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Everything posted by DeadlyAzuril
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FUS RO DAH! Successfully setup voice controlled shouts
DeadlyAzuril replied to DeadlyAzuril's topic in Skyrim's Skyrim LE
well ofcourse, the idea requires that everyone records his or her voice so the software can recognise it, theres no hard/fast rule to it. maybe if it got quite popular we could upload our own and make a library so one day it will be as simple as an install, but theres definately a process that has to be followed to make it work for the individual. And that being said, the actual words you use in such case could be anything you like, if you want hail (much better than hello i agree) then thats what you woud record. Best I can do is ease the process by supplying you guys in indepth tut and supplying some of the work intensive stuff pre-made. Thanks for the supportive comments guys. I will make the tut and upload after i have horse calling in there and all the shouts I already have in my game unlocked. for spoilery reasons I wont define what the shouts actually are as that is irrelevent. seeing that the user is who sets the final hotkeys and records the voice theres no need to say what they are here. -
hate to be 'that guy' dude but theres a mod request forum and a sticky that explicitly asks that you dont post that stuff here. To answer your question though.. hmm no idea, theres probably a droppable flag somewhere that you would have to turn off i couldnt imagine it would be too difficult. Please move this topic to the correct forum
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Thu'uMic Master the Thu'um using your PC Mic! **UPDATED - FIRST RELEASE** WHAT YOU NEED Regular PC Mic your headset mic will do just fine, no Kinect required ;) VAC Voice Activated Command **demo available for 30 days, its a great program I will be buying it as Thu'uMic has really changed the way I play Skyrim! Dragon Script Skyrim script extender Extra Shout Hotkeys VAC profile is bound to this so hotkeys 1-8 are left untouched Thu'uMic Mod Pack OPTIONAL Horse Whistle **HIGHLY recommended THE STORY: So there I am, fighting a frost dragon when it dawns on me.. "There should definitely be voice control for shouts! and when you whistle you should call your horse over!" "yeah baby.." replies my girlfriend, probably not too enthused as she plays her 360 version on the other end of the room. "you know some guy set it up with Kinect right?" This was news to me - so a quick Google showed off the video. the Kinect stuff was OK, the same as all the other FAAST stuff, give me my 360 controller any day. but the real kicker - he was using voice control. in a very well.. unimmersive way. "Sword!" the sword would be selected "Fast Heal!" he would switch out his left hand for the spell. Yeh.. my dragonborn dark elf thief doesn't shout out every time he pulls out his bow like hes in the middle of a LARP session. but still.. the guy had done it, and props to him. the article i read had the only bit of info i needed. VAC, a program that lets you record voice commands then setup hotkeys to play when a command is recognized. he had given me the key. ALREADY INCORPORATED Uses 360 controller rather than kinect. FAAST is great to see working in a tech demo sense, but really Kinect isnt that much fun compared to a controller/keyboard. (Also note all of this if keyboard compatible also, I just prefer the controller No "Sword" or "Axe" commands that make you feel like your more inspector gadget than dragonborn... direct one to one shouts. shout "FUS" you get "FUS" shout "FUS RO DA" thats what you get. all 'shout' character voices replaced with silent replacement .fuz files to enhance immersion when shouting. Script Dragon integration for Shout Hotkey and Horse Whistle mods! Doesn't mess with your hotkeys ^_^ About a third of the shouts have been mapped thus far, though its very easy to add your own (or change to any hot-key enabled action, magic/race powers/werewolf) PLANNED push to talk function to combat unwanted shouting (in towns etc) added companion commands as these mods are released over the coming weeks/months add werewolf (howl anyone?) :devil: THE FUTURE more shouts mapped to the VAC profile as I unlock them in the game (not one for spoilers) perhaps a 'HAIL!' rather than the activate button to talk to people, so we can rid ourselves of more onscreen prompts. (i already have the crosshair and