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  1. Grasmann
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    [ Latest Update 1.4 ]
    - Fixed Papyrus Log Spamming
    ( FYI the log spamming was either because I used a function with return value like a sub or used optional parameters for this function XD idk )
    - Optimized MCM Menu ( I added another page )
    - Redesigned big parts of the code
    ( Made it more flexible, removed some unnecessary stuff, cleaned everything up )
    - I made some move modes use the motors alternating*
    ( Sprinting and running on horse, sprinting, sprinting as werewolf )

    *( This seems to relieve the gamepad, so that the delayed shakes when riding a horse don't happen anymore )
    ( I think the shake controller commands are actually waiting for others to finish or delay the script or something )
    ( Sprinting ... especially on a horse causes a lot of events ... so that's my theory on the delayed shakes and hopefully my fix )

    [ Note ]
    I just noticed the mod is spamming the log file with errors.
    I'm currently trying to find out what particular line is causing that.


    [ Update 1.3 ]
    - Changed code to only use one motor.
    ( This is because usually one motor is stronger and it can feel odd when the stronger one and the other one are used alternating on steps )
    ( But some shakes are still done with the opposite ( strong ) motor )
    - Added option to swap the used motor.
    ( test both and choose which one you like better )
    - Removed "OnUpdate" loop
    ( I now found events to trigger everything ... btw. you can basically generate an "OnMountingHorse" with "OnPlayerCameraState" )
    ( For werewolf the same ... I'm using "OnRaceSwitchComplete" )

    [ Update 1.2 ]
    - Added option Force Feedback Strength
    ( Although i didn't do much in my test ... it's got something to do with the length too )
    - Horse working again
    ( But for some reason it will still trigger some events when already standing )
    - Werewolf working
    - Jumping detection added
    ( The code will probably change quite a bit now that I changed to animation events for the most part )

    [ Update 1.1 ]
    - Added option to deactivate camera shake
    - Multiplier renamed to camera multiplier
    - Gamepad modifier is now Force Feedback Length
    - The gamepad force feedback is now synched to the actual footsteps and is now triggered by animation events.
    ( However, that means if you changed certain animations and the keywords aren't in the animation it won't trigger )
    - Horses are buggy. I have to find another solution. Disabled them for now.
    - Werewolf should work ... but I still have to check it.

    [ To-Do ]

    - Find solution for additional events with horse. Probably solved
    - Add descriptions in mcm menu
    ( I haven't added them yet because some of the options have changed and the other ones don't really need an explanation )


    [ INFOS ]

    [ Animation Events ]
    This mods effects are triggered with animation events.
    So in other words I'd say keywords that are registered by the particular animation or animations themselves.

    However, if you're using animation mods like Enhanced Animations that change running and sprinting or sneaking animations.
    The new animations may not feature these particular animation events.
    I know that because I actually changed the animation for fast sneaking in my skyrim and this mod and another for footstep sounds wouldn't work with it ( I guess both mods catch the same animation events ).

    So TL: DR if you're using movement animations that are missing these basic events the mod won't work for these movement types.

    [ Forcefeedback ]
    If force feedback isn't working for you or feels odd try changing the shake length.

    Shaking the controller follows some strange rules.
    I think it actually wants to fade in the effect but if the shake length is too low it will just not shake at all.
    So it's complicated to get a value for everybody.
    The default value is what is working best for me.

    Also I think that the force feedback motors of some gamepads are more accurate than others ... so effects may highly differ depending on the hardware used.
    There are even gamepads that have mono-motors, and yes even modern ones where the producer just saved some money with this XD.
  2. sleta
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    well i tried this mods but don't even work, and i installed it with NMM so i don't see the problem if you can help me to see what's going on
  3. dislike88
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    Hey!

    Nice mod, Force feedback sucks tho.

    A suggestion; make the shake effect only for storms and make a proper headbob effect.
    sry for my eng. endorsed
  4. Grasmann
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    Just a few questions to whoever reads this:

    How is version 1.4 working for you?
    Does the feedback strength work as intended?
    ( My gamepad doesn't seem to like it but it's a ps1 dual shock XD ... so it's pretty old )

    Any problems when updating?
    Generally updating shouldn't be much of a problem just deintall old and install new.
    I tested this with my high level save game and it seemed to work.
    But usually I tested each version with a fresh install.
  5. FishBiter
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    So I tried it out... and either it wasn't working right, or it needs some work. The rumble on the gamepad was... odd... because it didn't sync up with anything that was happening. It did a long rumble, then a short one, and repeated that pattern over and over while I was running around. Also the screen shake made it feel like there was an earthquake... overall the experience made it feel as though there was some sort of horrible gigantic monster about to come up out of the ground and wreak havok. It was very disconcerting and I think you may have traumatized me.

