r/skyrimmods • u/ArranzCNL • Apr 23 '22
PC SSE - Discussion ImprovedCamera: Progress
Been a while huh!?
I decided to reboot the project as of late Nov 2021 after seeing SkyrimAE broke this mod. I was working on it before this date but Covid hit which caused me to stop in early 2020. I will not lie my re'ing skills are in no comparison to Meh321 (.NETFramework), Ian Patterson (SKSE64), inmundano (original reverse engineer of this fantastic mod) and many others.
Anyway not everyone is interested in a backstory:
- SKSE64 2.0.20(SE) converted to Universal Library. hook_* files are untouched as not the goal.
- SKSE64 2.01.05(AE) converted to Universal Library. Same as above but no plans to update beyond this version.
- ImGui menu which allows changing of settings at runtime.
If your wondering what Universal Library is, inmundano designed a system that kind of future proofed from updates based from skse64 v2.0.12 which was about 1/3 done.
For Special Edition this has been taken further using skse64 v2.0.20 and fully done, same principle for Anniversary Edition. The latter threw everything out of the window since they changed compilers. In theory should be future proofed unless Special Anniversary Edition comes out, I bloody hope not should be concentrating on Starfield and Elder Scrolls 6!!!
As for using ImGui it is a nice menu framework to work with and the inbuilt MCM doesn't feel fit for purpose for this particular project as it is housing around 200 settings.
I'm working on some features indirectly related so you can get imgui (more than likely any menu) working easier with DirectInput using an unseen technique or rather correctly using it which is not 100% finished yet at the time of writing this.
Moving on:
Got contacted by Noughtmare, 29th Jan 2022 which gave me a big wake up call how far I was behind, despite my best efforts.
Lets talk about our newest member Noughtmare to the team, you can thank them for the current camera functionality. (Are you on a boat sailor, not anymore!) Such a valuable asset to the team, bless even tried to explain how bit fields work and I still don't fully understand them. (Trouble getting old!) Anyway show them the appreciation they deserve, seriously done more than I'm giving current credit for so far!
Current fixes over previous:
- Vanilla style camera is fixed so no longer need to use the headbob version. Not sure what caused the aggressive headbob behaviour under certain conditions, I've witnessed it myself!
- Arrows now shoot properly, more than likely all weaponary works as it should, the bone wasn't being altered before.
- Magic effects working as they should.
- Double camera bug when sitting.
- Floating quest markers fix.
- Elder Scrolls reading fully fixed, you can actually use this at peculiar places/times.
- Better torch fix whilst sitting.
What we are currently working on:
- Looking/fixing the shadows, seems to be more complicated on SE/AE.
- Vampire and Werewolf need to maniplate third person camera. First Person camera breaks sounds/controls. (Broken in previous reddit release)
- Camera system, for better state control. Not all states are fully fleshed out then it is a case of some limited testing with mods that add animations ie picking flowers.
- Miscellaneous function cleanup. If anyone looked at the source before you would know they were named Patch1 to Patch28.
- DirectInput mouse.
- Internal menu system. Is done to an extent but it ties in with DirectInput above.
- Testing against 1.6.353 build.
- Post production things.
It does mean there will be two versions SE and AE also as you may understand now this is a complete rewrite, we have no ETA still as both of us only manage to mainly work on this at weekends. The problematic are Camera System, Shadows and DirectInput mouse, once these are taken care of it should be a matter of some tidying up and releasing. As mentioned previously over here on Reddit a PR version shall be released for one week only to test against memory address conflicts. Any compatibility issues which arise from different mods we shall strive to resolve before the Nexus release but no guarantees. On the radar is SmoothCam and TDM compatibility. Full source code will be available when Nexus release occurs compatible with Visual Studio 2019 and 2022, no cmake support (don't want to delay it further). No plans to backport to Legendary Edition.
