Biohazard186 Posted March 10, 2016 Share Posted March 10, 2016 Is there any way to fix this? I've found moving around in third person to be an aggravating experience compared to first person. You're slow to start moving, directional orientation is inaccurate, and stopping on a dime is more than a minor annoyance given how sluggish you are to start. Trying to creep up on a laser emitter to disable it without crossing the beam is harder than it needs to be. I mean, it's perfectly doable, but the inaccurate movement can make it a gamble. Is there a mod that makes third person movement smoother or perhaps a setting I can tweak to fix this? And I mention this to head off people telling me to play in first person, I'm sticking with third because first makes me sick and uncomfortable. I haven't figured out why, Skyrim did it, too, but because I'd rather play the game in comfort I will not be going back to first person. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted March 10, 2016 Share Posted March 10, 2016 I could be wrong, but that seems like itd primarily be an animation issue, and at this point editing animations isn't really doable save for a few minor exceptions. I could be completely off base here, though, not something I have looked into.Odd that first person makes ya sick, though I suppose there are plenty of people with the same or similiar issues, so I am sorry to hear that! Link to comment Share on other sites More sharing options...
Biohazard186 Posted March 10, 2016 Author Share Posted March 10, 2016 I think it's an animation fix, too. Sadly, I'm not an animator so I can't do it myself. :/ It's hit or miss with first person games for me and I think it has something to do with the proportions for things. Games like Dying Light, Call of Duty, Battlefield, games that have an artistic style aimed at realism, those games tend to be safe for me to play. But games like Fallout, Halo, and Bioshock which have more cartoony graphics and a scale of things that don't match the real world tend to do me in. For Skyrim I know it was just the swordplay part because running around with a bow in first person was fine. Link to comment Share on other sites More sharing options...
ad3d0 Posted March 10, 2016 Share Posted March 10, 2016 Setting larger "FOV" field of view can help you when trying to play in first person. Proportions can look more realistic. Link to comment Share on other sites More sharing options...
Biohazard186 Posted March 10, 2016 Author Share Posted March 10, 2016 FOV has been set to 90 pretty much since launch. And I don't want this to get off topic. This isn't about making first person a less nausea inducing experience but instead about finding a way to make third person movement a bit more realistic. Link to comment Share on other sites More sharing options...
MLeonhardt Posted March 10, 2016 Share Posted March 10, 2016 (edited) Odd that first person makes ya sick, though I suppose there are plenty of people with the same or similiar issues, so I am sorry to hear that! I get the same thing whenever a game has the camera bounce whenever the character walks.Had to ask the devs of Space Engineers to put in an option to turn that s*** off. Animations and such are probably going to have to wait until we get the F4CKI also agree that they're clunky and poorly done. I mean people paid money for this and we have to fix it. Edited March 10, 2016 by MLeonhardt Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 10, 2016 Share Posted March 10, 2016 Animations and such are probably going to have to wait until we get the F4CK Unfortunately the animation tools are almost certainly not going to be in the Creation Kit. The animations are created with the 64bit Havok SDK which hasn't been released to the public. I've seen that a team are working on a toolkit to create custom animations and getting very impressive results, but it's independent of the Creation Kit and may come out either before or after the CK depending on how long it takes them to basically do the impossible. Link to comment Share on other sites More sharing options...
jeffglobal Posted March 11, 2016 Share Posted March 11, 2016 (edited) Animations and such are probably going to have to wait until we get the F4CK Unfortunately the animation tools are almost certainly not going to be in the Creation Kit. The animations are created with the 64bit Havok SDK which hasn't been released to the public. I've seen that a team are working on a toolkit to create custom animations and getting very impressive results, but it's independent of the Creation Kit and may come out either before or after the CK depending on how long it takes them to basically do the impossible. But...if anyone dares reverse engineer the Havok SDK that now I think Microsoft or Intel owns, (idr, satan this or satan that, who cares) won't they be immediately shut down with copyright? @Cat that dared be a goat[bioHazard] I think it was weird too to have that cartoon warm up to movement and cool down. That type of movement is taught in intro to cartooning classes...I know, I just sat thru one. "Build anticipation of movement...give the audience time to see the scene..." wah wah wah, stfu. Just because Disney did it, doesn't make it canon. Edited March 11, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 11, 2016 Share Posted March 11, 2016 Animations and such are probably going to have to wait until we get the F4CK Unfortunately the animation tools are almost certainly not going to be in the Creation Kit. The animations are created with the 64bit Havok SDK which hasn't been released to the public. I've seen that a team are working on a toolkit to create custom animations and getting very impressive results, but it's independent of the Creation Kit and may come out either before or after the CK depending on how long it takes them to basically do the impossible. But...if anyone dares reverse engineer the Havok SDK that now I think Microsoft or Intel owns, (idr, satan this or satan that, who cares) won't they be immediately shut down with copyright? To the best of my knowledge they're not reverse engineering the Havok SDK, just working to decode the format so that we can import it from other programs so that it can be used there. You'd still need to use a different program to make the animations and it would just be translated into the format that Fallout 4 can read. Link to comment Share on other sites More sharing options...
lilkandeekid Posted March 11, 2016 Share Posted March 11, 2016 (edited) To the best of my knowledge they're not reverse engineering the Havok SDK, just working to decode the format so that we can import it from other programs so that it can be used there. You'd still need to use a different program to make the animations and it would just be translated into the format that Fallout 4 can read. Yeah exactly, DexesTTP is on it - check out his thread http://forums.nexusmods.com/index.php?/topic/3717030-wiptool-hkxpack-extract-hkx-files/He's specifically avoiding the Havok SDK as its Intel owned and private. From what it looks like, as of his last update on the 6th - I have 100% reproduction on Clothdata/physics data and Behaviors, as well as padding removal from animation files (with the file working in-game). That means that if I convert an original file to XML then back to HKX, all the data is exactly the same. Needless to say, that is really really promising. Theres still some work to be done with skeletons but hey, awesome work. Edited March 11, 2016 by lilkandeekid Link to comment Share on other sites More sharing options...
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