Dempcey Posted November 19, 2016 Share Posted November 19, 2016 (edited) Hello and Happy Holidays! Is there an ini. value, setting, mod anything that will disable the "screen shaking" effect that is caused by power armor, any npc, companion in power armor while running and Death Claws running? In other words any large and or heavy creature / power armor running moveent. I had Nick in power armor and the shaking of the world was giving me a headache, never minded it after getting Nick out the armor. Then, I got a cute little Death Claw pet and damn, well his running is just as bad as power armor. I would hate to have to ditch my buddy! Please any help to be had?Thank you.DK Edited November 19, 2016 by Dempcey Link to comment Share on other sites More sharing options...
chucksteel Posted November 19, 2016 Share Posted November 19, 2016 The best I can tell you is, Like rain or blood on the screen it's added by an imagespace modifier. (or it was in FO3/NV I assume the same.) I don't know of a mod in FO4 to remove it but it should be possible. Link to comment Share on other sites More sharing options...
Dempcey Posted November 21, 2016 Author Share Posted November 21, 2016 Sad. I've had to ditch my pet and keep companions out of power armor.Thanks for the reply Chuck. Link to comment Share on other sites More sharing options...
ma1025 Posted November 21, 2016 Share Posted November 21, 2016 (edited) Using the command "sisme 0" disables all imagespace modifiers and the screen shake persists when using it so I don't believe it's handled by an IMOD. EDIT: I did some digging around in the Creation Kit and I think I have a solution for you. Try this file: http://www.filedropper.com/noshake If it works out for you then I'll upload it to the Nexus. In what little testing I did it seemed to disable the camera shaking caused by deathclaws and super mutant behemoths moving around.Other shaking effects like being hit still remain. I do need this plugin tested with power armor because I don't think I've had the power armor camera shake effect for a long time. Edited November 21, 2016 by ma1025 Link to comment Share on other sites More sharing options...
ma1025 Posted November 22, 2016 Share Posted November 22, 2016 I've gone ahead and uploaded both a disabled version as well as a reduction version here: http://www.nexusmods.com/fallout4/mods/20126/? Link to comment Share on other sites More sharing options...
Dempcey Posted November 23, 2016 Author Share Posted November 23, 2016 Again thank you so very much ma1025 !!!! Testing: DISABLED: Companion in power armor no longer shakes world / ground at all! Death Claw companion has no shake effect!REDUCED: Companion in power armor same as "disabled" (not complaining). Death Claw companion shake, greatly reduced and very much tolerable! Tested both companion in power armor and Death Claw in and out of instances, in the open world. Mod works flawlessly! I also tested other events that make the world shake such as explosions, they seem the same. These aren't an issue as they don't happen often. Was just curious. This might be a tiny mod, but has a huge impact! Seriously, that shake was continuous and causing me a nasty headache. I had abandoned my Death Claw companion and had to make companions ditch the power armor because every single step they took caused massive shake effect. Let me know if you want anything else tested / confirmed :thumbsup: If it helps at all (shouldn't) these are the mods I have installed while testing: *DLCRobot.esm*DLCworkshop01.esm*DLCCoast.esm*DLCworkshop02.esm*DLCworkshop03.esm*unofficial