Fallout New Vegas
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57 comments

  1. silvergradient
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    is it possible to tilt camera in tfc?
    1. EPDGaffney
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      This mod isn't for tfc so not with this.  If you're asking about scripting functions, then as far as I ever knew, it wasn't, and a cursory check of what's documented doesn't reveal anything new, though I could have missed it as it was just a search of the documented function for 'cam'.
  2. Deadlock07
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    hmm, would it be possible to have the camera configuration change based on if a weapon is drawn or not? Only problem with the hotkeys is there is a single key used for both reloading and holstering. Also, aiming with (melee weapon holstered) or firing will draw the weapon too.

    Great mod btw. Truly the definitive camera mod.
    1. EPDGaffney
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      Being outdone isn't great but ZeBumper's mod may have more features than this one, possibly including what you're asking for.
      www.nexusmods.com/newvegas/mods/69089

      I do intend to fix up this and a lot of my mods when I get the time to do so, and features like that are things I may add, but I don't know when that will be.
    2. Deadlock07
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      Thanks for the recommendation. I'll check it out.

      Hey I'm still an avid user of your other mods, AP effects, music pack, LAWS, so consider me still a fan :)
    3. EPDGaffney
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      Cheers, mate.
  3. osamabinswaging
    osamabinswaging
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    Definetively ¨The Best Camera¨ mod out there. I was using Dynamic third person camera before this one.
    I didn´t realize dynamic camera was eating so many of my frames till I switched to this one.
    Besides, this one has all the features you´ll want in third person camera and is sooo smooth.
    Thanks Gaffney for this awesome mod.
    1. EPDGaffney
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      Very nice to read comments like these. Thanks for taking the time to leave one. Enjoy.
  4. Cahir Mawr Dyffryn
    Cahir Mawr Dyffryn
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    EDIT: Disregard this message. Problem was on my own end.

    Mod works as it should! :)
  5. SirDibble2
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    I swear.... everytime I come back to play TTW or NV You have released another awesome mod. Last time it was Aim View Switcher, now this.

    Can’t wait to go home and try this. Admiteddly i’m only really looking for the shoulder switching, but I wouldn’t be surprised if I fall in love with every other aspect of your mod.

    I also wanted to point out how much I appreciate your concern for compatibility, and customization. You put a hell of a lot of work into making your mods accessible AND thorough. Thanks.

    P.s. I should probably update Aim View Switcher while i’m at it!
    1. EPDGaffney
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      Missed this one, did you? I'm happy with the way this one came out, yeah. The convenience of being able to move my camera anywhere I want any time I want, and not having it situated primarily in my lower back when I sneak is I confess the sort of thing a person can really get used to. And the shoulder-switching comes with a customisable speed and offset, not to mention event-based scripting, so if it's all you use, I'd say you're doing all right.

      I also wanted to point out how much I appreciate your concern for compatibility, and customization. You put a hell of a lot of work into making your mods accessible AND thorough. Thanks.

      Haha, you got that right. Let me give you a little insight into that process. First, something doesn't go the way I want. In this example, let's say my character's shoe starts protruding from their face. My first thought, oh, need to fix that. Almost simultaneously, a voice in my head retorts, but what if someone WANTS their shoe to come out of their face and that's the entire reason they downloaded your mod? Oh my, sure we wouldn't want that now, all right let's give it a toggle. After five centuries of bug-testing, that tiny bit of a feature that used to be a bug works perfectly and I can have a cup of tea and upload the bloody thing.

      Anyway, a comment like this makes it so very worthwhile, so thank you for taking the time to say what you said. In case you missed my very latest offering, I have another take on fixing 3rd-person aiming, using the Resident Evil 4 laser sight. It's still in a (very serviceable) beta state, but you could do one hell of a lot worse. It's not exactly compatible with Aim View Switcher, though, so you'll have to take your pick.
    2. SirDibble2
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      I saw that one. That mod looks pretty cool too (and certainly not lacking in customization options either), but Aim View Switcher is now a must have for me. I even entirely replaced enhanced camera with it, which is saying something! I think i’ve been using that one since I first started modding NV.

      Your process sounds a lot like what happens to me when I start patching my bloated load orders. Hahaha. Next thing i know i’m making my own variation of a few mods mashed together so it’s juuuuust right. Never learned scripting though... guess I still could. I think I wanna be lazy and just play for a while instead.

