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Immersive First Person View - SexLab Special


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Posted

Just wanted to say thanks for the AWESOME profiles.

 

Once I swapped +set fRotationFromHead 1 to 0.1

 

it is darn near perfect. Awesome work.

Really appreciate the comment. ^^

Posted

Hi. First let me thank you for your work :) The tweaks you've done improve IFPV immensely, during normal game play too. However from some point on, during sex scenes it seems the camera retreats inside the character's head. As a result I can see her eye balls and tongue(I assume that's what that thing is), and there's clipping with the nose. I did not change anything except HideHead under {Main} at the bottom of the text, because I want to be able to see the PC's hair in 1st person. I had done the same with the original IFPV text and it never caused me any issues.

 

First thing I tried was the relative FOMOD option forcing 1st Person permanently, but it did nothing and I'd really like to retain the ability to go into 3rd person. Second thing I tried was changing the depth from 6 to 8 but that had no effect at all.

 

Soooo I am out of ideas. I'm not sure if it means anything but using HideHelmet does make my body partially invisible, shoulders or arms disappear.

Posted

Hi. First let me thank you for your work :) The tweaks you've done improve IFPV immensely, during normal game play too. However from some point on, during sex scenes it seems the camera retreats inside the character's head. As a result I can see her eye balls and tongue(I assume that's what that thing is), and there's clipping with the nose. I did not change anything except HideHead under {Main} at the bottom of the text, because I want to be able to see the PC's hair in 1st person. I had done the same with the original IFPV text and it never caused me any issues.

 

First thing I tried was the relative FOMOD option forcing 1st Person permanently, but it did nothing and I'd really like to retain the ability to go into 3rd person. Second thing I tried was changing the depth from 6 to 8 but that had no effect at all.

 

Soooo I am out of ideas. I'm not sure if it means anything but using HideHelmet does make my body partially invisible, shoulders or arms disappear.

original IFPV doesn't load the main character model but loads a replacement model, because the default config does not actually enable Immersive First Person View mode, it just uses a hybrid vanilla first person. If you want to use my config you'll need to have the head hidden or try adjusting the camera position, unfortunately.

EDIT: You can also try adjusting the +set fNearClip 0.001 on the ForcedSexLabProfile in the config (the one without the semicolon in front which is unused). Setting it to a higher value removes objects from visibility via a larger radius. The higher the value, the more things closer to the camera get removed.

Posted

Well, I can hide Werewolf and Vampire Lord heads by shrinking the head node easy enough. Problem is that the shadow shows the shrunken head. ;p Need to figure out how to hook into the createShadow function in order to invoke it with the normal sized heads.

 

It also looks like I'm going to be spending a lot of time finagling the camera transformations. All that math I've forgotten...

Just curious if you ever made any headway on this (lol).

Posted

 

Hi. First let me thank you for your work :) The tweaks you've done improve IFPV immensely, during normal game play too. However from some point on, during sex scenes it seems the camera retreats inside the character's head. As a result I can see her eye balls and tongue(I assume that's what that thing is), and there's clipping with the nose. I did not change anything except HideHead under {Main} at the bottom of the text, because I want to be able to see the PC's hair in 1st person. I had done the same with the original IFPV text and it never caused me any issues.

 

First thing I tried was the relative FOMOD option forcing 1st Person permanently, but it did nothing and I'd really like to retain the ability to go into 3rd person. Second thing I tried was changing the depth from 6 to 8 but that had no effect at all.

 

Soooo I am out of ideas. I'm not sure if it means anything but using HideHelmet does make my body partially invisible, shoulders or arms disappear.

original IFPV doesn't load the main character model but loads a replacement model, because the default config does not actually enable Immersive First Person View mode, it just uses a hybrid vanilla first person. If you want to use my config you'll need to have the head hidden or try adjusting the camera position, unfortunately.

EDIT: You can also try adjusting the +set fNearClip 0.001 on the ForcedSexLabProfile in the config (the one without the semicolon in front which is unused). Setting it to a higher value removes objects from visibility via a larger radius. The higher the value, the more things closer to the camera get removed.

