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Moogiefluff

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Everything posted by Moogiefluff

  1. Well I applaud your efforts, in any case. :) Regarding where exactly they should be in the ini, have you tried putting them under [Combat], instead of [Actor]? The first auto-aim discoveries (f1PArrowTiltUpAngle) are suggested to go there. Also, I do have a fairly high Archery skill (64). I just test-shot a few more arrows (using the suggestion I wrote here) and saw no difference, although I do want to take the opportunity to confirm that the curving is ONLY happening to arrows that I aim high, at head-level. Any arrows I aim left or right of the torso/legs do not bend. So, whatever this mechanic is, it's only affecting shots that come close to the head area.
  2. What's the procedure for exporting/importing animations? Is that possible yet?
  3. Hmm. I'm not entirely convinced. I would accept that as being the case if I saw my arrows 'teleport' into the NPC at the moment of impact, but how does this explain their bias as they travel towards the target? Does the game pre-calculate the fact that they will hit the shoulder the moment you fire?
  4. Purely in terms of performance and FPS, it's leaps and bounds better than Oblivion. In roughly 50 hours of play, I only crashed once, and rarely experienced slowdowns. (Mid-low range system: Intel Core2 Duo 2.3GHz, 4GB RAM, single Geforce 9800GT).
  5. Are there any other lines that look even vaguely promising? How'd you find those, anyway? TESSnip? @Vagrant0: I'll definitely keep that in mind during my tests, but my primary concern is the way arrows 'home in' on the target, rather than a straight-flying arrow that 'snaps' onto the bounding box (I haven't seen that happen very often, tbh).
  6. I find that the alert state of the enemy keeps throwing off my results- when I was doing previous tests with only the "AutoAimMaxDegrees" lines, sometimes the arrow would sail straight past the enemy, but most times it would bias towards them. Seems to be very finnicky and annoying that way. But the same thing appears to be happening with these settings, too, so I don't know what's up. I'd think that if this was working, it should have a 0% chance of occuring. In response to your edit: I don't know. :( Also: lol, this discussion is a bit split between our two threads. I'll just carry on here if I discover anything.
  7. My own tests show this to not work at all. I did as instructed and added the whole [Actor] section at the bottom of my Skyrim.ini. Is there anything I might be doing wrong? My ini files are not Read-Only and I am restarting the game each time.
  8. Well, here are the lines I tested (I also tested Narmix's settings, see test #4): fAutoAimMaxDegrees fAutoAimMaxDegrees3rdPerson fAutoAimMaxDistance I've got some preliminary results, but this may need further testing from more people. Goal: Fire an arrow closely past the enemy's head without hit detection sucking the arrow into him and registering a hit. The setup: http://i.imgur.com/CscTy.jpg First test: all values of 0. Results: Arrows quite visibly curve into the enemy hitbox. Video: http://www.youtube.com/watch?v=c2epkDGGRH0 (Video note: the second test after loading the quicksave is a better example than the first one) Image: http://imgur.com/u9Zzl (Image note: I thought I captured several very good shots of this occuring from both sides of the head, however the arrow trails don't appear to show up in my screenshots.) Second test: all values of 0.01. Results: Same as above. Third test: AutoAimDegrees set to 90, MaxDistance unchanged at 0.01. Results: Same as above. Fourth test: Following Narmix's post above this, using the following lines: bAutoAimBasedOnDistance=0, fAutoAimMaxDegrees=0, AutoAimMaxDegrees3rdPerson=0, fAutoAimMaxDistance=0, fMagnetismStrafeHeadingMult=0, fMagnetismLookingMult=0 Results: Same as above. Conclusion: I'm reasonably sure that these lines do not adjust the auto-aim mechanic. There must be something else... but what? (By the way, I ran the same three tests on a different enemy before the Thalmor lady and got the same results, but I discarded them because the enemy in question was stuck in an animation loop and I thought it might have been affecting the results.)
  9. Before you do that, Narmix, please test the tweaks you're posting. I just did and they changed absolutely nothing for me. I was actually in the middle of some extensive testing, including taking videos and screenshots which I intend to post here shortly. I saw your post and gave those a go too, but they still didn't disable auto-aiming.
  10. Roleplay. It's just more fun to make headshots. :) It's less fun when their heads appear to be noncorporeal, however...
  11. I'm already using these tweaks and they do not disable auto-aiming. Saying they do that is misleading. They help adjust the arc so the arrow fires from the center of the crosshair, and they fix the "hitting from distance" problem, but those are both seperate issues from what I've described in the OP. I'll be trying some of the other tweaks posted above and report back my results. Thanks for the replies!
  12. I'm looking for a way to completely disable bow auto-aiming. Take my current situation as the perfect example: I'm trying to sneak through a building full of nasties and I have an opportunity to sneak-kill one guy from quite a distance. But he's in a doorway, and only part of his body (mostly his arm) is visible. I draw back the string and let loose an arrow, aiming for his arm, and... it fires into the goddamn wall. In fact, the arrow is flying directly towards where his body WOULD be if it were completely visible to me. And this isn't a fluke, either-- it happens every single time. It's clear to me, then, that auto-aiming doesn't just mess up your arc-- it actually affects your horizontal aim, too. This is a necessary feature for gamepad play, but as I have gamepad disabled in the options, I should not still be having my hand held when it comes to precision aiming. By the way, if you miss as many headshots as I do, it's not totally due to this auto-aim mechanic-- the bounding box for people is simply too short. I shot arrows practically point-blank at this NPC (a high elf) and they flew STRAIGHT through his head, as if it were nothing but air. So, are there any known ini tweaks to eliminate the horizontal aiming, or is my sneaky bowgirl SOL for now?
