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Everything posted by DeadlyAzuril
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Will Bethesda get a new Game Engine?
DeadlyAzuril replied to Hexxagone's topic in Fallout 4's Discussion
Unity and Unreal engine source is available to subscribers.. and read my last post as it touches on a lot of your points, no point copy pasting here. tldr: the limitations are the core of the engine, and sometimes its much faster / cleaner to start from scratch than change something that has had this many years of dev on it. But Ill say it again, I firmly believe they have been making a new engine over the last four years if not longer anyway -
Will Bethesda get a new Game Engine?
DeadlyAzuril replied to Hexxagone's topic in Fallout 4's Discussion
The thing is - it is kind of broken, the problems that stem from the gamebryo engine are the same problems that stem from putting a fresh coat of paint on a hundred year old house. the foundations arent getting any better - and we will see continued issued stem because they are at the core of the engine. issues like physics locked to the FPS for instance, there are just far better - much more efficient ways of programming ai, physics and graphics - not to mention taking advantage of multithread (something youll find in the ini but very poorly implemented), sli/crossfire configs, the list goes on. Ive wagered since skyrim they will be making this move anyway, to make a truly next-gen game with TES VI, as it is undoubtedly their flagship franchise. "Don't fix what isn't broken." also doesnt wash here because we on pc, like it or not, are held back by what is capable on consoles - due to dev costs and the market dollar. Beth needs to make a more efficient engine, as gamebryo has been pushed to its limit on ps4 and xbone - and lets be honest doesnt run amazingly on top tier PCs either - compared to what we see in other engines. So they are forced to make an engine that is more efficient, one that can do much more with less - and look better/provide a smoother game experience in the process. Due to the current console gen, this is not something theyll do 'because they can' they will do it because the *have* to to keep up and continue to provide an evolution in their products. it is the right business move. -
MOD REQUEST - Remove Piper's Smoking Animation
DeadlyAzuril replied to hammons556's topic in Fallout 4's Discussion
but but but.. if she smokes she pokes -
Kajukenbo96 Here is what you need to do. 1. delete ini file the game will make a new one with default values - do this first as its the easiest solution. 2. verify game cache Go into steam > fallout 4 > properties > local files > Verify Integrity of Game Cache Some very stupid mod makers repackaged .bsa files and had you replace them entirely rather than through an .esp, this will double check all game files and redownload any that have changed This should do the trick, as you will effectively have a fresh install. past this, look to more hardware/driver specific problems - graphics drivers, make sure your not overclocking (system stability) , and always double check what your mods are actually changing
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Much like the skyrim equivalent that moved the camera in the loading screen to hide potential spoilers. http://www.nexusmods.com/skyrim/mods/31427/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D31427&pUp=1 I am so sick of having all the cool new weapons and monsters completely ruined hours or days before I see them in the game by the loading screen.