 

That's very interesting to me, I did not realize that's how it works. So, where should I adjust the camera position precisely? Which line and value? I need it to simply move forward(Depth I believe is the term?). Ideally it should be just at the tip of the PC's nose- Never mind that, I will experiment with values as long as you tell me where the line is ^_^ But I will also try the NearClip line.

Posted

 

 

Hi. First let me thank you for your work :) The tweaks you've done improve IFPV immensely, during normal game play too. However from some point on, during sex scenes it seems the camera retreats inside the character's head. As a result I can see her eye balls and tongue(I assume that's what that thing is), and there's clipping with the nose. I did not change anything except HideHead under {Main} at the bottom of the text, because I want to be able to see the PC's hair in 1st person. I had done the same with the original IFPV text and it never caused me any issues.

 

First thing I tried was the relative FOMOD option forcing 1st Person permanently, but it did nothing and I'd really like to retain the ability to go into 3rd person. Second thing I tried was changing the depth from 6 to 8 but that had no effect at all.

 

Soooo I am out of ideas. I'm not sure if it means anything but using HideHelmet does make my body partially invisible, shoulders or arms disappear.

original IFPV doesn't load the main character model but loads a replacement model, because the default config does not actually enable Immersive First Person View mode, it just uses a hybrid vanilla first person. If you want to use my config you'll need to have the head hidden or try adjusting the camera position, unfortunately.

EDIT: You can also try adjusting the +set fNearClip 0.001 on the ForcedSexLabProfile in the config (the one without the semicolon in front which is unused). Setting it to a higher value removes objects from visibility via a larger radius. The higher the value, the more things closer to the camera get removed.

 

That's very interesting to me, I did not realize that's how it works. So, where should I adjust the camera position precisely? Which line and value? I need it to simply move forward(Depth I believe is the term?). Ideally it should be just at the tip of the PC's nose- Never mind that, I will experiment with values as long as you tell me where the line is ^_^ But I will also try the NearClip line.

 

If you need to move the camera, then you want the +set fPositionOffsetDepth 0.2 which is on around line 173 for the main first person view and around line 232 for the SexLab scene profile. Positive values move forward, negative values move backward.

Posted

 

 

 

Hi. First let me thank you for your work :) The tweaks you've done improve IFPV immensely, during normal game play too. However from some point on, during sex scenes it seems the camera retreats inside the character's head. As a result I can see her eye balls and tongue(I assume that's what that thing is), and there's clipping with the nose. I did not change anything except HideHead under {Main} at the bottom of the text, because I want to be able to see the PC's hair in 1st person. I had done the same with the original IFPV text and it never caused me any issues.

 

First thing I tried was the relative FOMOD option forcing 1st Person permanently, but it did nothing and I'd really like to retain the ability to go into 3rd person. Second thing I tried was changing the depth from 6 to 8 but that had no effect at all.

 

Soooo I am out of ideas. I'm not sure if it means anything but using HideHelmet does make my body partially invisible, shoulders or arms disappear.

original IFPV doesn't load the main character model but loads a replacement model, because the default config does not actually enable Immersive First Person View mode, it just uses a hybrid vanilla first person. If you want to use my config you'll need to have the head hidden or try adjusting the camera position, unfortunately.

EDIT: You can also try adjusting the +set fNearClip 0.001 on the ForcedSexLabProfile in the config (the one without the semicolon in front which is unused). Setting it to a higher value removes objects from visibility via a larger radius. The higher the value, the more things closer to the camera get removed.

 

That's very interesting to me, I did not realize that's how it works. So, where should I adjust the camera position precisely? Which line and value? I need it to simply move forward(Depth I believe is the term?). Ideally it should be just at the tip of the PC's nose- Never mind that, I will experiment with values as long as you tell me where the line is ^_^ But I will also try the NearClip line.

 

If you need to move the camera, then you want the +set fPositionOffsetDepth 0.2 which is on around line 173 for the main first person view and around line 232 for the SexLab scene profile. Positive values move forward, negative values move backward.

 

Thank you :)

  • 2 weeks later...
Posted

Hello again, I've got a couple of questions if and when you can afford the time to answer. 

First off, would you further explain exactly what IFPV does? Referring to the replacement model part mostly. I'm particularly interested to know if that could explain some artifacts such as duplicate body parts clipping through each other... For example certain chest pieces create a duplicate pair of, well... Boobs, clipping below the PC's existing ones(It's easy to see in 3rd Person). It goes away if I take the armour off and then put it back on. I can think of other examples but that's the most prominent that came to my mind.

