camera direction equals head rotation, 0 means camera direction
; equals look direction. 0.5 would be the middle.
!set fRotationFromHead 0.38

; Restrict view angle so you can't look yourself in the eye.
!set fRestrictAngleHorizontal 112
!set fRestrictAngleVertical 98

; 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

; Set true to allow head tracking crosshair in third person view.
!set bHeadtrack true

; Some internal values. Ignore these.
!set fExtraRotationFromCamera 0.35
!set fUpdateProfileInterval 0.2
!set fTweenLength 0.2
!set iDebug 0
!set bEnabled true
!set bActivated false
!set iUnused1 0
!set iUnused2 0
!set iUnused3 0
; XD: Set this to 1 to force SexLab Special first person view by default.
; XD: Make sure you change the bindkey setting up at the top of the config to bind to "UnforceSLProfile" if you do, however.
!set iUnused6 0
!set iFaceCrosshair 0
!set bHideHead false
!set bHideHelmet false
!set bArrowCamera false
!set iIgnoreWorldCollision 0

; 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

; Normal profiles

[ToggleIFPV]
; this profile will not be selected automatically because there are no conditions, but it was bound to key
; XD: The below 2 lines, when enabled, will make the previous statement false, because we are now forcing this profile to activate any time IFPV is not active.
; XD: Thus, first person view will always be active regardless of what is being done. You still have to turn on SexLab Special view when you want to, however.
; XD: Thanks to IronDusk33 for this idea. It will make for a more immersive playthrough.
; XD: It can fix bugs with certain people having issues with loading saves having the camera being behind the head.
;(bIsInIFPV!=true)
;(bIsActive!=true)
; XD: The below line is optionally placed to disable this "always first person" profile while sitting.
;(bSitting!=true)
+GoThirdPerson
+modifynooverride 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

[TurnFreeLookOn]
+setnooverride iUnused1 1

[TurnFreeLookOff]
+setnooverride iUnused1 0

[ToggleHeadTrack]
+modifynooverride bHeadtrack true

[ToggleHead]
+modifynooverride bHidehead true

[ToggleHelmetCamOn]
; XD: As of 1.3, it is now recommended to have HelmetCam turned on automatically when weapons are drawn, as this fixes bow aiming with my config.
; XD: MANY Shoutouts to IronDusk33 for this idea. Because of his input, making bow aiming work properly with SexLab Special is now possible!
(bWeaponOut==true)
; XD: Enable this next line to enforce HelmetCam in first person view ONLY when forcing the SexLab Special view.
(iUnused6==1)
+setnooverride iUnused3 1
-bindkey 0x34 0 "ToggleHelmetCamOff"

[ToggleHelmetCamOff]
; XD: Toggles HelmetCam off when weapons are sheathed/disarmed.
; XD: Shoutouts to IronDusk33 for the idea to auto-enable HelmetCam.
(bWeaponOut==false)
; XD: Enable this next line to enforce HelmetCam in first person view ONLY when forcing the SexLab Special view.
(iUnused6==1)
+setnooverride iUnused3 0
-bindkey 0x34 0 "ToggleHelmetCamOn"

; XD: This was added for being able to force SL view at any time. Use Numpad 6 to activate. Originally implemented when trying out Riding Styles,
; XD: ... but ended up being useful in general to enable seeing gag's and/or blindfolds during playthrough if you wish. In normal play these are clipped out so you can somewhat see,
; XD: ... as a lot of Devious Device gags and blindfolds will make it impossible to play, albeit some people may find it kinky, so it's your choice.
; XD: To reset the view, just reload IFPV with Numpad 8. See the SLProfile further below for details on what these do.
; XD: Update 1.3: No longer using my code for ForcedSLProfile as of 1.3. It is here if you want it though.
;[ForcedSLProfile]
;+set fRotationFromHead 0.12
;+set fExtraRotationFromCamera 0.30
;+set fRestrictAngleHorizontal 70
;+set fRestrictAngleVertical 50
;+set fPositionOffsetHorizontal 0
;+set fPositionOffsetVertical 5
;+set fPositionOffsetDepth -3
;+set bHeadtrack false
;+set fNearClip 0.001