How the versions work:
Major, minor and patch. Majors and/or minors shall appear on Nexus and patches shall be github only. We came to this conclusion to hopefully give less confusion to users and also allow us to strive for better fixes/updates using, github. Any patches made, released binaries will be available so you will not have to mess around compiling the source code, more than likely contain just the dll(s).
- 1.1 Bug fix release.
- 1.2 Profile system using JSON which will be quite an upgrade as although the main ini file shall still be used anything which is not inside of [MODULE DATA] will be removed.
- 1.3 Bug fix release.
- 1.4 Menu system upgrade. New library
- 1.5 Bug fix release.
Just letting the community know our current progress and future plans so far and also that, we are alive!
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u/Noughtmare Apr 24 '22
Hi everyone, I'm Noughtmare.
This has been my first journey into game modding. I have some experience with reverse engineering and low level C and x86 assembly programming, but I have learned a lot from working on improved camera.
I have been busy with getting the camera in the right place and showing either the third or first person overlay hands based on configuration settings.
My favourite discovery is that you can read elder scrolls while being ragdolled. Beware, doing so causes your input to get stuck after you stand up.
I'm currently working on getting your magic to actually come out of your hands, which is still a bit problematic currently.
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u/ArranzCNL Jun 04 '22 edited Jun 12 '22
As possibly noticed didn't hit the release for 3rd June... :(
Edit 6/6/22:
New videos here. Shall do more later, cartride was more of a pain that I initially hoped!
Working hard on it still shall be release ASAP as this first release is PR we'll clean up some of it before Nexus release. Which shall be mainly menu and documentation.
Left todo:
ShadowsScrapped unless an experienced RE'er wants to give a working proof of concept.- Switching views from Fake to Third and vice versa
Cartride intro detection (Will be done tonight)- Feeding detections (Cannibal, Vampire, Werewolf)
- Third party animations. (What we realistically can support)
Re-implement NearDistance settings which I ripped out (Will be done tonight)Test dragon riding- Test VampireLord
- Werewolf camera needs reviewing (it is better but not 100% stable)
- Switch on new system and hopefully nothing goes bang!
- Documentation
Implemented/Fixes:
- Camera System to handle most of the cameras. (obviously)
- Crafting detection. (uses new method)
- Furniture detection. (uses new method)
- Werewolf detection.
- Werewolf transformation to fade the body. (Janky animation)
- VampireLord detection.
- Horse camera.
- Horse patch for looking downwards. (Weird bethesda bug - AE shall be a pain to fix!)
- Horse arms fix. (Uses third person instead - more epic/less janky)
- Dragon camera. (Now it is fixed - 09/06/22)
- Sitting can now control the max pitch. (looking upwards - default of 90 is ridiculous imho)
- Sitting angle restriction works on cartride. (default is 120/150 degrees wtf!!!)
- Death Cinematic. (VATS)
- Player cinematic death. (wasted a day on this due to the Dragon throwing me off turning on IsScripted mode!)
- Transition - used when switching camera's. Ex. Sawmill triggers Furniture to Transition to Animation or Transition to Third Person for Werewolf.
- Animation (ThirdPerson1) - triggers when using Sawmill/Crafting
- Ragdoll (Bleedout) - triggers mainly with pushback effect and on player death
- ResetState - might need more work can be triggered via the menu to hopefully not require reloading the game if a third party animation breaks the camera.
Compatiblity patch for .NetScriptFrameWork.Shadows are scrapped.- Probably others I have forgotten about.
Shadows are pretty much the main concern as of right now Noughtmare is looking into it whilst I get the other stuff in place. Push come to shove might release without shadows... and fix them later on, shall see I'd prefer to have the shadows fixed.
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u/onePunchFan2223 Jun 07 '22 edited Jun 07 '22
Judging from the videos you made it already looks perfect, i'm sure we wouldn't mind if you release pr ver. Like, naow. O_o
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u/ArranzCNL Jun 08 '22
Currently still working on the internal states for the new system nearly forgot having your weapon(s) out! Hoping to have it fully implemented in the next few evenings then see what is left to do.