 

Second, is the way IFPV works the reason I can look through the PC's body in 1st Person? I've tried tweaking the original IFPV text file to get the results your version gives, without any further changes, but I can't do it.

 

Lastly does the way IFPV works impact performance? Replacing the body and all that. I'm probably asking nonsense but you never know.

Posted
17 hours ago, Violence6884 said:

First off, would you further explain exactly what IFPV does? Referring to the replacement model part mostly. I'm particularly interested to know if that could explain some artifacts such as duplicate body parts clipping through each other... For example certain chest pieces create a duplicate pair of, well... Boobs, clipping below the PC's existing ones(It's easy to see in 3rd Person). It goes away if I take the armour off and then put it back on. I can think of other examples but that's the most prominent that came to my mind.

I guess I should have clarified. Typically vanilla 1st person does not load the main character model (the one you see in 3rd person), but it instead loads no body and just your arms with your weapons. What I meant by IFPV loading a different model is that it loads the main model as designated by what mods you have. However, default IFPV still uses the vanilla 1st person method of viewing, so a lot of special features of IFPV (head bobbing, head tracking) won't be available to you outside of sex scenes (which it does enable by default). My configuration modifies the default configuration to bring the sex scene profile to normal view, allowing a more immersive 1st person view. It also adds some features that can be tweaked with the config yourself if you know what to do (I have added a bunch of comments in the file to explain what these tweaks do).

 

However, this should not be affecting your dual boobs issue. That is most likely you not building the armors in BodySlide, if your armors even have BodySlide sliders. I normally only use armors that come with these, else problems like what you're having can occur as the armors will be shaped to a different body than the one you are using. There are a plethora of guides on building armors in BodySlide, and you should ask elsewhere on the forums for help with that if you need it.

 

17 hours ago, Violence6884 said:

Second, is the way IFPV works the reason I can look through the PC's body in 1st Person? I've tried tweaking the original IFPV text file to get the results your version gives, without any further changes, but I can't do it.

Like I said, the original IFPV config is not prepared to use the full potential of IFPV's custom 1st person mode outside of sex scenes. It takes a lot of additions of code to get that working, and even then it can have side effects if not done properly, as head tracking can become annoying when needing to move around along with looking. Also, be aware IFPV's default config was also not made with Devious Devices gag's in mind, so I had to design a config that would make it more realistic for the way gags move with your head, but it would produce side effects.

 

17 hours ago, Violence6884 said:

Lastly does the way IFPV works impact performance? Replacing the body and all that. I'm probably asking nonsense but you never know.

No, IFPV does not impact performance. IFPV is a view change, nothing more. It does not affect how much the engine is loading. You may, however, see artifacts in the mountains in the distance when in SexLab Special's 1st person mode, because it enables a lower object clipping value so your boobs don't look half visible when looking down, as the game's default settings weren't designed for being able to see anything within a foot of the camera. The downside is lowering this value can produce artifacts in the very far distance... You get used to ignoring it though. It is only noticeable if you take screenshots or are actually looking for it.

Posted
10 hours ago, XenoDrake said:

 

That cleared up a lot, thanks! Interesting that even a particular set I'm using which does come BodySlide ready(Appears in the menus normally and all that, I can build it without a problem), produces such visual artifacts. I'll ask around, although I have plenty of sets so a couple of them having this issue is bearable.

Too bad I can't seem to find balance between your settings and the original ones. I did try fiddling with the depth value but it didn't work out; There's the visible eye balls thing if I want the PC's hair to show. There are other minor annoyances as well, like the camera acting up in 1st person in several animations- For example being overly sensitive or behaving like there's input lag... The view angle can be too limited(Which admittedly makes sense considering the animations) for my taste, thereby obstructing too much of my view of the actual scene... Even so, your settings are far superior for normal play. Worth the compromise. ^_^

Posted
On 11/16/2017 at 1:32 PM, Violence6884 said:

That cleared up a lot, thanks! Interesting that even a particular set I'm using which does come BodySlide ready(Appears in the menus normally and all that, I can build it without a problem), produces such visual artifacts. I'll ask around, although I have plenty of sets so a couple of them having this issue is bearable.

