The audio sync unexpectedly helps immensely with the Sprinting mod, where otherwise footsteps sound overly fast. Now sprinting feels more like a natural part of the game
Just confirming that the swaying while crafting all fixed for me, thank you.
I just tried corner peaking. Fantastic feature. I think it might be best if you disable mouse look while using it, as it is rather immersion breaking to be able to look through level geometry while looking around while peaking. (Unless there is some other way to stop the player moving through level geometry?) But otherwise, great.
Yeah, I did try that. And lo and behold, that is when I noticed the problem you reported as a bug.
So to do something like that, I will need to investigate more.
The fix I did now was just disabling the mod while mouse look is disabled π
But I agree. I don't want the player to be able to freely look or move while peeking. Maybe limited looking, but thought I would release it as beta for now at least.
Also using a raytest to make sure the player can't lean through walls. Might make it more aggressive
I've done a little more playing with it. I personally think that movement and mouse look should be disabled while peeking around corners. And maybe make it move the viewpoint a bit less than it does at the moment, as at the moment it feels less of a peek and more of leap around the corner! But a great new feature to be added.
Don't know if this is related to abot's Footprints, but this mod plays regular footstep sounds (as if walking on solid ground) when water walking instead of just the splashy footstep sounds, this happens in first person only.
I do not know is it compatibility issue or rare bug (because it looks like everyone else use this mod without issues). But i think it worth looking into. In latest version there is a bug with 1st/3rd person switching. When switching to 3rd person and back mod completely stops working. No bobbing, no body inertia, no footsteps sounds. Requires complete restart of the game. Happens 100% of the time.
I also recommend to increase maximum allowed hands angle in body inertia tab. From 7 to something like 10 or even 15. For use with very high mouse sensitivity.
Alright, I will have a look at this and see if it's something easy to fix. Feel free to add it under the Bugs tab. Makes int easier for me to keep tabs on :)
I can't reproduce on my side. What are your MCM settings (is the third person stuff on or off?), what other mods do you have, and how does the mwse.log look like? (found in the morrowind folder)
allowed hands angle . ο»ΏFrom 7 to something like 10 or even 15. For use with very high mouse sensitivity.
If you mean that you turn fast, and want the arms to follow after, that is what body intertia speed does. This value dictates how much in either direction (left or right along the green arrow) the arms are allowed to spin around the forward vector.
So, at a value of 180 degrees, the arms would be at the top of the screen pointing downwards π
Just to understand what it does.
That being said: 1. Was that not clear from the description in the MCM? 2. Do you still want a higher value to tweak with? (very easy fix)
This should now be solved as of version 1.3.1. Let me know if things works as they should. Also snook in a bit higher value you can tweak the rotation with.
Thank you very much! It works without issues now. As for arm rotation i clearly understand what it does (actually i made necesary adjustments myself and tried it in game before making suggestion). The reason for request was to make extremely fast camera movement more natural. When the mod is frequently updated it is hard to keep track of personal adjustments. So i think there is no harm to ask for such simple change as increasing maximum range for a slider. - Another idea for even more realism: local armTargetZ = 0 if sign < 0.1 then armTargetZ = config.armMaxAngle -- turning left elseif sign > 0.1 then armTargetZ = -config.armMaxAngle -- turning right end Basically inverting rotation direction. It turns this feature into "weapon inertia". So longer/heavier tip of the weapon slightly lags behind when you turn around.
With the release of 1.2 I feel mostly done with the mod. But would love to fix stuff based on feedback, so share away what your wishes are and I will see what I can do.
On my to do list is still jumping and landing, but I also don't really feel I need them. Let me know if that is something you would want or not.
Cheers! This is probably subjective/depending on my setup, but as you are asking... personally I am using TAB as inventory open shortcut and the right mouse button to toggle POV between 1st/3rd person view/free vanity mode camera provided by MGE-XE. And I am switching between 1st/3rd person views very often, When I switch point of view, the delay/adjustying camera movement before switching to 3rd pesron view starts feeling uncanny/annoying very soon. As an alternative to fully disabling bobbing in 3rd person view, so far I found that skipping bob processing not only in vanity mode but also when the toggle POV keycombo is pressed makes the change immediate and less uncanny.
In case you are interested on adding a similar option and there is not already a simpler way in the headBob(e) code (which I probably don't fully understand), I'm currently using the keybindTested event to set a togglePOVisDown variable and skip things accordingly in headBob(e) with if e.animationController.vanityCamera or togglePOVisDown then return end
The event is like this local togglePOVisDown
local tes3_keyTransition_isDown = tes3.keyTransition.isDown
local function togglePOVkeybindTested(e) if not e.result then return end togglePOVisDown = (e.transition == tes3_keyTransition_isDown) end event.register('keybindTested', togglePOVkeybindTested, {filter = tes3.keybind.togglePOV}) [edit]removed a useless cached variable
Awesome stuff! These are the kind of things I wouldn't discover on my own. Will have a look at this for the next release. Thanks!
Just to gather more info: Are you also using Steadicam? Steadicam makes transitions between 1st and 3rd person even longer. I am working at making my own implementation of what I like from Steadicam (body inertia specifically), so it won't be needed in the next release.
Tries this out, but probably did something wrong (caused the mod to stop working for several people) so commented out the event and removed the check. It's still in the mod so should be easy to set up again for you if you want to on your set up.