fallout 4 patch.esp*DLCNukaWorld.esm*armorkeywords.esm*Snap'n Build.esm*Thematic and Practical.esp*truestormsfo4.esm*SettlementKeywords.esm*Homemaker.esm*Homemaker - Greenhouse and Bunker Disabler.esp*Homemaker - Greenhouse and Bunker Disabler SKE.esp*Homemaker - Streetlights Use Passive Power.esp*Homemaker - Streetlights Use Passive Power SKE.esp*AlternateSettlements.esp*Northland Diggers New.esp*Northland Diggers.esp*SettleObjExpandPack.esp*SettleObjExpandPack-LightShadowDisabler.esp*DD_AIO Test Mark 1.esp*NPC Spawner.esp*OCDecorator.esp*OCDispenser.esp*OCDecorator - No Experience.esp*OCDecoratorDLC.esp*dinoshelf.esp*dinoshelf_extra_ammo.esp*cartman1975_warehouse.esp*Thematic and Practical - DLC.esp*JetsBeds.esp*RainbowBeds_Kids.esp*Vault Meat Paintings.esp*AdvBubbleTurretSet-RealNP.esp*AdvBubbleTurretSet-RealNP-SKPatch.esp*BrahminFeederFull.esp*Brahmin Watertrough.esp*FunctionalDisplays-Collectibles.esp*FunctionalDisplays.esp*FunctionalDisplays-AID-Vanilla.esp*FunctionalDisplays-MISC-Vanilla.esp*FunctionalDisplays-Patch-DLC-ALL.esp*Invisible_Guard_Marker-SKE.esp*OSHA_Signs.esp*modern firearms.esp*CleanSettlement.esp*CleanSettlement Greenhouse.esp*Armorsmith Extended.esp*Armormsith All DLCs Patch.esp*truestormsfo4-farharbor.esp*DarkerNights.esp*DarkerNightsDetection.esp*BetterNightVision.esp*MilkThatBrahmin.esp*AutomatronSecuritron.esp*tumbajamba Advanced Engineering.esp*CraftableAmmo.esp*CraftableAmmo_plus.esp*ImmersiveVendors.esp*RaiderOverhaul.esp*BeastWhisperer.esp*ExoticWorkshopCreatures.esp*BeastMaster_ExoticCreaturesPatch.esp*No Fusion Core Drain.esp*Scrapper Corpse Highlighting.esp*Scrapper Corpse Highlighting DLC Patch.esp*infinite_settlement_budget.esp*combat_PA.esp*SettlersRename.esp*Orphans.esp*Orphans-DCMS.esp*combat_PA - tAE - AWKCR.esp*CBBE.esp*Cait Morph.esp.079249.esp*THBrows.esp*MiscHairstyle.esp*Hair for Children.esp*Curie Morph.esp.1647C6.esp*Danse Morph.esp.027683.esp*Mungo MacCready.esp*Preston Morph.esp.019FD9.esp*Edit_Hancock.esp*Old World Plaids.esp*K9TacticalHarness.esp*DX Courser X-92 Power Suit.esp*1nivDX Courser X-92 Power Suit Male.esp*mjp_PTRS41ATR.esp*HN66-SiriusArmor.esp*JC-Shirt and Jeans.esp*NanoSuit.esp*NanoSuit_AWKCR_AE.esp*Scouter_V1.1_by_Ruddy88.esp*RahCreations_NukaBreaker_v01.esp*el_precursorsuit.esp*starlight drive in revamped.esp*Passive Camera Shake - Reduced.esp*Scrap Everything - Core.esp*Scrap Everything - Far Harbor.esp*Scrap Everything - Nuka World.esp Link to comment Share on other sites More sharing options...
orangedeal Posted July 7, 2017 Share Posted July 7, 2017 Settings that have been changed: fCameraShakeDistFadeDelta 1250.0000 (was 2500) fCameraShakeDistFadeStart 1000.0000 (was 2000) fCameraShakeDistMin 150 (was 300) fCameraShakeFadeTime 0.1250 (was 0.25) fCameraShakeTime 0.6250 (was 1.25) fRumbleShakeRadiusMult 0.5000 (was 1) fRumbleShakeTimeMult 0.5000 (was 1)Tell me please, what setting affects the radius of events from which the camera will shake? I would like to limit it to 1 metre. I don't want to lower the power of shaking the camera. Link to comment Share on other sites More sharing options...
SMB92 Posted July 7, 2017 Share Posted July 7, 2017 Try setting the top 2 to 60 and 50 respectively. That's fairly close to player character. Maybe put distance min to 50 as well. Experiment with them 3 anyway Link to comment Share on other sites More sharing options...
orangedeal Posted July 7, 2017 Share Posted July 7, 2017 It helped, it became better. Thanks. Link to comment Share on other sites More sharing options...
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