Too bad I can't seem to find balance between your settings and the original ones. I did try fiddling with the depth value but it didn't work out; There's the visible eye balls thing if I want the PC's hair to show. There are other minor annoyances as well, like the camera acting up in 1st person in several animations- For example being overly sensitive or behaving like there's input lag... The view angle can be too limited(Which admittedly makes sense considering the animations) for my taste, thereby obstructing too much of my view of the actual scene... Even so, your settings are far superior for normal play. Worth the compromise. ^_^

Yeah unfortunately IFPV is still not perfect, but the author has seemingly dropped the project. There's not much I can do to fix things like that.

Posted (edited)

Hi, I have an issue when using this mod, and I haven't been able to resolve it by playing around with the setting in the .txt file. It looks good when not in combat, but when I draw my weapon the view changes for the worse: the camera becomes less restricted, allowing for about 180-degree view, which is fine, except I can see through my neck into the body when I look down. Also when I look down in combat I see my mouth, and after sheathing weapons the mouth doesn't go away (though everything else does, at least).

 

Ideally I'd like there to be no change between the camera in combat or out, any idea how to fix?

 

Another issue: no matter what I do, first-person archery is messed up. All my arrows go way higher than the crosshair.

 

For that matter, some vision-obscuring headwear seems to change its look when I draw a weapon. I think the camera just changes position.

 

Another issue I saw was that when attempting to loot bodies while moving, and sometimes when walking into a wall, I'd see my own face.

 

Yet another issue is that if I turn my head quickly, the headtracking can't catch up and I get glimpses of an eye or like earrings.

 

Seems like most of my issues relate to the first-person camera behaving strangely in combat, yet I can't find any options for combat specifically, only those relating to turning helmetcam on and off (it's always on for me).

Edited by Tapkobot
Posted (edited)
On 11/18/2017 at 8:24 PM, Tapkobot said:

Hi, I have an issue when using this mod, and I haven't been able to resolve it by playing around with the setting in the .txt file. It looks good when not in combat, but when I draw my weapon the view changes for the worse: the camera becomes less restricted, allowing for about 180-degree view, which is fine, except I can see through my neck into the body when I look down. Also when I look down in combat I see my mouth, and after sheathing weapons the mouth doesn't go away (though everything else does, at least).

 

Ideally I'd like there to be no change between the camera in combat or out, any idea how to fix?

 

Another issue: no matter what I do, first-person archery is messed up. All my arrows go way higher than the crosshair.

 

For that matter, some vision-obscuring headwear seems to change its look when I draw a weapon. I think the camera just changes position.

 

Another issue I saw was that when attempting to loot bodies while moving, and sometimes when walking into a wall, I'd see my own face.

 

Yet another issue is that if I turn my head quickly, the headtracking can't catch up and I get glimpses of an eye or like earrings.

 

Seems like most of my issues relate to the first-person camera behaving strangely in combat, yet I can't find any options for combat specifically, only those relating to turning helmetcam on and off (it's always on for me).

As far as the mouth and such showing goes, sounds like you're using another mod for combat. Do you have Enhanced Camera installed? None of my configs should allow seeing your own face ever, as it hides the head mesh. Also, if you are using helmetcam, then that part of my config is untouched from the default IFPV config, and it does have different camera settings from the rest of it. When helmetcam is on, the camera position is the same as IFPV defaults for helmetcam. I have not tested helmetcam at all, because my config is typically meant for playing with sexy playthroughs, in which most people, I believe, are not wearing vanilla helmets. :P My config already works for Devious Devices showing on the face without helmetcam. I don't know why helmetcam should be necessary to show helmets to be honest.

Edited by XenoDrake
Posted
7 hours ago, XenoDrake said:

As far as the mouth and such showing goes, sounds like you're using another mod for combat. Do you have Enhanced Camera installed? None of my configs should allow seeing your own face ever, as it hides the head mesh. Also, if you are using helmetcam, then that part of my config is untouched from the default IFPV config, and it does have different camera settings from the rest of it. When helmetcam is on, the camera position is the same as IFPV defaults for helmetcam. I have not tested helmetcam at all, because my config is typically meant for playing with sexy playthroughs, in which most people, I believe, are not wearing vanilla helmets. :P My config already works for Devious Devices showing on the face without helmetcam. I don't know why helmetcam should be necessary to show helmets to be honest.