Will have a look at transitions a bit further on π
No I am not using SteadyCam. But probably the delay with keeping the toggle to vanity mode key combo pressed is only visible if you have the related Morrowind Code Patch option enabled (because the toggle to the special "free vanity camera" mode happens while keeping the combo pressed for a few frames), so for people not using the 3rd camera view code patch option probably better something like if tes3.hasCodePatchFeature(tes3.codePatchFeature.vanityCameraLock) then event.register('keybindTested', togglePOVkeybindTested, {filter = tes3.keybind.togglePOV}) end enabling it only when it is of use
[EDIT] also as safety measure in case for some reason the keybindTested does not fire resetting togglePOVisDown to false, a simple way could probably be resetting it directly from the bobbing event e.g. if togglePOVisDown then togglePOVisDown = false return end
Probably not. I only work with the camera, and procedural animations through changing positions and rotations here. But the mod should be completely compatible with other viewable first person bodies, such as First Person View https://www.nexusmods.com/morrowind/mods/54356
No official support though, I just think it should work as is.
I am noticing jittery movement on the character only in 3rd person when at very high frame rates (looks fine at low frame rates), and I am not yet sure why.
It's a known issue, and recommendation for now is to disable 3rd person head bobbing in the MCM. It looks fine without it (like vanilla 3rd person), and it won't interfere with any of the 1st person stuff that the mod is really about. Will continue to investigate.
46 comments
I just tried corner peaking. Fantastic feature. I think it might be best if you disable mouse look while using it, as it is rather immersion breaking to be able to look through level geometry while looking around while peaking. (Unless there is some other way to stop the player moving through level geometry?) But otherwise, great.
So to do something like that, I will need to investigate more.
The fix I did now was just disabling the mod while mouse look is disabled π
But I agree. I don't want the player to be able to freely look or move while peeking. Maybe limited looking, but thought I would release it as beta for now at least.
Also using a raytest to make sure the player can't lean through walls. Might make it more aggressive
I am looking at it to see what I can do. Thanks for the bug report!
And just to clear: Abot's Footprints works fully compatible with this mod since a few releases back π
In latest version there is a bug with 1st/3rd person switching.
When switching to 3rd person and back mod completely stops working. No bobbing, no body inertia, no footsteps sounds.
Requires complete restart of the game. Happens 100% of the time.
I also recommend to increase maximum allowed hands angle in body inertia tab. From 7 to something like 10 or even 15. For use with very high mouse sensitivity.
Any other conditions that makes this happen?
If you mean that you turn fast, and want the arms to follow after, that is what body intertia speed does. This value dictates how much in either direction (left or right along the green arrow) the arms are allowed to spin around the forward vector.
So, at a value of 180 degrees, the arms would be at the top of the screen pointing downwards π
Just to understand what it does.
That being said:
1. Was that not clear from the description in the MCM?
2. Do you still want a higher value to tweak with? (very easy fix)
As for arm rotation i clearly understand what it does (actually i made necesary adjustments myself and tried it in game before making suggestion). The reason for request was to make extremely fast camera movement more natural.
When the mod is frequently updated it is hard to keep track of personal adjustments. So i think there is no harm to ask for such simple change as increasing maximum range for a slider.
-
Another idea for even more realism:
local armTargetZ = 0
if sign < 0.1 then
armTargetZ = config.armMaxAngle -- turning left
elseif sign > 0.1 then
armTargetZ = -config.armMaxAngle -- turning right
end
Basically inverting rotation direction.
It turns this feature into "weapon inertia". So longer/heavier tip of the weapon slightly lags behind when you turn around.
On my to do list is still jumping and landing, but I also don't really feel I need them. Let me know if that is something you would want or not.
Still! Please share some ideas and feedback π
This is probably subjective/depending on my setup, but as you are asking...
personally I am using TAB as inventory open shortcut and the right mouse button to toggle POV between 1st/3rd person view/free vanity mode camera provided by MGE-XE. And I am switching between 1st/3rd person views very often,
When I switch point of view, the delay/adjustying camera movement before switching to 3rd pesron view starts feeling uncanny/annoying very soon.
As an alternative to fully disabling bobbing in 3rd person view, so far I found that skipping bob processing not only in vanity mode but also when the toggle POV keycombo is pressed makes the change immediate and less uncanny.
In case you are interested on adding a similar option and there is not already a simpler way in the headBob(e) code (which I probably don't fully understand), I'm currently using the keybindTested event to set a togglePOVisDown variable and skip things accordingly in headBob(e) with
if e.animationController.vanityCamera
or togglePOVisDown then
return
end
The event is like this
[edit]removed a useless cached variablelocal togglePOVisDown
local tes3_keyTransition_isDown = tes3.keyTransition.isDown
local function togglePOVkeybindTested(e)
if not e.result then
return
end
togglePOVisDown = (e.transition == tes3_keyTransition_isDown)
end
event.register('keybindTested', togglePOVkeybindTested, {filter = tes3.keybind.togglePOV})
Just to gather more info: Are you also using Steadicam? Steadicam makes transitions between 1st and 3rd person even longer. I am working at making my own implementation of what I like from Steadicam (body inertia specifically), so it won't be needed in the next release.
Will have a look at transitions a bit further on π
if tes3.hasCodePatchFeature(tes3.codePatchFeature.vanityCameraLock) then
enabling it only when it is of useevent.register('keybindTested', togglePOVkeybindTested, {filter = tes3.keybind.togglePOV})
end
[EDIT] also as safety measure in case for some reason the keybindTested does not fire resetting togglePOVisDown to false, a simple way could probably be resetting it directly from the bobbing event e.g.
if togglePOVisDown then
togglePOVisDown = false
return
end
No official support though, I just think it should work as is.
I am noticing jittery movement on the character only in 3rd person when at very high frame rates (looks fine at low frame rates), and I am not yet sure why.
It's a known issue, and recommendation for now is to disable 3rd person head bobbing in the MCM. It looks fine without it (like vanilla 3rd person), and it won't interfere with any of the 1st person stuff that the mod is really about. Will continue to investigate.