    However I know how you modder folk like to suddenly come up with genius ways to make things great, and this mod certainly has the potential to add a lot of really good controller feel to the game, so I'll keep checking back to see how things are going :3
    1. Grasmann
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      So, .... you basically would like to have an options to turn off the camera shake? >_>
      You can also turn down the strength either independently by mode or the shake multiplier.
      Or maybe it's just not your kind of thing.

      Are you playing in first or third person?
      I'm playing in third person ... maybe that's the difference?

      I believe it's not possible to make the shaking really match with the footsteps.
      I would love that for sure. And I can try to get it there, but right now ... not possible.
      The gamepad force feedback command doesn't work in way predictable enough for me do somthing like that.
      And with your description I guess it reacts different on different gamepads.

      Try chaning the gamepad modifier in the options.

      EDIT:
      I have found a way to match it to the footsteps perfectly.
      You never stop learning, do you?
      So next update will have rumble effects perfectly matched to the footsteps. I'm testing this right now.
    2. emieri00
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      By the nine, a modder who made a mod thinking about gamepad rumble, uses one, and plays in third person? I thought this was impossible O_O

      I'm glad i downloaded the old AKM mod and saw the updates, which eventually brought to this. I'll try it out when i can, and hopefully have a steam controller ready for a stroll when my game is ready to play~
      Downloading and endorsing because rare content :3

      Edit: Oh, and yeah, options to reduce or remove camera shake would be great - i already get dizzy sometimes with the swaying of the sprint. >_< And to add salt to the wound, i'm gonna play the next playthrough with moonlight tales [warnings before transformation] and earthquakes ['nuff said...]
    3. FishBiter
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      Yes on the camera shake option. It might actually be a critical option to add, since I'm sure some people might get motion sickness from it.

      The gamepad I'm using is actually a PS3 controller. I tried all the various options in the MCM Menu... since they didn't have descriptions I didn't really know what I was doing or what I should expect form them

      Looking forward to see that perfect footstep syncing you mentioned
    4. emieri00
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      I wasn't even able to try yet, but i'm also using a ps3 controller. My second option would be a steam controller, but it isn't out yet, is it? :p
  6. hagerino
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    It doesnt work well for me. I play with a xbox controller and the rumble feels random. The latency of the rumble after jumping is too high and the animation generally does not match the rumble. I set everything to 0% except rumble length and strength and i still got rumble effects. If i'm able to unterstand how your mod works i can maybe repair it myself. Nevertheless your mod feels very promising, so take my endorsement!

    Edit:
    Found the explanation why there is still rumble when you set everything to 0.
    #######################################
    Float ff_strength = _strength * 0.2

    ff_strength *= MSHAKE_ForceFeedbackMultiplier.GetValue()
    If (ff_strength > 1.0)
    ff_strength = 1.0
    ElseIf (ff_strength < 0.2)
    ff_strength = 0.2
    EndIf
    ######################################

    If _strength = 0 then ff_strength will be 0.2. Maybe it should be:

    ElseIf (ff_strength < 0.2 && _strength > 0)

    However your Code looks good. I dont know why there is so much delay with my controller.
    1. Grasmann
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      If (ff_strength > 1.0)
      ff_strength = 1.0
      ElseIf (ff_strength < 0.2)
      ff_strength = 0.2
      EndIf

      You're right that part souldn't be needed anymore.
      It's from an older version where I didn't use animation events yet.

      Regarding Force Feedback Strength:

      But if you change the Force Feedback Strength in the options
      it's possible that it doesn't change anything anyways XD.