; XD: Newly designed ForcedSLProfile by Kenny567. HUGE thanks to them, you can now toggle Forced SexLab view on and off with Numperpad 6. =D
; XD: Now you don't have to reload IFPV every time you want to disable the feature.
; XD: Kenny567 paved the way for a complete redesign of the config. Because of Kenny567 and IronDusk33, I am able to make bow aiming work properly with my config.
; XD: Thanks so much, you two!
[ForceSLProfile]
+setnooverride iUnused6 1
-bindkey 0x66 0 "UnforceSLProfile"

[unforceSLProfile]
+setnooverride iUnused6 0
-bindkey 0x66 0 "ForceSLProfile"

{ForcedSLProfile}
(bIsActive)
(iUnused6==1)
; XD: I took the liberty of making a small edit to Kenny567's code.
; XD: This line disables Forced SL profile when HelmetCam is on, to prevent bow aiming to be practically impossible.
; XD: This only works if you actually go INTO HelmetCam, though, so it is recommended to have HelmetCam turn on automatically when weapons are drawn. (Thanks to IronDusk33 for that)
(iUnused6=1)
; XD: Disabling the next four lines removes headbobbing in SexLab Special view. This headbobbing can be nausiating for some people, but is immersive for others. Personal preference.
;+set fRotationFromHead 1
;-return fRotationFromHead
;+set fExtraRotationFromCamera 0.35
;-return fExtraRotationFromCamera
+set iIgnoreWorldCollision 0
-return iIgnoreWorldCollision
+set fRestrictAngleHorizontal 60
+set fRestrictAngleVertical 60
-return fRestrictAngleHorizontal
-return fRestrictAngleVertical
+set fPositionOffsetHorizontal 0
+set fPositionOffsetVertical 3
+set fPositionOffsetDepth -2
-return fPositionOffsetHorizontal
-return fPositionOffsetVertical
-return fPositionOffsetDepth
+set bHeadtrack false
-return bHeadtrack
+set fNearClip 0.001
-return fNearClip

{ArrowCam}
(bIsActive==true)
(bIsCameraOnArrow==true)
+set fNearClip 5
+set fRotationFromHead 0.991
+set fPositionOffsetDepth 8
+set fPositionOffsetHorizontal 0
+set fPositionOffsetVertical 3
+set fRestrictAngleHorizontal 180
+set fRestrictAngleVertical 180
+set fExtraRotationFromCamera 0.95
+set fTimescale 0.2
+set iIgnoreWorldCollision 1
-return fRotationFromHead
-return fPositionOffsetDepth
-return fPositionOffsetHorizontal
-return fPositionOffsetVertical
-return fTimescale
-return iIgnoreWorldCollision
-return fRestrictAngleHorizontal
-return fRestrictAngleVertical
-return fExtraRotationFromCamera
-return fNearClip

{SLProfile}
(bIsActive==true)
(Keyword&SexLabActive)
+set fRotationFromHead 0.12
-return fRotationFromHead
+set fExtraRotationFromCamera 0.35
-return fExtraRotationFromCamera
; XD: setting fRestrictAngle's Horizontal and Vertical prevents the camera from being turned abnormally during SL scenes.
; XD: This is set so you can't do an unnatural 180 degree turn to look behind yourself, or look to far above or below.
; XD: Takes a bit getting used to, but it provides a more immersive experience.
; XD: If you're interested in adjusting this, think of the number as a cone in front of you. 0-70, 0 being the far-left and 70 being the far-right.
; XD: The angle can be set farther than 360, but then it messes with your brain. 180 is fully left and right.
+set fRestrictAngleHorizontal 70
+set fRestrictAngleVertical 50
-return fRestrictAngleHorizontal
-return fRestrictAngleVertical
; XD: These Position Offsets I have thoroughly tested to get the most natural feel while wearing various gags and blindfolds from Devious Devices,
; XD: ...as well as viewing cleavage with various armors and DD harnesses/corsets/catsuits.
; XD: If you feel like adjusting these, think of the number as a value that forces the camera position on different axis.
; XD: Positive numbers go forward, upward, or right depending on which value you're setting. Negative numbers go backward, downward, or left.
; XD: To give an example of with what I've set here. I've left horizontal position at the default of 0, right down the middle.
; XD: I've set the depth of the camera to go forward a bit to meet closer with the eyes.
; XD: I've set the height of the camera to be a little higher than the default to aid help with gag views.
; XD: You won't see a difference from the normal change without something covering your face as it is very minimal.
+set fPositionOffsetHorizontal 0
+set fPositionOffsetVertical 4
+set fPositionOffsetDepth -3
-return fPositionOffsetHorizontal
-return fPositionOffsetVertical
-return fPositionOffsetDepth
+set bHeadtrack false
-return bHeadtrack
; XD: NearClip in original config was 1. Changing this to 0.001 prevents boobs, arms, and Devious Devices from clipping during SexLab scenes.
+set fNearClip 0.001
-return fNearClip