compass off) keep your eye on this space and happy shouting 8) THANKS The devs of VAC - this wouldnt be possible without this program The guys over @ Kinect FAAST for pointing me to VAC Alexander Blade - for making Script Dragon Eldiran - for making Extra Shout Hotkeys (http://www.skyrimnexus.com/downloads/file.php?id=2241) **requires script dragon n00854180t - for making Horse Whistle (http://www.skyrimnexus.com/downloads/file.php?id=1767) **requires script dragon **may not work with skyrim 1.3 (tbc) NVShacker - for making 360 Hotkey Enabler (http://www.skyrimnexus.com/downloads/file.php?id=310) - this taught me a lot about the controlmap.txt in Data/Interface/ BETHESDA SOFTWORKS for creating the greatest game series of all time
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so a few tests have yielded some kinda-not-sorta positive results. managed to get a quasi 1st person horseback perspective by altering the overshouder horse variables, and setting the actorfade variable to -100. also, replacing the camera .nif files with copies of 'base.nif' renamed did seem to have an effect but not one sodiscernable. i will probably have to use fraps or something similar to actually note the difference. the difficulty here is being that killcams are random theres no hard and fast way to get the same one (except for saving say > near a bear and killing it over and over) the more i spend on this the less time im playing maybe I should just wait to see that the CK brings.. still, for a few frames atleast the 1st person horse cam looked pretty cool :) so - unless someone has a game-changer to add to this topic, i believe i shall wait to see what the CK brings. hopefully ill be able to make all-new killcams, 1st person horse mounting/dismounting animations and a working silent roll animation when this comes to pass :)
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that would be cool but for now im just wanting to not have the game change my perspective. update: ok i have a full list of camera ini variables here that I will be playing with when I get home from work. until then if anyone wants to give it a shot.. [Camera] fTweenCamZoomSpeed=25.0000 fTweenCamZoomFOVMod=10.0000 fTweenCamRotClosingSpeed=10.0000 fTweenCamRotSpeed=4.0000 fTweenCamRotAngle=0.0500 bReturnTo1stPersonFromVanity=0 fChaseCameraMaxAngle=30.0000 fChaseCameraSpeed=10.0000 fCollisionRecoveryMinDist=4000.0000 fCollisionRecoverySpeed=3.0000 fPitchZoomOutMaxDist=100.0000 fShoulderDollySpeed=3.0000 fOverShoulderCombatAddY=-100.0000 fOverShoulderCombatPosZ=20.0000 fOverShoulderCombatPosX=0.0000 fOverShoulderPosZ=-10.0000 fOverShoulderPosX=30.0000 fMouseWheelZoomMinDelta=0.0050 fMouseWheelZoomSpeed=0.8000 fMouseWheelZoomIncrement=0.0750 fThumbstickZoomSpeed=0.0500 fFreeRotationSpeed=3.0000 fMinCurrentZoom=-0.2000 fVanityModeMaxDist=600.0000 fVanityModeMinDist=155.0000 fPitchZeroBlendTime=0.7500 fHorseDismountYawCorrection=0.3200 iAnimatedTransitionMillis=1000 iBleedoutTransitionMillis=500 iHorseTransitionMillis=500 fLookingSpeed=0.1000 fCharControllerCheckHeightOffset=124.0000 fCameraCasterBleedOutSize=5.0000 fCameraCasterTargetSize=20.0000 fCameraCasterSize=15.0000 bDisableAutoVanityMode=0 fAutoVanityModeDelay=120.0000 fHorseMaxUpwardPitch=25.0000 fHorseMaxAngleBeforeTurn=90.0000 fOverShoulderHorseAddY=-300.0000 fOverShoulderHorsePosZ=0.0000 fOverShoulderHorsePosX=0.0000 fWorkbenchCameraTranslateZ=-50.0000 fWorkbenchCameraTranslateY=50.0000 fWorkbenchCameraTranslateX=0.0000 fWorkbenchCameraYaw=-1.0000 fWorkbenchCameraPitch=0.5000 fWorkbenchCameraZoom=100.0000 fFurnitureCameraAngle=0.3927 fFurnitureCameraZoom=250.0000 fFreeCameraTriggerDeadzone=0.1000 fFreeCameraRunSpeed=2.0000 fFreeCameraRotationSpeed=3.0000 fFreeCameraTranslationSpeed=20.0000 f1stPitchOffsetMouseMaxLag=4.0000 f1stPitchOffsetMouseFollowSpeed=15.0000 f1stPitchOffsetMultOffMaxSpeed=1.0000 f1stPitchOffsetMultOffAccel=1.0000 f1stPitchOffsetMultOnMaxSpeed=0.6000 f1stPitchOffsetMultOnAccel=0.5000 f1stPitchOffsetTarget=0.7500 f1st3rdSwitchDelay=0.2500 fFirstPersonSittingAngleLimit=1.5708 fFirstPersonSittingRotationSpeed=0.1000 fFirstPersonDisablePOVLerpDPS=2.0000 fAutoVanityIncrement=0.0100 fDefaultAutoVanityZoom=300.0000 fActorFadeOutLimit=30.0000 the 1st thing that comes to mind here is we would have to disable the transparency that comes with the camera being too close to the player. :P