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DeadlyAzuril's lore friendly realism mod
DeadlyAzuril replied to DeadlyAzuril's topic in Fallout 4's Discussion
Here is how I am invigining the fast travel to work - if possible. POWER ARMOR You begin fast travel, if you are in power armor - this will eat up fusion cores realistically using some simple fuel consumtion mathamatics. when all power cores are used, fast travel ends at the correct distance travelled on the map. either that or you arrive and the fuel has been used. FAST TRAVEL Now, for both in PA and on Foot - there will be a system similar to fallout 1 and 2, which invovles random enemy encounters, or maybe even some little lore friendly suprises. for those unaware, FO1 and FO2 did not have an open world - it had areas that you would essentially fast travel between, with random encounters along the way. \ This way, we preserve the idea of 'fast travel' but make it more lore friendly, and much less easier on the player. (when I mention easier, I only refer to hand holding - its completely unrealistic you can just teleport your PA anywhere and makes the game far too easy even in survival) LEVELLING As for all the levelling requests, there will be people that will put far more effort into this and I will leave it to them. Im yet to have too much of an issue with it. -
Hey all, I was the author of the discontinued Thu'mic mod for skyrim. anyway new bethesda game means a chance to make new mods! Im thinking as we get the tools some more realism in the game to take the training wheels off is in order, and would welcome any suggestions. also note - late game content and or story content keep free here, talk in large brush strokes - be smart about what you type. spoiler free zone. 1) Fast Travel Fast Travel should not come without a price. either of food or running into enemies en route (ala fallout 1 and 2) - I would say both. Also this would ofcourse come at a price of power armor aswell, no more teleporting that suit without losing any of those precious fusion core battery. 2) Survival Hunger / Tiredness These should have realistic (but still fun) implications for the player. Im playing Survival - I want to feel like im surviving! Ill come up with more and add them here as time goes on - and as we get either mod tools or a script extender I can start implementing :) Cheers Az
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This isn't a request - Just a constant journal ill be updating with my thoughts on an expanded system for followers. Aim To overhaul the follower system to allow for a more 'adventuring party' experience. Follower goals: - Always relaxed, similar to Followers can relax 'stay close' mode, but always on. - Can ride horses - Will automatically loot objects and dead bodies, will take items specific to character class (armor if better, additional arrows etc. will give items to player and other party members) - Can smith/enchant etc - Will take fair share of gold and will fence items when in a store - Ambush system that allows for enemies to be targeted while sneaking to allow for a synchronized attack - for ambushes etc. - Can lay traps, hunt animals - depending on class. I will be updating this but for now I just wanted to get something down. This system is intended for a 5 follower maximum for balanced party gameplay and will have full thuumic support after v2 is out
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Ok, so using glovePIE, a fantastic program that lets you script multiple inputs together and x360ce, a 360 controller emulator, I have have managed to get trackIR to feed x/y rotational data (via mouse emulation) into the 360 controller joystick. an offshoot of this is that to anyone that wanted to use analog movement with mouse-look. I now have a solution for that too ^_^ I had a play with the Sony HMZ the other week too.. its very cool! kind of feels like your sitting in a small cinema by yourself. What i didnt like was how it weighed on the front of my head, and that the viewing angle was waaaay too low. Good for games, good for movies. not for VR in my opinion. Im going to continue looking towards other options, but the sony is by far the cheapest it seems for the quality you get.. Another thought ive had on the head-tracking. is maybe i dont need to find a 'hook' to control camera rotation. just a hook for player rotation. as the camera already pretty much does what I want it too (sans xyz translations ofcourse). so If i can just find a way to control player rotation, I should be able to pass player rotations to the tumbstick/mouse and and camera rotations directly to track ir, then have a constraint on turning, lets say 180 degrees, before turning will bring the camera with it (to stop any unwanted exorcist esque head spinning) :D a lot of this is purely theoretical. but hey - its progress! heres a pic of the hmz in action :) http://i43.tinypic.com/e69j14.jpg So. now im working on cutting out mouse emulation and interfacing with trackIR directly through glovePIE, to see if the jittery results im getting can be fixed.
