Leaving this here for those interested in keeping their skeleton from xp32 but gaining the effect from this mod. Without this mod I could not be telling you this, so please endorse.
Depending on which versions you are using (of both this mod and xp32), the specific NiNode number and/or translation values may be different. So unless you are using the 50% version, don't go by my picture.
Firstly, you might want to make a backup of the XP32 mesh in case you mess something up. Then open up both of the corresponding meshes in Nifskope. Copy the highlighted values (look at the picture below) from this mod to the other. Save and enjoy.
Works as described. Thanks for taking the time to share these instructions.
EDIT: In addition to the values shown in that comparison pic, you also need to copy the values from the "NPC" and "NPC Root" nodes, otherwise the camera ends up being higher than normal.
That'll cause a problem with any mod that has first person animations that require xp32. I'm not sure how much of a problem though (anything from things moving wonky to a ctd).
For anyone still wondering - for me, the CTD problem was fixed by removing Joy of Perspective. No .nif edits necessary (good, 'cause HUH??) just disabled JoP and made sure this loaded after XP32. Works perfectly for me, and I don't really miss JoP - this is far more important.
Mmm, this....Kind of worked. Eventually. 75% has been my choice, Values which equate to x0, y7.5 ,z15
However. Plugging in these values, wasnt bad, but, was still a little up in the air. More than Id like to see. So I used the 100% values instead
The actual XP32 the nodes are: 3 8 >>697 <<
Using the 100% values, feels kind of like this files 75%. I dont think? the translations are precisely the same, though they are kind of close. I could experiment I suppose later, but for now, I finally have a fix for this. Not putting up a pic, but, at 0 , 10 , 20 I can see the entire head of a Steel Mace, but virtually none of the haft. Bows are defiantly low, but you see the draw with this. I think It might need a 87.5% setting. Which would be about 9.5 and 19ish. Alessandras dagger for example, I can see about 1/2 the blade give or take drawn.
I found using the 50% values do not really translate to much vertical movement. Some, but not a lot.
LL mesh here, is 11kb, vs the current xp32 skeleton with is 74! KB. I dont think you to use his old file from LE, in place of the current XP32 for SSE. Who knows what you;ll be missing out on.
As Mebantiza said what you are looking for in the current version is 0 > 3 > 8 > 697. For future reference in case it changes again, just look for the name "CME Camera1st[Cam1]" as that seems to remain the same between versions.
is there a way to remove the effect on bows? im using archery gameplay overhaul and it makes the bows act wonkey i like the effect on other weapons tho, can anyone help me?
Hey, thanks for replying as I forgot to come back and edit this. I have been using them together and they are fully compatible, for me at least. The bow appears lower down, as it should, but it does not break any animations or anything. I use the 50% version.
I feel sorry but I i'm using Xpmse, AGO, IFPV and L1PW like nemocdt and it is compatible for me. With a choice about 50%, I no longer see my bow but the arrow. With a specific animation of the arrow regarding to the direction my chars is running, the view is simply perfect now. No longer bow, just the arrow with the animations.
is there a way to remove the effect on bows? im using archery gameplay overhaul and it makes the bows act wonkey i like the effect on other weapons tho, can anyone help me?
uh guh wuh im tired of having to reinstall this because of xp32 but im too lazy to do what theludd told me so i just reinstall it every single time i have to deploy my mods in vortex, works 90% of the time
I really like this mod but I have 2 slight issues with it. I was wondering if its possible to not have torches and shields lowered, specially torches because its a bit too disorienting having a bright torch covering the top left of the screen.
69 comments
Depending on which versions you are using (of both this mod and xp32), the specific NiNode number and/or translation values may be different. So unless you are using the 50% version, don't go by my picture.
Firstly, you might want to make a backup of the XP32 mesh in case you mess something up. Then open up both of the corresponding meshes in Nifskope.
Copy the highlighted values (look at the picture below) from this mod to the other. Save and enjoy.
Comparison pic.
EDIT: In addition to the values shown in that comparison pic, you also need to copy the values from the "NPC" and "NPC Root" nodes, otherwise the camera ends up being higher than normal.
Love the mod
Great mod, I can see now! Thank you!!
However. Plugging in these values, wasnt bad, but, was still a little up in the air. More than Id like to see. So I used the 100% values instead
The actual XP32 the nodes are:
3
8
>>697 <<
Using the 100% values, feels kind of like this files 75%. I dont think? the translations are precisely the same, though they are kind of close. I could experiment I suppose later, but for now, I finally have a fix for this. Not putting up a pic, but, at 0 , 10 , 20 I can see the entire head of a Steel Mace, but virtually none of the haft. Bows are defiantly low, but you see the draw with this. I think It might need a 87.5% setting. Which would be about 9.5 and 19ish.
Alessandras dagger for example, I can see about 1/2 the blade give or take drawn.
I found using the 50% values do not really translate to much vertical movement. Some, but not a lot.
LL mesh here, is 11kb, vs the current xp32 skeleton with is 74! KB. I dont think you to use his old file from LE, in place of the current XP32 for SSE. Who knows what you;ll be missing out on.
You dont need to run FNIS.
However, with recent xp32 skeleton updates there are no such values (672 NiNode) in xp32 file as in your picture anymore...