Enhanced Camera isn't installed, nor any other camera-related mods.

 

After messing around with the settings some more, the main problem I was left with is that there doesn't seem to be any way to have head tracking while having a weapon drawn. Any idea how to force it on? I did get it to reenable headtracking after sheathing the weapon by adding this explicitly into the HelmetCamOff section.

 

It would also be great to increase the speed of headtracking so that the headwear doesn't lag behind.

Posted (edited)
On 11/20/2017 at 7:36 PM, Tapkobot said:

Enhanced Camera isn't installed, nor any other camera-related mods.

 

After messing around with the settings some more, the main problem I was left with is that there doesn't seem to be any way to have head tracking while having a weapon drawn. Any idea how to force it on? I did get it to reenable headtracking after sheathing the weapon by adding this explicitly into the HelmetCamOff section.

 

It would also be great to increase the speed of headtracking so that the headwear doesn't lag behind.

Add the below set of code anywhere in its own section where all the similar {} profiles are (preferably underneath the {CombatInVanillaFirstPerson} for consistency imo). This will force headtracking for 1 and 2 handed weapons (not bows).

 

Spoiler

{CombatForcesHeadTracking}
(bWeaponOut==true)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack

Be wary, this will probably produce problems. Head tracking was not meant for normal play. (in all honesty I have a very good feeling it was designed for sex scenes from SexLab and OSex. Lol) Head tracking is impossible with Bow aiming, as it completely throws off the aim so much you can't hit anything. (I'm talking like shooting it 45 degrees to the top/bottom left/right. It just is impossible.)

 

The head tracking limitations are due to IFPV's SKSE code which I have had no part in. I only modify the config. This is not something I can fix. The only thing I can deal with headtracking is turning it off and on which is all the IFPV configuration options provide, so report this on his Nexus page, not my forum thread. However, he will probably not answer as it seems he has somewhat abandoned the project.

Edited by XenoDrake
Posted
2 hours ago, XenoDrake said:

Add the below set of code anywhere in its own section where all the similar {} profiles are (preferably underneath the {CombatInVanillaFirstPerson} for consistency imo). This will force headtracking for 1 and 2 handed weapons (not bows).

 

  Hide contents

{CombatForcesHeadTracking}
(bWeaponOut==true)
(bIsActive==true)
+set bHeadtrack false
-return bHeadtrack

Be wary, this will probably produce problems. Head tracking was not meant for normal play. (in all honesty I have a very good feeling it was designed for sex scenes from SexLab and OSex. Lol) Head tracking is impossible with Bow aiming, as it completely throws off the aim so much you can't hit anything. (I'm talking like shooting it 45 degrees to the top/bottom left/right. It just is impossible.)

 

The head tracking limitations are due to IFPV's SKSE code which I have had no part in. I only modify the config. This is not something I can fix. The only thing I can deal with headtracking is turning it off and on which is all the IFPV configuration options provide, so report this on his Nexus page, not my forum thread. However, he will probably not answer as it seems he has somewhat abandoned the project.

Okay, thanks for the info, I'll try this.

 

BTW, here are some of the issues I faced and solutions I arrived at. Might be useful:

(Note that I enabled the head mesh as I really wanted to see my character's hair)

1. When in combat, looking up or down makes the character look too far, seeing into my body with hideHead enabled, or seeing the inside of the mouth when looking down and hair when looking up with hideHead disabled. Fix: restrict the vertical view further in helmetcam (and out, while I'm at it, down to 40). However, mouth still visible when looking down, fix: change depth in helmetcam to be more forward, like 1.5, the cause seems to be a different stance at which the character is standing with weapons out (just from my animation mods?)

2. Circlets and similar obscure the view completely. Fix: change vertical position of camera to -0.7, now it's at eye level, didn't check if gags look any good though

3. Various settings are not changed to normal when sheathing the weapon, e.g. headtracking becomes disabled in combat and doesn't come back. Fix: repeat all the relevant settings from the SL profile in the ToggleHelmetCamOff sections.