      I’ll be keeping an eye out for anything else you put out. You’re quickly rising to the ranks of the modding greats, at the very least in my eyes. Thanks again!
    3. EPDGaffney
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      Scripting is my favourite part of modding. I do love all the other stuff, like textures and 3D modelling and so on, but there's so much you have to fight with when you try to get all that into this engine, and that includes simply using the GECK for level design. But when you script in GECK, at least now that we have I think over a thousand new functions from NVSE and JIP LN, and with Roy's GECK Extender, it's almost like coding a game in 2018. There's still a lot missing, but the ease of typing in what you want, saving, and loading it up to see a whole world of difference from a couple of lines of code is really something special.

      My next mod is nearly done but I put it on hold to work on New California. It's a health visuals mod. It covers AP as well as health, with customisable overlays for the AP. The health stuff can get kind of extreme, so there are perks you can take to deal with it, as well as some new chems (and a whole perk tree that goes with those). Really well balanced. The only thing left when I return is to make it fully compatible with ENB. I don't use ENB, so I hope anyone that does will be willing to test it for me when the time comes.

      Then I'm making a compass mod that mimics the sonar from Metal Gear Solid 3.

      And finally, my magnum opus, a work of years at this point, is not objectively the best quest mod to date, but certainly one that does an incredible amount of things no other quest mods do, and works hard to avoid making it all about relying on New Vegas's combat system (because, why rely on the weakest part of the game?) and without voice actors, I had to get quite inventive. My commitment to customisation in modding is applied here as well, in that every obstacle can be handled in approximately five ways, leading to very different paths in order to accomplish the things needed for each method. Gloomy Sunday Best is the name of that one.

      Then I retire from modding to resume game development, assuming nothing changes.

      So, that's what you have to look forward to. Most of it will eventually be combined into my Post-HUD World 'suite', GSB being the exception.
  6. Valianty
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    I dunno if this happen to anyone but after I load my game, the 3rd person camera will automatically adjusted a bit higher than my setting. Obviously I can just load up my saved setting on MCM but this is bit annoying. Worse part I get before, the camera will automatically centered on my pc but that rare issues.
    1. EPDGaffney
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      How often does this happen? Make sure you save your game after you make adjustments if you want them to be retained. I forgot what causes it to centre but it shouldn't ever happen if you save your game after adjusting the camera. For me, for example, I think it happened just one time and when I reasoned out what was causing it I decided it was fine (though I may have fixed it in 1.1 and don't even remember). I wish I remembered what it was so I could tell you.

      Is there any more information you can give me to help me track down the cause of your current problem? Are you using a gamepad or mouse/keyboard?
    2. Valianty
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      I use keyboard. On my TTW, the camera didn't readjust itself but on FNV the camera will get higher a bit. I don't know why but I think my FNV kind of broken lately however the only mod that adjust my FOV or camera are this mod and Iron Sights FOV (Zoom) Adjuster. I even disable FOV slider in case it interfere with my setting. I don't even understand why my camera get higher but it's not game breaking, more like little annoying.
    3. EPDGaffney
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      NV is really buggy and modding it can bring out all the bugs that you weren't seeing. I have seriously weird bugs that have followed me from one installation to the next but which no-one else experiences, like severed limbs cloning themselves if you leave a cell and come back, and lately my gun disappears but there can be a headless version of my character out in the distance somewhere that fires its gun when I press the fire button. And I have yet to track these down after disabling all mods that seem like decent suspects.

      Anyway, point is, I don't know how to reproduce this, so if I were you, if it happens all the time, I'd start disabling mods to track it down.

      Are you saying it moves higher, as in along the Z axis, or that it zooms out further?
    4. Valianty
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      I'm very agree with you. Right now the bug i have is Victor broken patrol path, he just patrol outside the saloon. I check through xedit and nothing touch his record nor his package and nothing in my mods that touching the navmesh. Buggy game but I love playing it. About your mod, I've plan to re-modding again from start because I think it my game fault to behave like that, not this mod's fault. So I called it false report then.
    5. EPDGaffney
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      Sounds like a good idea to me. Let me know if you keep having trouble. In a little while, when I get back, I'm going to upload a mod that adds Resident Evil 4's laser sight to all weapons (via script of course, so no compatibility issues). Knowing you're a third-person player, I thought you may be interested in that.
  7. dubiousintent
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    This sounds pretty cool, but I don't have 24 hotkeys free for something I will only use occasionally. I'm hard pressed to find one that isn't already in use. Can't tell from the description if this has some "gateway" key toggle or modifier to enable/distinguish "DCH" keystrokes from their other default definitions?