      I had a really hard time understanding the basics of "Game.ShakeController".
      The strength and length always have to fit somehow.
      I just found "Game.ShakeController" not to be reliable at all XD.
    2. hagerino
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      If (Right_Left)
      Game.ShakeController(ff_strength, 0, ff_length)
      Else
      Game.ShakeController(0, ff_strength, ff_length)
      EndIf

      The Xbox Controller doesn't have two equal motors. The left is for strong rumbles and the right provides subtle rumble. Maybe thats the reason why it feels odd.
    3. Grasmann
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      Yes that's something I was tinking about too.
      I guess I'm gonna try that next.
      Maybe if that indeed makes it better I'll just add a swap option in the settings.
      ( Because if I remember correctly the motors in my old gamepad are swapped if yours has the subtle one right )
      ( ... I think that's even a PS1 dual shock ... it's grey XD )
      However, I'm gonna check that out and maybe shorten the code a bit.
      It's just so stretched out because I'm still testing new stuff.
    4. hagerino
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      Hm swap its not what i meant. You got FootLeft on the strong Motor and FootRight on the weak, so Rumble will not be even and it feels like the character is limping. Or i misinterpret the whole thing

      And it would be nice if the rumble after jumping would start when the landing animation begins. Now its after the animation is finished. I can see you already implemented it for landstart and landend so i guess it doesn't work?
    5. Grasmann
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      Don't worry I know what you mean.
      I released a new version already.

      In the new version by default the left motor is thought to be the subtle.
      But you can swap it in the mcm menu.
      So that then the right one is the subtle one.

      EDIT:
      And, no. Not all the animations I register generate events.
      But maybe I can catch it with other events.
      For now ... it will stay delayed XD.
  7. 793547480
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    Wow~~~pretty good !

    Thank you for your great work,I enjoy it very much~

  8. FishBiter
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    I tried out version 1.1 and I really like it. The syncing to footsteps is very well done. At default settings it gave me the sense that my character was a hulking brute, but after turning down the rumble length it matched my character's weight just right. This is good because I'm sure someone out there is playing a hulking brute, so this mod can adjust to fit many types of characters.

    Is there supposed to be force feedback when landing from a jump? If there is, I'm not getting it . If not, then that's the next thing to add! Maybe even with the rumble increasing the further you fall. Since you use animations to trigger the rumble, it should be doable since I think there are startjump and land animations.
    1. Grasmann
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      I want to add a basic force feedback multiplier with the next update.
      Then you can lower the force feedback and further optimize with the shake length.

      One thing to mention though is that the synching isn't really noticeable when you're running or sprinting ... at least not with my gamepad XD.

      But if you don't pay attention on it too much it's just nice.
      Especially when walking slowly and sneaking you have perfect synching. Although my gamepad tends to do some shakes harder than others ... a bit random.

      I guess I just need a modern gamepad.
  9. deleted5993995
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    Video?
    1. FishBiter
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      Would be hard to make a video of the rumble part... grab your controller and just shake the bajeezus out of it... there, that's what the mod does.

      For the other part of the mod, grab your computer monitor and...
  10. powerchimp1
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    I really like this, and Im glad you included an MCM. It works best when it happens rarely. Constant vibration is really offputting.

    I found if I mostly minimised ALL the MCM options, except Jump at 7% and Sprint at 5%, it achieves what I think is worthwhile.

    With my settings, each jump landing results in a quick rumble and sprinting has a regular pulse that reminds you stamina is draining.

    Any thing else seems a bit heavy handed, but I like what this mod is trying to do! Endorsed.

    Now if you could just apply electric shocks for spark magic attacks!

  11. memlapse
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    I use a game pad, so this has some appeal. I'll take it for a spin. I'm using the Baked Beans of Skyrim mod, so I'm curious if I get a rumble when my character rips a cheek flapper.
    1. Grasmann
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      Could indeed be possible.
      Check it out.

      EDIT:
      I can also just add additional conditions to my script.
      If I can somehow detect animations I can implement it to make a shake.
      There are some animation values I'm curious about, but never really tested it yet.

      EDIT2:
      Btw. I'm also getting shakes from some animations of the mod "Animations" which is a nice sideeffect.
      Luckily I get them for the basic loot animtion, which I see mostly when playing.
      But other animations may trigger my detections as well.
    2. memlapse
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      There's no animation, just noise. It's actually a well thought out mod. Certain foods and conditions will determine how severe the flatus. It will give you away when sneaking and NPCs will react. It's both amusing and immersive, but alas, no camera shake or rumble occurred when I loaded myself up. I did, however, offend Lydia.

      BTW, I really like this mod, especially on horseback. I did tone down some of the camera shake a little, but overall, I really like the effect. Nicely done. Endorsed.