4. Can see my own eyes when turning quickly. Also can see things like earrings even with default horizontal restrictions. Fix: change horizontal restriction to 50.

 

Hope any of this helps

Posted (edited)
13 hours ago, Tapkobot said:

Okay, thanks for the info, I'll try this.

 

BTW, here are some of the issues I faced and solutions I arrived at. Might be useful:

(Note that I enabled the head mesh as I really wanted to see my character's hair)

1. When in combat, looking up or down makes the character look too far, seeing into my body with hideHead enabled, or seeing the inside of the mouth when looking down and hair when looking up with hideHead disabled. Fix: restrict the vertical view further in helmetcam (and out, while I'm at it, down to 40). However, mouth still visible when looking down, fix: change depth in helmetcam to be more forward, like 1.5, the cause seems to be a different stance at which the character is standing with weapons out (just from my animation mods?)

2. Circlets and similar obscure the view completely. Fix: change vertical position of camera to -0.7, now it's at eye level, didn't check if gags look any good though

3. Various settings are not changed to normal when sheathing the weapon, e.g. headtracking becomes disabled in combat and doesn't come back. Fix: repeat all the relevant settings from the SL profile in the ToggleHelmetCamOff sections.

4. Can see my own eyes when turning quickly. Also can see things like earrings even with default horizontal restrictions. Fix: change horizontal restriction to 50.

 

Hope any of this helps

#1 can be addressed by lowering the fNearClip value in the helmetcam profile. It is a float value, meaning you can have decimals. You might try 0.1, or even 0.01. Higher values make items further away clip. Lower values will make things closer to the camera viewable. It was one of the major changes I did with my SexLab Special part of the config. The downside is that lower values create artifacts in mountains in the distance that can be annoying. That's a Skyrim engine limitation, and you basically have to choose to have artifacts but be able to look down and have no clipping of the chest, or have higher NearClip value which removes the artifacts in the distance but will have clipping of things close to the camera.

 

#3 is what I meant by having problems. Having criss crossing profiles don't seem to play well with IFPV. I have the headtracking option in other profiles, and it would require a complete redesign of the config which is going too overboard for me.

 

#4 can be fixed similar to if you follow my response for #1 and turn off the head option that forces the head model to load.

 

#2 I am still trying to find a vertical setting for the camera position that serves good purpose for everything. -0.7 is too low to work with gags properly, I imagine.

Edited by XenoDrake
  • 1 month later...
Posted

not sure if this is anything to worry about but i installed 1.5 with nmo and it says the mod version is 1.2 which was the last version i had installed,oh and is there a fix for the flickering while in first person?

  • 3 weeks later...
Posted

Okay for some reason, with some sexlab animations my characters face is looking the complete wrong way, while also her body is shifted off of the other character, plus my characters body is just invisible during the animations.

  • 1 month later...
Posted

Love this! It made IFPV much better for me as a whole both in Sexlab and Gameplay. It's unfortunate the Author removed his MCM Menu(Pain to modify .ini and Relaunch constantly,) but you're setting are exactly what I needed!

  • 4 weeks later...
Posted

Hello. Thanks for work author, but I couldn't have your config work (neither of the non-DD nor custom flavors). Usage is Osex with no VR headset, and issue is that the NPC with which you have sex with disappears, as soon as you switch between 3rd and 1st person views. As well, when switching so, the main character moves and gets misaligned toward the initial sex scene layout and the Osex session gets consequently broken.

 

So I used the IFPV defaults. Only diffs in its config file:

- Increasing the horizontal and vertical max angles when looking around. This because Osex lays the character down with face facing the ground, which is not good to stare at your cowgirl ;)

- Commenting out the numpad keys for IFPV. This since Osex uses them for animations navigation and trigger. When also set for IFPV, both pieces of software trigger their respective behavior: Osex moves in its menus UI, while IFPV toggles OFF to 3rd person view. Someone else has that problem here, this is why I found this thread

Posted

This looks very good ..it there a way to remove inside helmet view and circlets they block most of the view is very annoying

  • 3 weeks later...
Posted

I currently have a slight issue with this profile its that the animations are misaligned when i switch to first person but its perfectly fine in third person any person willing to help me out?

Desktop Screenshot 2018.04.24 - 18.54.29.69.png

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