    Also wanted to point out that supposedly MCM can only handle 24 sets of mod configurations. So the INI file option is appreciated by those of us pushing that limit.

    -Dubious-
    1. EPDGaffney
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      Most of the hotkeys aren't integral to using the mod, so I wouldn't expect it to be a huge problem. Moving the camera along X and Z requires 4 hotkeys, but you can just do a one-time set-up with that and turn off the hotkeys if you really don't have any to spare.

      The shoulder-switch hotkey is the only one that I personally wouldn't play without assigning permanently, but again it's optional.

      Then there are three configuration slots, and each one can be assigned a save hotkey and a load hotkey, but it's not required to use any of them and that functionality is available in the MCM menu as well.

      The last one is for people that don't want the mouse wheel to zoom unless they're holding down a key that enables mouse-wheel zooming. Which obviously you don't need to assign if you aren't interested in that type of hotkey.

      I suppose the idea of a gateway hotkey didn't occur to me as I would have expected this to be either for real-time manipulation (and somewhat quickly, so no taking all your fingers away from their normal positions) or one-time initialisation. I think this should have cleared up what you would need to use the mod, so let me know if you still think you'd need a gateway key.

      My understanding was that it's actually 50 MCM menus that can be used per load order. I thought that sounded almost impossible to go over, so I didn't worry too much. But now I can't find confirmation on that. If it were 50 and not 24, would you still think the INI necessary? I suppose it wouldn't be a huge amount of work, but I don't know when I'd get to it.
    2. dubiousintent
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      That is certainly fewer "essential" hotkeys than 24. I'll have to give it a try and see how it works out before responding on the "gateway" key question.

      Roy Batty dropped the MCM 24 configs limit in a comment elsewhere. Might check with him. Unfortunately Pelinor left things locked up requiring his permission to make changes, but he hasn't been active since 2016.

      -Dubious-
    3. EPDGaffney
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      Sure, let me know what you think.

      On various forums I've seen people claim they have well over 24 MCM menus, but that may have been for other games. I doubt it's any different for NV, though, unless Pelinor for whatever reason only extended the XML on other versions, but I don't really see that being probable.

      Yeah, it's a little annoying sometimes how much more we could do with MCM just by adding a couple of lines of code to the mod, but that would in fairness bring about a situation where there'd likely be dozens of versions of MCM floating about, leading to lots of confusion. But I do wish someone had the rights to maintain and update the 'real' one in that case.

      Anyway, I did just open the XML and it looks to me like a limit of 24. Of course, if you were pushing that limit, you'd just need to copy some of the other lines and change the numbers in them, so it wouldn't be a problem for someone that felt comfortable doing that. I still want to double-check with Roy, though, in case I'm misreading this. I can see about doing an INI if necessary. It's more about the logic and integration with the current system than the INI itself that would be a bit of an obstacle, so I'll think about how I want to approach it.
    4. EPDGaffney
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      All right, so, from what we can tell, that limit is just for how many menus you can display on the side before it needs to scroll. This makes sense given the way people were talking about the large numbers of MCM menus they had but seeming to be people that would likely not edit XML files, just going by their lack of experience with modding/installing mods in a few cases.
    5. dubiousintent
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      Oh, a single screen display limit of 24 lines makes much more sense.Thanks for digging that out.
      -Dubious-
  8. Eferas
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    Also, could be possible to prevent the switch to first person when zooming all the way in, please?
    1. EPDGaffney
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      It's possible. I have to think of the most seamless way to integrate the idea but I came up with something just now, so I'll see how that works.
    2. Eferas
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      Thanks!
    3. EPDGaffney
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      I think the cleanest thing to do is to offer a hotkey to disable and enable mouse-zooming entirely. Does that work for you? There's no camera function that reads the zoom level of the camera, so everything involving it will necessarily be a little messy. What this means is that my idea of disabling the forwards zoom once the camera is zoomed in all the way, is not feasible. I thought I could enable it once you zoom backwards, but then there's no way to tell when to disable forward-zooming again, because the zoom level is inaccessible to scripts at the moment.

      I had another version of this mod that recoded zooming entirely, and it actually worked all right for the mouse (and disabled the POV-toggle via mouse wheel), but ruined the game for the controller. The problem I have with this is that it seems very likely to cause incompatibility with something, or include some serious oversight. I ran into engine-level bugs during testing, but I think I may have an idea to work round them. I'm just a little leery to release it as a public thing. Also, it would break other things in the mod, so I'd have to recode a lot of that, and I'm not actually positive it would contain no bugs.