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I certainly hope there is a solution this simple. According to JustinOthers deciption, the killcams seem to be a global constant that when can be simply switched to 0. I am talking about keeping all the 3rd person animations just changing the position of the camera so its always 1st person. there is first person killcams ofcourse but this works differently in that they are specific 1st person animations (from what i can see?) thanks for the input though :)
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i have started a discussion thread on how this would be possible here happy modding :)
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I love Skyrim. what I don't love is having this great feeling of immersion torn off by the hinges every time i make a cool kill, ride my horse, turn into a werewolf or smith a new blade. of course I'm talking about the third person camera. note: If your a fan of the third person (i agree, in times it can look very cool - i just don't want it forced on me) then just leave now. your replies aren't needed. this goes double for the 'lets turn kill cams off all together' crowd. those comments have no place in this discussion OK. for those that want a true first person RPG experience. how do we achieve this? idea 1. replace camera .nif files in /meshes/ My first thought was to extract the cameras folder in 'skyrim/data/meshes/', setup a camera at x A y B z C (ABC being 1st person camera coordinates) and place this file over all the others (rename to all those files and drop in appropriate directory) this yielded no results.. at least none that were readily noticeable. (I'm looking more into this after the post..) I am sure that this method will play a part in making this a reality though. so I'm not fully discounting it yet. idea 2. replace (or edit) the 3rd person camera bone in the player character skeleton. after reading a nifty post by forum goer necKros here, there was once again hope. this new idea is to modify the bone position the 3rd person camera bone in the player skeleton to sit at the same position as the 1st person camera. inherent problems with this method include the following > the hands of the player disappearing due to camera proximity to the player and the built in collision box that the camera 'hits' when trying to zoom too close, also the cameras pivot is centered to the player. so even getting these two things to work would still result in the camera looking BACKWARDS towards the back of the players head if it was placed positionally in front of this center (aka positioned at or just in front of the eyes. though its not all bad news, we know that the camera FOV is retained between 1st and 3rd person cameras so that's not too much of an issue. thoughts? Az
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/sigh. to all those that are saying 'i run the game @ hd so its all hd'.. this is off topic. back ON topic there should be a hard and fast rule (or perhaps a 'tag') for actual HD textures. also about the bread - these too can be high definition. I agree that far too many people are applying some photoshop filters to a blown up image, tweaking the contrast (WAY too much) and calling it HD. this should really stop. it takes all about 2 minutes to accomplish and does not in any way enhance the visual quality of any assets. the main issue with these is that people continue to download and endorse said 'mods'.. ill put it this way - if you want to see adam sandler/ben stiller movies stop being made. stop buying tickets. otherwise. to the true artists out there. really great job, the game is looking so much better already and to echo what someone said earlier, it wont be long before we see the bigger/better texture packs spring up and leave these imposters in the dust. my 2c
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Hey guys just having some issues with the water in Skyrim. problem A. when in multi-gpu mode the ripples simply do-not-work. they A. flicker constantly and B. the move across the water to where my character is going (aka, if im watching my dog go through the water and hes causing surface ripples, if i strafe left, the entire rendered effect moves left with me.. problem B. I have turned on practically every ini. reflection value I can and I dont seem to be getting realtime reflections AT ALL. its always the same reflection map it seems. Am I wrong in thinking I should be able to see characters, trees, rocks etc etc reflect in realtime as in Oblivion?? I have a GTX590 with latest drivers cheers Az