; Used in the toggle free look hotkey.
{FreeLook}
(iUnused1==1)
+set iFaceCrosshair -1
-return iFaceCrosshair

; Disable IFPV during VATS.
{Cinematic3rdPersonCam}
(iCameraState==2)
+set bActivated false
-return bActivated

{AllowLookDuringKillmove}
(bKillMove==true)
(bIsActive==true)
+set fExtraRotationMouse 1.3
-return fExtraRotationMouse
; This profile has been found to cause problems. So it's disabled.
disable

; This is for furniture used during crafting.
{CraftingFurniture}
(iUnused2==1)
(bIsActive==true)
+set fRotationFromHead 1
-return fRotationFromHead
+set bHeadtrack false
-return bHeadtrack
+set fNearClip 4
-return fNearClip

; These are used to trigger crafting furniture profile. This might not work on non-english localized Skyrim!
{AlchemyFurniture}
(sFurniture&alchemy)
+set iUnused2 1
-return iUnused2
{EnchantingFurniture}
(sFurniture&enchanter)
+set iUnused2 1
-return iUnused2
{ForgeFurniture}
(sFurniture&forge)
+set iUnused2 1
-return iUnused2
{CookingFurniture}
(sFurniture&cooking)
+set iUnused2 1
-return iUnused2
{GrindstoneFurniture}
(sFurniture&grind)
+set iUnused2 1
-return iUnused2
{SmelterFurniture}
(sFurniture&smelter)
+set iUnused2 1
-return iUnused2
{SkinningFurniture}
(sFurniture&tanning)
+set iUnused2 1
-return iUnused2
{WorkbenchFurniture}
(sFurniture&workbench)
+set iUnused2 1
-return iUnused2
{AnvilFurniture}
(sFurniture&anvil)
+set iUnused2 1
-return iUnused2

; Turns character when you reach certain angle in free look mode, disabled by default
{LeftTurn}
; XD: Disable autoturn while weapons are drawn. Kudos to IronDusk33 for thinking of this.
(bWeaponOut==true)
; XD: Added some comments to provide more options for camera autoturn limits
; 1.2217 rad = 70 deg
; 1.39626 rad = 80 deg
; 1.5708 rad = 90 deg
(fCameraViewOffsetHorizontal<-1.2217)
(bMounted==false)
; XD: Disable autoturn when SexLab scenes are active. Prevents turning the player during a scene.
; XD: Having turning on is necessary globally so that the full IFPV First Person will auto-turn the player instead of locking the camera at certain angles.
(Keyword~SexLabActive)
(bIsActive==true)
+set iFaceCrosshair 2
-return iFaceCrosshair
; Remove the line "disable" to enable auto-turn character when looking left past certain degree
;disable