      So, what do you think of simply having a hotkey that enables and disable mouse-wheel zoom as a toggle? or maybe zooming is disabled unless that key is pressed?
    4. Eferas
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      Uuh, that's actually a great idea! Camera zooming with the mouse wheel only when holding the hotkey, which is perfect if you have spare buttons on the mouse. This could free the mouse wheel to be used with other mods, like fps weapons wheel.
    5. EPDGaffney
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      Coming right up. Should be here later or to-morrow.
    6. EPDGaffney
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      It's up.
  9. Eferas
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    I'm loving this mod, but the sound disabling doesn't seem to work. I can still hear the sound.
    1. EPDGaffney
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      Hullo there. When do you hear the sound? Every time or are there some buttons that don't cause it to play and some that do? Do you use a controller? Maybe I forgot something with controllers, cos it worked fine for me and pappiman, but I didn't test with a controller and pappiman may not use one. I'll look at the code now.

      Also, I know it's been a while, but I do still plan to do that retexture for you. I just lose track of how much time passes sometimes.
    2. Eferas
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      lol I don't even remember what I asked you, don't worry about that anymore. xD
      I use the keyboard and I mapped the switched shoulder to F, which I unmapped before. I have to say, it used to work fine, but then it started playing the sound again.
    3. EPDGaffney
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      All right, that's good information. Maybe I forgot to make it save to the save file or something? Haven't found anything like that yet, though. Is it possible you just need to tick and untick the box again? So far, the only oversight I'm seeing was for controllers.

      Does the sound play when you switch between camera configurations or just when you switch shoulders?
    4. Eferas
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      Already tried toggling it on and off, didn't work. I play without the sneak script and it only happens when switching shoulders.
    5. EPDGaffney
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      That's really weird. I can't find anything wrong with the code so far. And it's just such a simple bit of code that governs this that I don't know how I could be missing it. I'll keep looking.
    6. Eferas
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      Would you like me to paste my mod list?
    7. EPDGaffney
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      Can't hurt I suppose, but I doubt it's a conflict. Unless I'm not thinking of something a little out there, what could influence whether or not it plays the sound should be limited to things within this mod.

      Try remapping the shoulder-switching hotkey to F again in the MCM menu and test again.

      If that doesn't work, do me a favour and run these console commands when the box to play the custom sound is ticked and unticked:

      SQV xx00A7C0 <where xx is the mod index of this mod>
      Tell me the value of bSoundCustom.

      set PHWSwitchKey to GetGlobalVariable PHWSwitchKey

      Edit: Thinking about it, I wonder if upgrading the mod mucked up some of the values in your save. Perhaps a clean install would fix it? That is, uninstall the mod, save the game, install the mod again (version 1.1 this time, as it contains your other request), and see what happens when you try to disable the sound.
  10. JenzAmaka
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    Works like a charm and all the features works just as I hoped it would.
    Although I do wonder why switch shoulder view plays equip sound when Advanced Camera Control mod does not. Is there a chance to have no equip sound when switching shoulder view?
    1. EPDGaffney
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      Never mind this archived post. See next one.
      Spoiler:  
      Show
      I had it like that before, and it just felt unfinished to me. I'll add in that option at some point. If you don't want to wait for me, open up the shoulder switch script (filter by PHW, as everything added by this mod starts with that), and comment out the line that reads
      PlaySound <UI Pickup Sound Name (sorry, forgot what it is)>

      Commenting out a line just means putting a semicolon at the beginning of it. If you messed up, the script will refuse to save, so it's kind of hard to mess up, I think.

      Edit: Sorry, it's in the UDF scripts that start the quest, PHWCameraUDFScript (for keyboard) and PHWGamepadCameraSwitchUDFScript (for controllers). I'm looking at how I want to implement this now, but again, just find
      PlaySound UIItemGenericUp
      and change it to
      ;PlaySound UIItemGenericUp
      if you don't want to wait for me.
    2. EPDGaffney
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      Well, if you never got to it, don't worry about it, as it's in the new update. Just tick the box to use the custom sound, and then it will be silent unless you add your own sound to replace the silent file.
    3. JenzAmaka
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      I tried the previous method but I just couldn't get the script saved in the Geck.
      Thanks for the update! The mod is now perfect.
    4. EPDGaffney
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      If you're not used to scripting, even something like that can seem overwhelming. Anyway, glad you're happy with the change.
    5. EPDGaffney
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      Have you run into any problems with the sound playing again? I can't reproduce it but Eferas is saying it used to work but now it's playing again. Just curious if you've had any similar experience.