Absolutely awesome idea, but I think you cut off too much of the FOV. In a real helmet, your eyes are going to be very close to the eye holes, therefore such large sections of your FOV would not be blocked as they are in the screenies. And also, there would never in reality be something coming down in the middle of your field of view.
Take the Elven Helmet screenie for instance, you would hardly even see that pointed section coming down, because that part of the helmet would be between your eyes and very close to your forehead and nose. And while you would see it, the FOV blockage would appear on the SIDES of your FOV, not in the middle. Hold your finger against your nose and forehead and see what I mean.
I really don't mean to nitpick because this is a fantastic idea and well done and I would have no idea how to do it anyway, hehe. The hood ones are particularly great and I might DL just for those.
Helmet FOV
Started by
Site Bot
, Jan 29 2007 12:14 AM
117 replies to this topic
#41
Posted 24 July 2007 - 06:03 PM
#42
Posted 03 August 2007 - 12:12 PM
Sorry to disagree pimpskinny, but i believe that crafting medieval armour would be too difficult to get it too close to the eyes, besides if you are hit in the face, you'd want some form of buffer. Ive only ever put on one type of medieval helmet, and that was the type with the hinged face, so you could lift it to see where you were going when you werent fighting. Its not like sunglasses, its more like wearing a bucket with eye holes.
#43
Posted 15 August 2007 - 08:23 PM
Does this mod also increase fps ?? the object is smaller right ?? So you don't see full screen so it should also increase your fps then ??
#44
Posted 16 August 2007 - 09:30 AM
@dzorro
No it's only an overlay, so all the objects are still being rendered. If anything this may decrease FPS very slightly, but I certainly didnt notice it if it did.
It would be cool if this could somehow work with helmets after you enchant them. I notice whenever the name of the helmet changes, the overlay no longer works with that helmet.
Also noticed the load order for the master lists in the KOTN esp was wrong and causing to show a conflict. Though i'm sure it wasnt causing any issues, it was merely showing a flag in wyre bash.
No it's only an overlay, so all the objects are still being rendered. If anything this may decrease FPS very slightly, but I certainly didnt notice it if it did.
It would be cool if this could somehow work with helmets after you enchant them. I notice whenever the name of the helmet changes, the overlay no longer works with that helmet.
Also noticed the load order for the master lists in the KOTN esp was wrong and causing to show a conflict. Though i'm sure it wasnt causing any issues, it was merely showing a flag in wyre bash.
#45
Posted 28 August 2007 - 12:24 AM
While im aware that it dosn't accept custom helmets, is there a way to add a helmet to the game? I have a hood with a custom texture, but its mesh is similar and all, Is there a way that I can edit either the FOV mod or the mod that adds the hood to work? Or is it impossible?
#46
Posted 25 November 2007 - 06:49 AM
It only worked for a few minutes for me. After a while, the helmet view is gone and will not appear no mater how i put it back and forth. I was in SI BTW and wearing Crusader's helmet. Or in other case a scalon hit me and the view's gone. I have OBSE FYI.
#47
Posted 24 January 2008 - 12:15 AM
Love it. Great job.
Unfortunately it has some compatibility issues with "Deadly Reflex 4.03". As soon as you use your Shield Bash the helmet overlay is gone until you restart Oblivion.
Any chance to update it to make it compatible with Deadly Reflex? I'd love to have both mods active without conflicts.
Unfortunately it has some compatibility issues with "Deadly Reflex 4.03". As soon as you use your Shield Bash the helmet overlay is gone until you restart Oblivion.
Any chance to update it to make it compatible with Deadly Reflex? I'd love to have both mods active without conflicts.
#48
Posted 25 February 2008 - 01:54 PM
It is compatibile with "Deadly Reflex"???
#49
Posted 28 February 2008 - 09:30 PM
im running it fine with deadly reflex, great mod btw, cant belive somthing like this wastn in vanilla oblivion
#50
Posted 04 May 2008 - 05:10 AM
Unlike SOME people, I find this wonderful for the immersive aspect. Because realistic doesn't necessarily mean immersive and vice-versa. This is just the right amount of both.
However, I have noticed that when I look all the way up and all the way down, I see open spots on the left and right where the mesh ends; perhaps this was designed with 4:3 monitors in mind (I play at 1680x1050 resolution, widescreen)? You might want to extend the meshes further out to the left and right to account for this. I don't think standard monitor users will notice a change.
Good work.
However, I have noticed that when I look all the way up and all the way down, I see open spots on the left and right where the mesh ends; perhaps this was designed with 4:3 monitors in mind (I play at 1680x1050 resolution, widescreen)? You might want to extend the meshes further out to the left and right to account for this. I don't think standard monitor users will notice a change.
Good work.



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