; Turns character when you reach certain angle in free look mode, disabled by default
{RightTurn}
; XD: Disable autoturn when weapons are drawn. Kudos to IronDusk33 for thinking of this.
(bWeaponOut==true)
(fCameraViewOffsetHorizontal>1.2217)
(bMounted==false)
; XD: Disable autoturn when SexLab scenes are active. Prevents turning the player during a scene.
; XD: Having turning on is necessary globally so that the full IFPV First Person will auto-turn the player instead of locking the camera at certain angles.
(Keyword~SexLabActive)
(bIsActive==true)
+set iFaceCrosshair 2
-return iFaceCrosshair
; Remove the line "disable" to enable auto-turn character when looking right past certain degree
;disable

; Change camera position a bit during vampire lord
{VampireLord}
(bVampireLord==true)
(bIsActive==true)
+set fPositionOffsetDepth 10
-return fPositionOffsetDepth

; Change camera position a bit during werewolf
{WerewolfForm}
(bWereWolf==true)
(bIsActive==true)
+set fPositionOffsetDepth 10
-return fPositionOffsetDepth

{Mounting}
(bMounting==true)
(bIsActive==true)
+set fNearClip 3
-return fNearClip

{Dismounting}
(bDismounting==true)
(bIsActive==true)
+set fNearClip 3
-return fNearClip

{SittingChange}
(iCameraState==5)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack
+set fRotationFromHead 1
-return fRotationFromHead

{CraftingChange}
(iCameraState==8)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack
+set fRotationFromHead 1
-return fRotationFromHead

{TransitionCam}
(iCameraState==6)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack
+set fRotationFromHead 1
-return fRotationFromHead

{BleedoutCam}
(iCameraState==11)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack
+set fRotationFromHead 1
-return fRotationFromHead

{BowAimingInVanillaFirstPerson}
(bAimBow==true)
(bIsActive==true)
+GoFirstPerson
-GoThirdPerson
; Remove "disable" to automatically switch to vanilla FP during bow aim
disable

; Bow aiming profile. Disable head tracking because it will mess up everything.
{BowAiming}
(bAimBow==true)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack
; XD: Added these two NearClip lines to prevent arrows and hands from clipping when aiming with a bow in first person.
+set fNearClip 1.0
-return fNearClip
+set fRotationFromHead 0
-return fRotationFromHead

; Mounted horse profile, restrict camera angle a bit more.
{Mounted}
(bMounted==true)
(bIsActive==true)
+set fRestrictAngleHorizontal 70
+set fRestrictAngleVertical 50
-return fRestrictAngleHorizontal
-return fRestrictAngleVertical

; Profile for if user has enabled helmet cam (see their hat).
{HelmetCam}
(iUnused3==1)
(bIsActive==true)
+set fRotationFromHead 0.25
+set fExtraRotationFromCamera 0.35
+set fPositionOffsetHorizontal 0
+set fPositionOffsetVertical 6
+set fPositionOffsetDepth -3
+set bHideHead true
+set bHideHelmet false
-return fRotationFromHead
-return fExtraRotationFromCamera
-return fPositionOffsetHorizontal
-return fPositionOffsetVertical
-return fPositionOffsetDepth
-return bHideHead
-return bHideHelmet

; Beast race offsets for khajiit. Move camera forward and up a bit.
{BeastRaceKhajiit}
(sRace&khajiit)
(bIsInIFPV==true)
+set fPositionOffsetDepth 5
-return fPositionOffsetDepth
+set fPositionOffsetVertical 1
-return fPositionOffsetVertical
; This profile is not necessary since head can be hidden reliably.
disable

; Beast race offsets for argonian. Move camera forward and up a bit.
{BeastRaceArgonian}
(sRace&argonia)
(bIsInIFPV==true)
+set fPositionOffsetDepth 0
-return fPositionOffsetDepth
+set fPositionOffsetVertical 1
-return fPositionOffsetVertical
; This profile is not necessary since head can be hidden reliably.
disable

; Automatically adjust near clip when looking down past 45 degree angle.
{AdjustNearClipDown45}
(bIsInIFPV==true)
(fLookDirX<-0.8)
; XD: This was changed to 2.0 from the original 5.0 to prevent pop-in on cleavage when looking down.
; XD: It also helps remove the yoke pop-outs from Devious Devices when looking down.
+set fNearClip 0.001
-return fNearClip