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The key to solving most if not all of these issues is a rather simple one for anyone that has the process of getting animated files into 3ds max and back out again. The third person animations need to be fixed, the way to do this? make a locator directly infront of the player for where he is looking (default rotation) and aim-constrain the camera to that. then simple fourier or gaussian smooth on the keys on the head itself could fix any over-zealous bumping you may be getting in the transforms. what I would do is probably even constrain the body so it doesnt move that much but each to thier own. the problem with the bow and a lot of the other animations is this. I would do it myself but between work, my own mods and actually playing the game? It would take a while (also im a maya guy and cbf going through max documentation)
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Psycho, I completely agree mate. We will need to find the right hooks in memory also. I think that if i can extract the particular bone/joint rotations on the camera and each hand from the nifs and animation files - i will be able to find the right codes in memory so we can hook into it with our program and feed our own values through there. True, lag with this method is the biggest worry. but unlike thuumic and script dragon, I think changing the value in memory will be MUCH faster so hopefully we can do it with litte (preferably no) lag whatsoever. This weekend its my mission to a: extract these values b: get a working test of head tracking and hydra working in an open game engine - unity will probably be the way to o, just to get a proper understanding of whats going on 'under the hood' in both interfaces. But yes, thats definately the way to go. @Civ77 Thanks for the heads up (pun intended), I am yet to *try* the sony device but am going to organise a little go at my local sony store sometime soon. But as stated earlier, this program will have support for a lot of the similar interfaces as far as motion tracking hands/head is concerned. so as soon as a working build is happening - i will be porting to cheaper alternatives (shouldnt be difficult once the hard part is over) So someone with just head tracking will be able to use the program, or someone whos just a hydra user can use that part etc etc just as someone with a mic can use thuumic now. it will be modular in its setup
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Awesome, thanks for the heads up mate. I'll definately hit you up for testing when ive made some progress. The display isnt available in aus yet, so as long as I can secure a pre-order in the next few weeks i dont see it as a problem, but hey who knows.. *fingers crossed* As i said i also have the hydra now so realistically i have everything i need to get into full swing. if only i didnt have to work today! :) ill keep you posted
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@Khet it is very real my friend, as I make progress with different modules i will post videos following the process. At the moment, mouse emulation works with skyrim, but as I use a 360 controller (and soon will be using a Razer hydra) this doesnt work, unless I can determine a way to take both controller and mouse input simulatneously
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http://img442.imageshack.us/img442/1383/skyvr.jpg Hi All, I hope a few of you have had a chance to use my last mod, ThuuMic - a mod that allows for voice recognition for shouts and character interation in Skyrim. This was the first step in a much broader concept - A complete virtual reality re-haul of Skyrim. Now I hear you ask, what does this entail? By combining visual, aural and kinectic (touch) stimuli - we can truly immerse ourselves in the world. VISUAL Always 1st person Mod, including Horse riding, Killcams and player actions (sitting, crafting, alchemy, enchanting) - IN PROGRESS 3D Positional/Rotational IR Head Tracking / Via Natural Point Track IR 5 - IN PROGRESS / LIMITED FUNCTIONALITY 3D Head Mounted Display / Via Sony HMZ-T1 720p 3D HMD - NOT YET IMPLEMENTED AURAL Thu'uMic voice recognition / Via in-built microphone and ThuuMic software - DONE Surround Sound noise cancelling headphones / Via Turtle Beach 7.2 Surround Headphones - DONE KINETIC 3D Positional/Rotational hand tracking and gesture recognition / Via Razer Hydra Motion Controller - NOT YET IMPLEMENTED *note in this list I also list the particular hardware that I will be using to accomplish these tasks, Though know the work done will also apply to cheaper/free alternatives such as freetrack, wiimotes, PS move controllers - as I wish to make my findings available for use for the community. also the modular nature of the project will allow users to pick and chose which modules they would like to install. we cant all afford a 3D heads up display (myself included - im doing some saving haha) so cheap accessibility is important (ala Thu'uMic)* With this hardware and the correct implementation via Modding, I hope to allow for a full VR Skyrim experience, heres a more detailed breakdown of each module. Always 1st person mod WHAT IS IT? This mod will kill the third person camera, replacing killcams, horse riding, crafting, alchemy and effectively all third person animations with 1st person counterparts. Nothing is less immersive than being pulled out of the head of your character. This will also add the full character body (with shadows) into first person, and finally - I wish at the end to model in different irst person masks/helms/and hoods that you