Awesome mod. Found two issues though, the catapult seems to do a weird jumping thing when turning right in third person (using first person animation) and the stalker does a slightly different walk in the cockpit when turning left (also with first person animation). Also what are the chances of being able to set different speeds for the animations for different mechs? Some mechs seem to skate along and others seem to moon walk. Its like the atlas, for example, needs a slower animation and the stalker needs a faster one.
I have fixed it, just increase the "defaultValue": "3" in C:\Users\name_user\AppData\Local\MW5Mercs\Saved\MercTechCameraSettings.json that number works fine, looks even MechWarrior 2 animation First and Third person.
Love it except one issue I'm having: Turning on the "Lock Camera to Pilot's Head" causes the glass to become a metal shell.
I did get it to work in an Instant Action with an Atlas. The left side and front of the cockpit were fine, but the lower right of the cockpit had a mesh in the way of seeing the stick, dash, and anything else in that space.
Only two mods I have that might do anything to the cockpit space I disabled, but no dice.
Can anyone think of another mod that causes this to not work? I have it loaded after YAML and the camera shake does work when damage is received, but I just can't get the "lock camera to head" feature to work.
All that happens is that upon launching into a mission the camera glitches out if activated for a second and thats it. Also 4x Simple Zoom breaks.
Thanks in advance!
Edit: I just noticed that it does work if I use "blend" but nothing happens if I set it to "First Person", "Third Person" or "Default". There is no change up until the mentioned 66% in "blend" either. Am I misunderstanding something? I would prefer "First Person" only for a bit slower animation, but that does not work for some reason.
This (along with the missile behavior, heat changes, stability... I guess a lot of things actually...) is one of my favorite aspects of MercTech, so it's super cool seeing it as a standalone modular thing! It's such a simple change but it really makes running around in some of the mechs feel much more dynamic and engaging.
Unfortunately, for me at least, it seems to break melee weapons when used with YAML. The Hatchetman can no longer swing his hatchet when this mod overwrites YAML's changes. And if it loads earlier, the mod doesn't seem to function. I understand this is probably due to something that was changed on their end, but thought I would mention it anyway just in case.
That is fantastic news, looking forward to it! Thank you for all of the incredible work you've put into your mods, it's genuinely inspiring to see what you've been able to accomplish.
And you are correct, they do work perfectly vanilla. Just thought I'd mention the lil YAML conflict here for prosperity :]. The melee weapons are actually still completely usable with YAML, they just don't animate (and the mech doesn't hold them up as if they have a weapon in that arm anymore, strangely).
Thank you for this mod. I first encountered the movable cockpit when I played the Xenopax Unification mod. It's a good thing you shared your mod with us for I never played MercTech. Now I'm on a Vanilla playthrough with your mod enabled.
Finally I can experience the King Crab bouncing in first person, you are a legend and I love this mod to bits. I did need to fiddle around with the mod load order to get it working with YAML, just changed the mod.JSON from 2 to 6 and works like a charm.
First impressions after a dozen missions or so and about as many mechs: Be very careful how you use this mod . . . especially if you want to lock the camera to the pilot's head.
What Magnum has done is impressive, as always. Huge props for the work put into this and a very sincere thank you for the improvements in the immersion department.
HOWEVER, it is PGI's animations that leave much to be desired. Locking the camera to the pilot's head can be utterly unplayable in many mechs when using third person animations, especially when you go fast. I run a lot of fast mechs (even my King Crab goes almost 60kph); and the problems with those third person animations just exacerbate the faster you go. First person isn't that bad in most cases, but of course the motion sickness problems would still certainly apply if you're susceptible to that . . . but probably not much different than older FPS games that used the camera bob effect.
Some mechs aren't so bad. For example, the Blackjack's third person animations are still fairly reasonable, if rocky (especially going 90+kph). On the other hand, mechs like the Cicada and Grasshopper rock about so hard in third person you can't even see what you're doing . . . it's not a matter of motion sickness, it's the legitimate fact that at 120+ kph in a Cicada or 75+ kph in a Grasshopper leaves the camera jostling so ridiculously hard and fast that you cannot clearly discern what you are in fact doing or where you are really going.