; Automatically adjust near clip when looking up past 45 degree angle.
{AdjustNearClipUp45}
(bIsInIFPV==true)
(fLookDirX>0.8)
+set fNearClip 25.0
-return fNearClip

; Automatically set near clip 8 indoors (15 is default).
{AdjustNearClipIndoors}
(bIsInIFPV==true)
(bIndoors==true)
+set fNearClip 0.001
-return fNearClip

; Main IFPV configuration that isn't overrided by other profiles.
{Main}
(bIsInIFPV==true)
; Set near clip to larger value to fix mountain flicker or lower value to reduce clipping nearby objects.
; These are now disabled here because separate profile controls based on angle.
;+set fNearClip 7.0
;-return fNearClip
; Set in next line true to false, to not allow head tracking crosshair
+set bHeadtrack true
-return bHeadtrack
; Set next line from true to false to allow third person cinematic killmoves while in IFPV.
+set bDisableVATS true
-return bDisableVATS
; Set character turns to crosshair or not.
; 0 = let game decide (normal behavior)
; 1 = always turn like weapon is drawn
; -1 = force not turning character ever
; -2 = character doesn't auto-turn when weapons are out but still turns if you move or attack
;      (can be good to fix "wobble" during weapon out turning)
+set iFaceCrosshair -2
-return iFaceCrosshair
+set bHideHead true
-return bHideHead
; Set true instead of false on next line if you want to hide helmet by default. This was causing a bug sometimes where whole body disappears so it's disabled.
+set bHideHelmet false
-return bHideHelmet
; Overwrite default up down limit in radians. pi / 2 is 90 degrees. This is set so we can exceed 90 angle limit with fRestrictAngleVertical
+set fUpDownLimit 2.5
-return fUpDownLimit

 

 

 

Much appreciated, Cheers~

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  • 2 weeks later...

Hi am  in difficult to make work proprely the feature AttachIFPV on target, seems not work but maybe i am doing someting wrong i was tryng to use it during sexlab animation, but maybe it must be activated in some special moment? or maybe is becouse i generally use auto tfc at sex start ?

 

P.S surely is not a problem of binded keys in share with some other mod becouse ihave done many test

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Hi am  in difficult to make work proprely the feature AttachIFPV on target, seems not work but maybe i am doing someting wrong i was tryng to use it during sexlab animation, but maybe it must be activated in some special moment? or maybe is becouse i generally use auto tfc at sex start ?

 

P.S surely is not a problem of binded keys in share with some other mod becouse ihave done many test

You need to ask this on the Immersive First Person View topic. I am not familiar with that feature. I didn't make IFPV.

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Hello guys, am I the only one still having the mountains flicker when using the 1.5 version ? (I'm using the recommended DD profile)

 

I had this problem as well, so I went into the IFPV config file and realized (because Xeno did an excellent job of commenting his changes!) two things: First, the settings cause the Special Sexlab view to be on by default when I load a game, and 2nd that there is a toggle key (numpad 6) which I can use to turn it off.

 

So I simply hit numpad 6 and the flickering was very much diminished. That way, I could go adventuring without wanting to tear my eyeballs out, and I presume hit 6 again to go into the special view once sexy times commence. I say "assume" because my game sadly crashed before I could try, so I decided to pop in here to report my findings.

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I was wondering why keybindings didn't work. I press a key on numpad and.....nothing.... so I started hunting around.

IFPV uses VIRTUAL keyboard codes. Those can be different between different keyboards. I mean.... MOST Windows keyboards probably use the same codes, but I run on a mac (boot camp running windows 10) and have a mac wired keyboard with numpad. I was able to find a site with the mac VK codes.... and they're different from what's in the text file. So I'm going to go through it and look for "0x" and see what VK_code is expected for which key.

 

So anyone having issues with keys not binding MAY want to get a program that displays the VIRTUAL Keycodes for each key.

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I was wondering why keybindings didn't work. I press a key on numpad and.....nothing.... so I started hunting around.