  13. This is definitely on my to-do list if nif support ever evolves to the point where I can understand it. :P My character's an Argonian, so the first thing I want to do is create a nice smooth "fish swim"; arms held tightly against the sides, the whole body making S-motions with the legs (and tail) providing the propulsion. Another thing I'd like to improve are those horrible, ugly tail animations. So stiff and unnatural.
  14. If you were anything like me and focused primarily on non-combat skills with your fresh new Skyrim character, you'll understand the pain of finally leaving town only to face an upleveled world that utterly kicks your arse. There's several ways we might address this balancing issue, but I think I have the simplest and less game-altering idea: I'd like to see a mod that makes non-combat skills such as Sneak, Speech, Smithing etc not count towards level gains. This means that focusing on non-combat skills isn't going to harm your combat experience or cause the game world to outlevel you, regardless of whether you're level 1 or 40. The reason I don't believe this outbalances the game is because your level only affects combat- enemy's stats, loot drops, that sort of thing. You could grind 100 Smithing at level 1, but you won't be swimming in septims or Moonstone bars as a result. Perks are a seperate issue, but I'm happy to gain combat levels in order to spend non-combat perks. Others may feel differently about this, and I welcome any discussion on it. If it's not possible just yet, I'll attempt to do this myself once the Kit is released. But, just in case some savvy editor is reading this and wants to give it a go, please do. :]
  15. This thread existed first, so I'm not sure what your point is.
  16. I've had this problem since before I used any mods or texture replacers whatsoever. So if it helps, it's not a problem being caused by your mods; it's a problem in the game itself. I can only suggest that you update your graphics drivers if you haven't already, and wait for Bethesda to (hopefully) fix the issue themselves.
  17. This likely won't be possible until we have the CK available. Even then, we may have to wait for something like the Script Extender to allow hardcoded behaviours like this to be modified. A more viable idea might be to simply allow binding Sprint to its own key. So you'd have walking/running and sprinting on two different keys. Here's to hoping! :)
  18. I'm a Flash developer and I have a question, because I may want to play around with some menus myself. What format are the converted FLAs? CS3 only supports up to Flash 10, so if these require Flash 11 I may have to bite the bullet and get CS5 again, as much as I hate that horrible, buggy version... Disregard, I should have followed the above link before posting. Thank you Carreau!
  19. Nope, not out yet. Most of the mods you see right now are retextures which don't require the CS, or easy edits based on knowledge from editing Oblivion files.
  20. Speaking of which, how do you rotate objects while manipulating them? I don't mean in the inventory ...though, I can't rotate objects there, either. And yes, I've read aaaaaaaaall the posts saying how "simple" it is, how you use the mousewheel, or click & drag the model... it doesn't work. But I digress. Learning how to rotate objects in the game world is a far more interesting issue to me.
  21. The horse's hair and tail are actually very cleverly keyframed. It's not dynamic- there are many ways you can test this and see for yourself. It's bizarre, really, that they would keyframe horse hair and banners, instead of just allowing the game to use proper cloth physics in realtime. What were they thinking?
  22. It's still active tracking of potentially thousands of entities. I don't think you really realize just how much stuff is within your view distance, or how complex some scenes are. Also, from a technical perspective, it isn't really something that would be easy to attach given how terrain is setup. You would probably need to have some sort of internal coding on each creature type to not only determine what sorts of tracks they would make, but in what materials. Heavier things, for instance, would almost certainly leave tracks in mud. Dragons would certainly leave tracks in dirt and possibly stone. I mean really... The game doesn't even have working mirrors except for water reflections. The whole bit about snow collecting was taken out as-is. They probably had their priorities focused more on making you know... Actual gameplay more polished. And compared to Oblivion, it seems to be significantly better. Live shadows, water currents, greater variety in visual effects, these are also improvements. In other words, with so much else going on in the game world, these features were cut because it would be too much for an XBox360 to handle. That's precisely why the lack of these things on the PC version is a little disappointing to me.
  23. Heh, I thought my aim was off too. Now it all makes a bit more sense.
  24. So a courier found me as I entered Dragon Bridge and said he had two notes for me. One was "for my eyes only", and the other was a museum pamphlet. The popup text simply said "item(s) received", but not what they were. Well, the museum leaflet was easy enough to spot, but I can't for the life of me see any other new notes in my inventory. Having no idea what it's called doesn't help matters. Does anyone know what the note might be? I don't know what I've done to trigger it, sadly.
  25. It doesn't detract much from my enjoyment of the game. It's just bizarre that the environments lack such a simple, fundamental effect. If the waters looked like a flat sheet of tracing paper, people would be up in arms about it. But what's the difference, really?
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