can 'see through' this will ofcourse be optional. but i think it would be amazing. HOW A while back I proposed a few different ways in which an always 1st person mod could be achieved (link), turns out one such way - messing with the camera inside the character .nif files were the first step in the right direction. I am working closely with 3AMt on fixing his 1st person implementaion. You can follow progress on his implementation here! 3D Positional/Rotational IR Head Tracking WHAT IS IT Using an infra-red camera and infra-red LED's (or reflectors) we can extract true positional and rotational data from the users head. With not only rotational, but POSITIONAL data - we can now have our characters get on thier toes to look over an obstacle, peek around corners, or follow a dragon as it flies overhead by just tilting your head. The implications of this is immediatly apparent in their usefulness in terms of immersion. view to see what I mean. HOW This is a tricky one, with more than a few steps to get working *fully*. The main issue we face here is that there doesnt seem to be any way to influence camera direction via the CK. thus, a few things are required before we can say we have true 3d head tracking. they are as follows. unlocking camera look and aim The camera in skyrim is 'locked' in that your body will always rotate to the direction you are looking. for this to work correctly - we want the head to rotate independantly, so the when the body is facing north, we can still look east/west without rotating the body. ofcourse mouse/controller rotation will in this case specifically control aim, but will rotate the head if the angle strays more than say 100 degrees either way. I am currently looking into different implementations of this. but the way I feel it would be best incorperated is by breaking the third person camera, and locking it to the *head*, allowing for free rotations outside the the main camera. unlocking camera position Ok so this is where it starts to get tricky, we can not only read ROTATIONS from head tracking, but POSITIONAL DATA also. what does this mean? Try - leaning around corners,peaking above the table your sneaking past to steal something on top, getting close to look in at something interesting. To implement this, I have to refer back to the camera 'hook' so we can take in the positional camera data, but then add an offset based on our positional distance from our virtual head tracking 'centre' or world coordinate zero. So for this, we need to find this data, so we can update it ourselves in memory.. not easy. :/ this will no doubt require SKSE or Script Dragon to implement. An interesting side note is that skyrim uses Havok Animation which has full support for head tracking and IK setups that allow for true leaning and input data,and also has an available SDK for download. but whether or not this is at all useful at runtime is beyond me at the moment. lots of work to be done. NOTE: TrackIR *does* have mouse emulation for pitch/yaw - which i have used successfully in skyrim. but it is no means a true solution and in know way shows off the true power of true rot/pos head tracking. 3D Head Mounted Display WHAT IS IT With head-tracking, the next logical step is VR goggles, right? ....RIGHT? The Sony HMZ-T1 is a head-mounted display unit with 2 720p OLED screens for true stereoscopic (3D) vision, which will be enabled through Nvidia 3D vision drivers. This should work out of the box, though I hear stereo in skyrim has one or two issues which might need addressing, but this one is pretty self explanitory and doesnt require much, if any modding to implement. HOW save $$$, these puppies retail for $899 AUD Thu'uMic Voice Recognition ThuuMic is a mod developed by myself and psychoHampster, and allows the use of a microphone for enabling shouts and interacting with NPCs (call horse, companion orders) There is still one or two things I wish to accomplish with thuumic, one is find a way to 'teach' it your own voice per-word for better recognition, and the second is adding new companion functionality (wait for me, change between melee/ranged, setup ambush, distract, hold back, hide) a lot of this functionality is now available to mess with via the CK, I will eventually get to these. Surround Sound Incredibly important and probably the easiest to implement, combined with head tracking and VR, true 7.2 audio from headphones will accurately move with your head-rotation, resulting in fantastic immersion. 3D Positional/Rotational hand tracking and gesture recognition This is the big one. and will take the most work, easily. Using dual motion-sensing controllers (Razer Hydra), imagine having your hands acurately tracked - an individual free-aim for both arms. This has a lot of implementations and is very exciting in its prospects. Now you may have seen a video online recently where somone is using a hydra in skyrim. and lets face it - its a terrible implementation, the same mistake all of these motion controlled games make, which is deadzone turning based on controller rotation or aim. This is a broken way of doing it and destroys the immersion. even in ps3 move titles such as killzone, or wii first person shooters. they are all guilty of this practice. Im going to talk you through what i would consider a much better alternative, with true simulated immersion for the player. Individual hand aiming and orientation, combined with a overhauled combat system for gesture recognition. Sword/Dagger/Axe/Mace swing your equipped hand to swing in that direction, powerful strike for a power hit. stab for a stab move. *perhaps integrate true blocking?