IFPV uses VIRTUAL keyboard codes. Those can be different between different keyboards. I mean.... MOST Windows keyboards probably use the same codes, but I run on a mac (boot camp running windows 10) and have a mac wired keyboard with numpad. I was able to find a site with the mac VK codes.... and they're different from what's in the text file. So I'm going to go through it and look for "0x" and see what VK_code is expected for which key.

 

So anyone having issues with keys not binding MAY want to get a program that displays the VIRTUAL Keycodes for each key.

Appreciate the info. :)

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  • 5 weeks later...

Which variable do I need to adjust so I can see my chest when I look down during normal play? I tried a few that made sense but they didn't really change anything about the vertical  camera radius 

Look near line 167 for "+set fRestrictAngleVertical 50" inside the ForcedSexLab profile. Set higher for less restriction. 90 might be a good option, but you have to test it. You can modify the file while the game is running and press Numpad 8 to reload the file in-game.

Which setting is it to reduce the sway and head bob, the alternate view with num 6 is ideal.

That is chosen when you use the installer. Choose "custom" from the FOMOD installer to provide the option to disable headbobbing.

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Which variable do I need to adjust so I can see my chest when I look down during normal play? I tried a few that made sense but they didn't really change anything about the vertical  camera radius 

Look near line 167 for "+set fRestrictAngleVertical 50" inside the ForcedSexLab profile. Set higher for less restriction. 90 might be a good option, but you have to test it. You can modify the file while the game is running and press Numpad 8 to reload the file in-game.

 

Wow, yep, That was it, this is perfect. Thank you! 

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Great mod :)

 

But put this with my walk/running animations I have on, and it's a horror game lol.

 

Sometime's 2 big eyes appear and jumpscare me xD

What animations are these, may I ask? Also, this should not happen as the head model is removed when in first person.

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So, hide helmet doesn't seem to actually work. Helmets always appear? Going to have to look at the SKSE plugin code for that I think. Might also add a feature to enable profiles based on equipped slots (IE, only set super close near clipping when blindfold slot is equipped).

 

Anyway, there are some promising things here, but I think I'm going to be making some tweaks based on what I had done prior.

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so after updating from 1.2 to 1.5 when i try to not have always auto turn my game crashes,i try to have auto turn combat only or no auto turn no matter what my game crashes on load and i tried going back to 1.2 and it seems to have effected that too

Please use http://modwat.ch to post your mod setup, so I can take a look. As far as I know it is impossible for this SKSE plugin to cause crashes. It does not mess with game data.

So, hide helmet doesn't seem to actually work. Helmets always appear? Going to have to look at the SKSE plugin code for that I think. Might also add a feature to enable profiles based on equipped slots (IE, only set super close near clipping when blindfold slot is equipped).

 

Anyway, there are some promising things here, but I think I'm going to be making some tweaks based on what I had done prior.

If you can get it working all I ask is that you share it, and with your permission I can possibly integrate it, and of course I will credit you if I do. By the way the Hide Helmet is disabled in my profile by default, I believe. Did you enable it in my config and map it to a proper key?

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Checking the source there is detection for "WornHasKeyword" in the config. So if items have the proper keywords you can setup explicit profiles for them.

 

Things that have multiple potential values which are currently accessible for comparison in the config:

Faction

Perk

Keyword

WornHasKeyword

MagicEffectKeyword

 

There are also vars set like sRace, sFurniture which have a single value.

 

If there's something missing here it could be added. As mentioned I'm thinking about possibly adding the ability to check against equipped slots.

