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Player Head Tracking


strazytski

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we just need to either wait for new versions SKSE,

or write to them about such a possibility, in principle.

 

(I do not think Bethesda will be something to remake itself. It's just extra cost for an already finished product. For example, on the compatibility of the all animation and killcams)

Edited by DKZZ2
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I still haven't gotten around to testing my scripts, but has anyone noticed that in the char gen screen when you start a new game, that when you are customizing the look of your new char, if you click on the player's head and hold down the mouse button and move the mouse about THE PLAYER'S HEAD TRACKS THE MOUSE CURSOR!

 

Now surely this must be a clue as to how to get this working ingame...

Edited by steve40
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The strings in these functions caught my eye. I doubt it means 'zoom player character' but nothing else stood out in my quick look. I think GameDelegate.call(); is what scaleform uses to talk to tesv.exe so it might be useful. Im personally struggling with finding what these strings define. If anyone knows how to pull information from .exe please chime in.

 

RaceSexPanels.as

 

 

function onFiltersListMoveUp()
{
	gfx.io.GameDelegate.call("PlaySound", ["UIMenuFocus"]);
	this._CategoriesList._parent.gotoAndPlay("moveLeft");
	if (this._CategoriesList.selectedIndex == RaceSexPanels.HEAD_CATEGORY) 
	{
		gfx.io.GameDelegate.call("ZoomPC", [true]);
	}
	else if (this._CategoriesList.selectedIndex == RaceSexPanels.BODY_CATEGORY) 
	{
		gfx.io.GameDelegate.call("ZoomPC", [false]);
	}
	this.ShowItemsList();
}

function onFiltersListMoveDown(event)
{
	gfx.io.GameDelegate.call("PlaySound", ["UIMenuFocus"]);
	this._CategoriesList._parent.gotoAndPlay("moveRight");
	if (this._CategoriesList.selectedIndex == RaceSexPanels.BODY_CATEGORY) 
	{
		gfx.io.GameDelegate.call("ZoomPC", [false]);
	}
	else if (this._CategoriesList.selectedIndex == RaceSexPanels.RACE_CATEGORY) 
	{
		gfx.io.GameDelegate.call("ZoomPC", [true]);
	}
	this.ShowItemsList();
}

function ShowItemsList()
{
	var __reg0 = this._CategoriesList.selectedIndex;
	if (__reg0 === RaceSexPanels.RACE_CATEGORY) 
	{
		this.gotoAndPlay("narrowPanel2Show");
		this.FadeTextEntry(false);
		gfx.managers.FocusHandler.instance.setFocus(this._SubList1, 0);
		this._SubList1.selectedIndex = this._CategoriesList.selectedEntry.savedItemIndex;
		this._SubList1.UpdateList();
		this.RaceDescriptionInstance.RaceTextInstance.SetText(this._SubList1.entryList[this._SubList1.selectedIndex].raceDescription);
	}
	else 
	{
		this.gotoAndPlay("widePanel2Show");
		this.FadeTextEntry(false);
		gfx.managers.FocusHandler.instance.setFocus(this._SubList2, 0);
		this._SubList2.itemFilter = this._CategoriesList.selectedEntry.flag;
		this._SubList2.selectedIndex = this._CategoriesList.selectedEntry.savedItemIndex;
		this._SubList2.UpdateList();
	}
	gfx.io.GameDelegate.call("PlaySound", ["UIMenuBladeOpenSD"]);
}

 

 

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Since player head tracking seems to be impossible, we can safely conclude that the Dragonborn's neck is just for show. How about a mod that makes him fall over when he looks up?

 

 

I am gonna quote you when Head Tracking happens. and bury you with it.

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