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[LE] Fireball ground shake - how to turn off camera shaking?


Rexeos

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How to turn off ground shaking (camera shaking) effect?

 

This effect is On with Fireball, when mammoth walks, when walls are falling down (for example when you are escaping Helgen and stones submerge passage) etc. It seems its connected to area damage effects.. Any ideas?

 

 

 

 

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After more testing it seems that whenever there is in "Spell", in "Effect", "Area" column, than shaking occurs.

 

 

Regards Fireball spell:

 

Its in "Explosion" ID: "FireBallExp01" and in "Data Impact Set" called: "MAGFlames01ImpactSet"

 

But "MAGFlames01ImpactSet" can not be edited more. When that "Data Impact Set" is set to "NONE", explosion animation is not played but damage is dealt. If in "Data Impact Set" is "whatever effect", than "whatever effect" + fire explosion effect is played with ground shaking again..

 

 

 

Somebody figured out how to remove camera shaking for spells? Globally can be done through SkyTweak in Misc in Camera Shake Duration.

Edited by Rexeos
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  • 2 years later...
  • 1 year later...

Necro'ing the thread again because I found an answer and google points me to this thread when I was looking for it so there SHOULD be an answer here.

 

Experiment has shown it's dependent on the explosion assigned to the effect to determine the affected targets and general area of the effect. Some explosions shake the camera (my guess is through a camera animation or small bit of game-engine data applied to the NIF file for the explosion), others don't. Between two identical explosions, one that does and one that doesn't, the only difference is the NIF file that is called. Conclusion: To eliminate the camera-shake effect, change the NIF file that is called by the explosion.

 

Note that for the 'mammoth stomp' mentioned above, the key is that the explosion is used to determine how close you have to be before it shakes the camera - it doesn't do any damage because it has no damage effect assigned.

 

Note also: The actual dimensions of the explosion in the NIF file do not control the area it effects, this is controlled in the explosion data that calls the NIF - essentially, the model is just used to determine the shape of the area affected (usually a simple six-poly box), the data for the explosion range controls how big it actually is. Also, whether an explosion sends small objects flying around depends on the impact data for the explosion. Lastly, "cloak" spells use explosions, but neither the model or the area effect settings determine the area of effect, this is instead determined by an internal game-engine setting, and increases (or decreases) by the magnitude of the spell or enchantment calling the 'cloak' effect. How THAT works I'm not exactly certain, because certain cloaks (such as the one used for the "shield charge" perk) don't seem to respond to ANY of my attempts to alter their area of effect, but other cloaks (such as the one done by J'Zargo's Flame Scrolls) gain stupidly huge areas of effect with only small changes in magnitude. I'm still toying with this to find out what's happening, but at present it's still a mystery to me.

Edited by Xaa1962
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