 

Also of note are the useable operators in the profile conditions:

Equals (= OR ==)
NotEquals (!=)
Greater (>)
Less (<)
GreaterOrEqual (>=)
LessOrEqual (<=)
Contains (&)
NotContains (~)

 

Since all conditions are AND'd together, we will have to be a bit creative since having two separate profiles would be tedious. So we create a profile to set a iUnused var (there are 10 available, though the first 3 are taken by default) to enable a profile for blindfolds:

; This is used to trigger blindfolded profile.
{ZaZBlindfold}
(WornHasKeyword&zbfEffectBlind)
+set iUnused6 1
-return iUnused6
{DDBlindfold}
(WornHasKeyword&zad_DeviousBlindfold)
+set iUnused6 1
-return iUnused6

{BlindfoldProfile}
(bIsActive==true)
(iUnused6==1)
+set fNearClip 0.001
-return fNearClip

Now one thing that might be strange here is if things like gags are suddenly visible only when wearing a blindfold, but I really don't think gags should ever be visible. Better control of slot visibility is definitely something that can be improved in the plugin itself. Might also want to add a check on gender.

 

Still, you are going to run into issues using the visible blindfold in FP as some animations will put the blindfold through another character model. Though one possible fix would be to adjust the plugin so that offsets actually translate the whole head rather than just the camera so that everything attached also gets moved). But at least using this profile flickering mountains would be much less of an issue.

 

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Checking the source there is detection for "WornHasKeyword" in the config. So if items have the proper keywords you can setup explicit profiles for them.

 

Things that have multiple potential values which are currently accessible for comparison in the config:

Faction

Perk

Keyword

WornHasKeyword

MagicEffectKeyword

 

There are also vars set like sRace, sFurniture which have a single value.

 

If there's something missing here it could be added. As mentioned I'm thinking about possibly adding the ability to check against equipped slots.

 

Also of note are the useable operators in the profile conditions:

Equals (= OR ==)

NotEquals (!=)

Greater (>)

Less (<)

GreaterOrEqual (>=)

LessOrEqual (<=)

Contains (&)

NotContains (~)

 

Since all conditions are AND'd together, we will have to be a bit creative since having two separate profiles would be tedious. So we create a profile to set a iUnused var (there are 10 available, though the first 3 are taken by default) to enable a profile for blindfolds:

; This is used to trigger blindfolded profile.
{Blindfolded}
(WornHasKeyword&zbfEffectBlind)
+set iUnused6 1
-return iUnused6
(WornHasKeyword&zad_DeviousBlindfold)
+set iUnused6 1
-return iUnused6

{BlindfoldProfile}
(bIsActive==true)
(iUnused6==1)
+set fNearClip 0.001
-return fNearClip

Now one thing that might be strange here is if things like gags are suddenly visible only when wearing a blindfold, but I really don't think gags should ever be visible. Better control of slot visibility is definitely something that can be improved in the plugin itself. Might also want to add a check on gender.

 

Still, you are going to run into issues using the visible blindfold in FP as some animations will put the blindfold through another character model. Though one possible fix would be to adjust the plugin so that offsets actually translate the whole head rather than just the camera so that everything attached also gets moved). But at least using this profile flickering mountains would be much less of an issue.

Really appreciate it! I've been trying to get wornAsKeyword working properly and it's been a royal pain trying to figure it out from the horrible documentation. I'll have to test this when I get a chance. I wanted it mainly so I could limit left and right movement, as an option, when wearing a restrictive collar. :) I will credit you once I get the code sorted out. Thanks so much!

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Fixed the example code so that you no longer need both DD and ZaZ blindfolds on at the same time to activate the profile. Whoops! Doesn't work with unlocked DD devices though since they don't have the requisite keyword.

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ok so when i install it with nmm and turn on head tracking it seems to turn off head tracking and vice versa but with both its like walking through a earthquake with lots of shaking going on and the shaking only goes away when i turn on global auto turning but i dont want that on,is anyone having a similar problem? And is there a way to re enable vanilla 1st person combat with the mod?

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ok so when i install it with nmm and turn on head tracking it seems to turn off head tracking and vice versa but with both its like walking through a earthquake with lots of shaking going on and the shaking only goes away when i turn on global auto turning but i dont want that on,is anyone having a similar problem? And is there a way to re enable vanilla 1st person combat with the mod?

The head tracking option does not induce shaking, the head bobbing option does. Make sure to turn that off in the installer. Also make sure when you install with NMM you are choosing to overwrite.

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