strazytski Posted July 18, 2012 Author Share Posted July 18, 2012 It is possible its the same engine of oblivion. it can be enabled. or be created. Link to comment Share on other sites More sharing options...
Erinaea Posted July 18, 2012 Share Posted July 18, 2012 I would love to see this. Unfortunately, I am horrible with computers and am lucky that I can even install mods and games. :( Link to comment Share on other sites More sharing options...
DKZZ2 Posted July 19, 2012 Share Posted July 19, 2012 (edited) 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 July 19, 2012 by DKZZ2 Link to comment Share on other sites More sharing options...
Deleted4547977User Posted July 23, 2012 Share Posted July 23, 2012 its possible to make PC headtracking NPC when dialogue box is opened? (more spesific I think, than headtracking to centre of camera or crosshair) Link to comment Share on other sites More sharing options...
Nimbus21 Posted July 23, 2012 Share Posted July 23, 2012 It would help with he immersion. This is relevant to my intrests Link to comment Share on other sites More sharing options...
steve40 Posted July 24, 2012 Share Posted July 24, 2012 (edited) 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 July 24, 2012 by steve40 Link to comment Share on other sites More sharing options...
scrivener07 Posted July 24, 2012 Share Posted July 24, 2012 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"]); } Link to comment Share on other sites More sharing options...
strazytski Posted July 30, 2012 Author Share Posted July 30, 2012 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. Link to comment Share on other sites More sharing options...
KinaFay Posted August 2, 2012 Share Posted August 2, 2012 This, is a must mod. I don't do scripting but I'm willing to help however possible. Link to comment Share on other sites More sharing options...
buffbodsteve Posted August 2, 2012 Share Posted August 2, 2012 I support this. I have been looking for this since Skyrim came out. It was in Oblivion, not sure why they left it out of Skyrim. Link to comment Share on other sites More sharing options...
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