+1 YES! I like the concept of the mod, but clipping through the walls and seeing the void breaks immersion...and is kinda scary XD. Also, it is kinda annoying when fighting inside a boat or a small structure and not being able to see the battle cause your camera is outside of it.
That mod doesn't seem to work with tables and posts. I'm guessing its because they are also categorized as Statics(same with walls) and so in order to bring back collision to walls, you need to turn back collision for Statics as a whole which include tables, posts, and signs.
Nifty idea, but I don't think that it's quite there yet. The camera wants to collide with occlusion planes, for example. Equally it wants to collide with double-sided walls, but not walls only visible from one size. Unfortunately, there isn't an explicit way to include only a specific set of objects and exclude another, only existing categories of objects.
Is there a way to prevent the 3rd person camera from going inside the characters meshes? this has always annoyed me -> https://pixeldrain.com/u/S47o8x2E
Edit: I would rather have the character dissappearing but only just before the camera clips with the body; is this not possible either? :(
As others have mentioned, having the camera swing outside into the void (or having the view filled with the door you just teleported through) can be a little jarring on the immersion factor. Looking in xEdit, it seems that the only way to avoid this is to re-enable collision for L_STATIC.
I had a look to see if there could be a middle ground - could I add doors and walls to the collision list, without affecting every static in the game. It looks as if there is already a pre-defined list of collision "layers" to choose from, so I'm assuming the game doesn't allow us to get any more granular than that. For now I'm going to try reverting the change to L_STATIC and see how I get on.
I don't think I want the camera to go sailing through walls and floors, but other than that, I like what you've done with the mod. Thanks and take my endorsement!
Just what I was looking for, endorsed thank you so much!
If anyone has some sort of solution/cover up for the void beyond walls I'd love to hear it. Maybe like a black filter or something more plain. It looks like a skybox or something on my end, but I have no idea how that works. Either way it's the lesser of two evils versus the constant camera adjustment in dungeons.
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Which part should we change in xEdit?
Can you make it toggleable via MCM or .ini ? Pleaseee
Edit: I would rather have the character dissappearing but only just before the camera clips with the body; is this not possible either? :(
As others have mentioned, having the camera swing outside into the void (or having the view filled with the door you just teleported through) can be a little jarring on the immersion factor. Looking in xEdit, it seems that the only way to avoid this is to re-enable collision for L_STATIC.
I had a look to see if there could be a middle ground - could I add doors and walls to the collision list, without affecting every static in the game.
It looks as if there is already a pre-defined list of collision "layers" to choose from, so I'm assuming the game doesn't allow us to get any more granular than that. For now I'm going to try reverting the change to L_STATIC and see how I get on.
I don't think I want the camera to go sailing through walls and floors, but other than that, I like what you've done with the mod.
Thanks and take my endorsement!
If anyone has some sort of solution/cover up for the void beyond walls I'd love to hear it. Maybe like a black filter or something more plain. It looks like a skybox or something on my end, but I have no idea how that works. Either way it's the lesser of two evils versus the constant camera adjustment in dungeons.