My computer is a bit dated for putting out nice videos, which is probably somewhat why I haven't put out any for the 120+ items in my Weird Weapons compilation. Also, I'm pretty sure I have no talent for stitching nice videos together in the average high-end NLE anyway.
The central "ability" of the mod is a ring that lets you indirectly aim an item that is being bounced around with some changeable amount of force by looking around (there is a targeting reticle), centering the camera on the item as it flies about. There are some bonus rings (a poor man's noclip for the Xbox crowd once Bethesda.net's uploader works again, since I don't know if they ever got one; a ring of viewing that lets you look at the SPECIAL and intro/outro videos in the game, and a "ring of poor aimbot", which hijacks the dialogue camera to randomly acquire and somewhat track reasonably close enemies).
There was a "katamari-themed" mod for Skyrim, which shot a lot of junk towards the player (wanted to stay away from that already-done idea), but I doubt there would be a mod that would do the math and programmatic housekeeping necessary to really emulate Katamari (holding the player at the center of the ball, doing size/stickyness checks, doing collision detection on parts of objects, maintaining and updating the objects within a tree structure). It's possible, but probably quite annoying to make.
It is possible that this is just solved by putting down your weapon (I should add this to the Description, don't know how I missed that). If you have a weapon out (even your fists up), the script will hold off on the possessing effect to avoid some of the avoidable camera weirdness with this kind of thing. If you have the ring on, and you don't have anything up, the possession effect should start after about a second.
If that doesn't help, I've also noticed that pretty rarely, the game will equip two rings at a time and stack their effects (the aimbot ring is probably the most likely one to try and preempt the possession effect, if you load a save before equipping it and the problem goes away, that's probably it). If that's happened, unequipping both, going somewhere else, and then equipping the desired ring usually works out. A third thing is that something else entirely might be trying to exclusively intercept the jump animation event, which is registered for prior to the possession effect, so the ghostly shader on the object wouldn't even play.
10 comments
The central "ability" of the mod is a ring that lets you indirectly aim an item that is being bounced around with some changeable amount of force by looking around (there is a targeting reticle), centering the camera on the item as it flies about. There are some bonus rings (a poor man's noclip for the Xbox crowd once Bethesda.net's uploader works again, since I don't know if they ever got one; a ring of viewing that lets you look at the SPECIAL and intro/outro videos in the game, and a "ring of poor aimbot", which hijacks the dialogue camera to randomly acquire and somewhat track reasonably close enemies).
There was a "katamari-themed" mod for Skyrim, which shot a lot of junk towards the player (wanted to stay away from that already-done idea), but I doubt there would be a mod that would do the math and programmatic housekeeping necessary to really emulate Katamari (holding the player at the center of the ball, doing size/stickyness checks, doing collision detection on parts of objects, maintaining and updating the objects within a tree structure). It's possible, but probably quite annoying to make.
If that doesn't help, I've also noticed that pretty rarely, the game will equip two rings at a time and stack their effects (the aimbot ring is probably the most likely one to try and preempt the possession effect, if you load a save before equipping it and the problem goes away, that's probably it). If that's happened, unequipping both, going somewhere else, and then equipping the desired ring usually works out. A third thing is that something else entirely might be trying to exclusively intercept the jump animation event, which is registered for prior to the possession effect, so the ghostly shader on the object wouldn't even play.
/s
Sounds like the mod I didn't know I needed.
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