* Shield Raise arm to raise shield, bash with arm raised to do shield bash Bow Hold right trigger and pull back hand to gain tension on bow. aim with left hand, mimmicking holding the how. release trigger to fire. Magic A completely rehauled magic system, combining many spells to streamline magic use. Instead fire rune, fire breath, fireball, fire shield (i dont play a mage, these are just examples) you just have "fire" With "fire" equipped.. Hold trigger then release forward to shoot fire ball // gesture used for 'shooting projectile magic' hold out hand then hold trigger to shoot flames from your hands // gesture used for 'constant magic stream' such as healing hands hold up hand and hold trigger for flame shield // gesture for magic cast on yourself point hand at floor and pull trigger to cast fire runte // gesture for rune casting with the method, magic can be VASTLY streamlined. Individual aim One important thing that is wanted to achieve is to feed the positional/rotational data directly into each hand obect, so you could in effect fire in two different directions at the same time, this becomes even more usefull when we think about object manipulation and sneaking Object manipulation/ Sneaking Rather than have a 'use' button to pickup objects. I wish to have a collision box attached to the unarmed hand, so pulling the trigger in unarmed mode will query which object you are reaching for (say your reaching for an apple) and then instantly pickup and equip the object to that hand, effectively letting you 'pick up' objects. Part of this is then enabling clutter to be 'equipped' - which is possible inside the sdk. I think that the rotational/positional 'hook' will be the hardest thing to get together. actually calling on this collision event and equipping clutter i dont see as too big a hurdle. This would also apply to pickpocketing, where in sneak mode reaching to an NPCs pocket will enable the pick pocket menu, and lock picking will take rotational data, so you feel like your 'picking' the lock. * Minimal Implementation : I am certain that simply enabling *some* of these things can be done simply through gesture recognition sending macros to skyrim. so although we can probably get this working rather easily, it would again not be a true representation of the what the technology is capable of. I will be updating as I implement more ** - - - - - So, theres my idea. and I am indeed going ahead with it. Though If anyone with script extender experience can perhaps shed some light on some of the harder elements (camera hooks, feeding data from outside skyrim into the game) please let me know. I think the community as a whole will benefit from the ability to utilise these technologies, So my intention is that this post can become a hub for discussion into possible implementations of these ideas. Cheers for reading, thoughts? Az
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FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
its all in the readme in the file. Its a bunch of stuff - follow the readme and youll be fine its rather thorough :D -
FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
I believe there are 20 player shouts. wow, nice :) cheers -
FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
well.. still awake. but first release is out. I hope it works for everybody. takes a bit of setup but once its up and running you wont be going back :D i know i wont! enjoy!! -
FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
this works with any hotkey combination. I have paired it with the dragon script mod shout hotkeys which leave the original 1-9 untouched. though this only adds ten extra keys so i will be mapping another 4-5 hotkeys to this to account for extra shouts (how many are there in total, 16?) of course this is all interchangeable in the VAC program so if you want to assign it to any other favorite your more than welcome :) Im going to start writing up a the tutorial now lets see how far i get :D -
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FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
it definitely will. I'm sure someone will have to rebind a bunch of conflicting hot keys however ;) Ive gotten it working really well and also added dragon script functionality for calling horses/more shouts. there seems to be a bug in the VAC program itself that's recognizing the words but doing the wrong actions anyway? Ive posted this on the VAC forums and am hoping this gets explained/fixed soon so I can get to the process of writing the tut for you guys. Ive found since using this Ive been using a lot more shouts than I normally would, but another problem is if you have other people talking in the room or your the kind of person to talk to yourself it may pickup on that and shout in the middle of a town. so I'm looking into a way to unbind the shout button and bind an Autohotkey macro (which I've already written) to the push to talk function available in VAC. this particular problem however is purely a controller issue. -
FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
DUDE. you are a genius. I was hitting an issue where autohotkey would CTD after unrelenting force 3, gonna test this now. great work! -
FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
To recognise your voice you have to record the parts yourself to teach the program what to listen for. so if you cant whistle, whatever you record to replace that will work. you can give it a name if you really want.. "Bubbles!" would probaby be recognised far better than a whistle anyway ^_^ read the posts fellas ;)