Honestly, given how mech gyros are even described in lore, I'd say forcing first person animations at all times is probably even more lore accurate. Their gyros are capable of keeping a mech upright and smoothly operating until the pilot does something to force the Gyro into an awkward position (melee, for example), or it's overwhelmed by enemy weapon's fire (and it can take a LOT to do that). To me, even watching PGI's third person animations has just never really felt right . . . so having those forced first person personally feels better to even look at.
Therefore, my personal opinion: lock that camera to the pilot (if you're up for a nice stompy ride), go forced first person animations, turn on impact shaking (the default 1 felt solid), make sure IK is forced (just like YAML), and you're in for quite a treat.
Again, a very sincere thank you to Magnum for what you've done to improve the immersive experiences in MW5. It is greatly appreciated.
Uploaded a fixed version, the original some how got a hold of my assetregistry.bin from MercTech, so had a lot of references it shouldn't have had. Rebuilt it with everything set to never cook and with a editor on a separate drive. Checked the bin and tested, no conflicts.
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Also what are the chances of being able to set different speeds for the animations for different mechs? Some mechs seem to skate along and others seem to moon walk. Its like the atlas, for example, needs a slower animation and the stalker needs a faster one.
I did get it to work in an Instant Action with an Atlas. The left side and front of the cockpit were fine, but the lower right of the cockpit had a mesh in the way of seeing the stick, dash, and anything else in that space.
Only two mods I have that might do anything to the cockpit space I disabled, but no dice.
Everything else works as it should it seems.
All that happens is that upon launching into a mission the camera glitches out if activated for a second and thats it. Also 4x Simple Zoom breaks.
Thanks in advance!
Edit: I just noticed that it does work if I use "blend" but nothing happens if I set it to "First Person", "Third Person" or "Default". There is no change up until the mentioned 66% in "blend" either. Am I misunderstanding something? I would prefer "First Person" only for a bit slower animation, but that does not work for some reason.
Unfortunately, for me at least, it seems to break melee weapons when used with YAML. The Hatchetman can no longer swing his hatchet when this mod overwrites YAML's changes. And if it loads earlier, the mod doesn't seem to function. I understand this is probably due to something that was changed on their end, but thought I would mention it anyway just in case.
The melee weapons work with the mod for vanilla.
And you are correct, they do work perfectly vanilla. Just thought I'd mention the lil YAML conflict here for prosperity :]. The melee weapons are actually still completely usable with YAML, they just don't animate (and the mech doesn't hold them up as if they have a weapon in that arm anymore, strangely).
Thank you again!!! Endorsed!!!
What Magnum has done is impressive, as always. Huge props for the work put into this and a very sincere thank you for the improvements in the immersion department.
HOWEVER, it is PGI's animations that leave much to be desired. Locking the camera to the pilot's head can be utterly unplayable in many mechs when using third person animations, especially when you go fast. I run a lot of fast mechs (even my King Crab goes almost 60kph); and the problems with those third person animations just exacerbate the faster you go. First person isn't that bad in most cases, but of course the motion sickness problems would still certainly apply if you're susceptible to that . . . but probably not much different than older FPS games that used the camera bob effect.
Some mechs aren't so bad. For example, the Blackjack's third person animations are still fairly reasonable, if rocky (especially going 90+kph). On the other hand, mechs like the Cicada and Grasshopper rock about so hard in third person you can't even see what you're doing . . . it's not a matter of motion sickness, it's the legitimate fact that at 120+ kph in a Cicada or 75+ kph in a Grasshopper leaves the camera jostling so ridiculously hard and fast that you cannot clearly discern what you are in fact doing or where you are really going.
Honestly, given how mech gyros are even described in lore, I'd say forcing first person animations at all times is probably even more lore accurate. Their gyros are capable of keeping a mech upright and smoothly operating until the pilot does something to force the Gyro into an awkward position (melee, for example), or it's overwhelmed by enemy weapon's fire (and it can take a LOT to do that). To me, even watching PGI's third person animations has just never really felt right . . . so having those forced first person personally feels better to even look at.
Therefore, my personal opinion: lock that camera to the pilot (if you're up for a nice stompy ride), go forced first person animations, turn on impact shaking (the default 1 felt solid), make sure IK is forced (just like YAML), and you're in for quite a treat.
Again, a very sincere thank you to Magnum for what you've done to improve the immersive experiences in MW5. It is greatly appreciated.