DeadlyAzuril Posted December 5, 2011 Share Posted December 5, 2011 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 Link to comment Share on other sites More sharing options...
xaliqen Posted December 5, 2011 Share Posted December 5, 2011 Isn't there a way to do this with an ESM file as in JustinOther's No Kill Moves mod? I think there's probably a simpler solution that doesn't require editing the skeleton or other meshes. Link to comment Share on other sites More sharing options...
Rennn Posted December 5, 2011 Share Posted December 5, 2011 (edited) Couldn't a mod just zoom up the camera a little in front of the head while riding a horse (in 3rd person technically)? It can already spin and change range, so I doubt that making it move a little further ahead would be too hard to do. Edited December 5, 2011 by Rennn Link to comment Share on other sites More sharing options...
DeadlyAzuril Posted December 5, 2011 Author Share Posted December 5, 2011 Isn't there a way to do this with an ESM file as in JustinOther's No Kill Moves mod? I think there's probably a simpler solution that doesn't require editing the skeleton or other meshes. 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 :) Link to comment Share on other sites More sharing options...
DeadlyAzuril Posted December 5, 2011 Author Share Posted December 5, 2011 Isn't there a way to do this with an ESM file as in JustinOther's No Kill Moves mod? I think there's probably a simpler solution that doesn't require editing the skeleton or other meshes. well yeah its finding those values and locking them to the new position thats the trick. ive found a few interesting things in the /meshes/cameras/ folder.. i believe killcam_1hmkillmoveshortb.nif might be the camera for 1st person killcams. need to do some tests :/ will post back with results. Link to comment Share on other sites More sharing options...
xaliqen Posted December 5, 2011 Share Posted December 5, 2011 Sounds good, I'll be interested to know what you find. Keep in mind, this will all probably become far easier once the Creation Kit is out. Link to comment Share on other sites More sharing options...
23phoenix23 Posted December 5, 2011 Share Posted December 5, 2011 Could be a great jumping off point for horseback combat / horseback archery mods. Link to comment Share on other sites More sharing options...
DeadlyAzuril Posted December 6, 2011 Author Share Posted December 6, 2011 (edited) Could be a great jumping off point for horseback combat / horseback archery mods. 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 Edited December 6, 2011 by DeadlyAzuril Link to comment Share on other sites More sharing options...
DeadlyAzuril Posted December 6, 2011 Author Share Posted December 6, 2011 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 :) Link to comment Share on other sites More sharing options...
SunWolf Posted December 7, 2011 Share Posted December 7, 2011 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 :) If you are planing on adding animations, it would be great if there would be a way to have more immersive 1st person view, where your arms arent just sticking out in front, but would swing as you run. As referenced, having the 3rd person camera situated at the character's eyes would make a lot of sense. Link to comment Share on other sites More sharing options...
Recommended Posts