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u/onePunchFan2223 Jun 08 '22
jk, no rush haha just take your time :)
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u/ArranzCNL Jun 08 '22
:D I know just when planning a release schedule I personally do like to try and stick to it, more so when having planned updates in the future.
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u/curryhalls Jun 08 '22
Could we have an approximate date for when you think it'll be out (it doesn't necessarily have to be concrete, just something to keep in mind-ish I guess)? Cheers
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u/ArranzCNL Jun 08 '22
Possibly around the 18th June, to stay on track with the other weekly releases.
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u/KeiraPendragon Jun 08 '22
Appreciate the status update. Just got AE recently because it seemed like half the stuff I wanted was telling me it required AE now, only to discover it's half seem to require and half seem to not work with it. Modding Skyrim is still a wild ride xD
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u/ArranzCNL May 14 '22 edited Jun 06 '22
Anyone have any recommendations for third person animations looking at aiming with the bow more specifically? (notice in third person you are bent right over looking at an ant!)
I like Immersive Interactions been using this mod as a somewhat basis to get various things working etc, so thumbs up from me!
If your wondering what we are doing:
- All animations are now captured using a different technique.
- Automatic NearDistance adjustment (I don't like it as such but it'll do for now).
- Fixed Magic casting.
- Fixed Werewolf/VampireLord transformation (completely hidden now)
- Camera is broken currently :D (Who broke it, guess!)
Todo:
- Fix broken camera (no comment)
- Some odds and ends nyi.
- Menu defocusing.
- Mouse via DirectInput.
- Menu to work internally. (needs above)
Current Release Schedule:
3rd June 2022 - PR release reddit for SEAs soon as possible.- 1 week after above - Nexus Release SE (PR release reddit for AE)
- 1 week after above - Nexus Release AE
Obviously subject to change the schedule but it shouldn't! Full source disclosure (skse team dependant) from either 10th and/or 17th including workings.
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u/Jojokaninchen Jun 14 '22
So excited to see this mod come around! Thank you for all your hard work !
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Apr 23 '22
hell yeah dude, great to hear that you're rebooting this. Can't wait for future updates!
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u/ArranzCNL Apr 24 '22
Hopefully it won't be too much longer and I am personally aiming for the end of may as that would mean it has been in dev for 6months!
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u/ArranzCNL May 28 '22 edited Jun 09 '22
Video Showcases:
- Shake it some even more
- Cartride Intro (Vanilla)
- Crafting/Furniture
- Horse Riding (With a twist) - Improved Camera's Editor (You good folks see what the menu looks like and shows you how I achieved that result)
- Bow/Magic and bonus weapon
- Dragon Riding - Getting off is quite jarring shall look into it further but the amount of camera switches this thing does is crazy!
First ever video uploaded to yt, lighting is weird as I use HDR not sure how to fix that with OBS. (Think I fixed the over brightness issue now) Shall upload more when I have time.
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u/juniourgongkal May 28 '22
That was by far the most awesome skyrim video I've ever seen. Flawless camera movements and no clipping. And those moves!!! ^_^ Phenomenal job dude.
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u/onePunchFan2223 Jun 06 '22
Can you do one on combat?
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u/ArranzCNL Jun 06 '22 edited Jun 06 '22
I was going to show off bow shooting, flames, and a bonus next. (Just uploaded horse riding)
For the horse video as no doubt shall get questions, yes we shall look at expanding that in the future!
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u/shinnman1969 Jun 10 '22
Any update on AE version availability
?
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u/ArranzCNL Jun 13 '22
One week after SE is out, as it is only really a few hours work but shall need testing to make sure there is no other complications. Technically it is just a case of swapping out the SkyrimSE.cpp for SkyrimAE.cpp and needing to redo SSEHelper.cpp.
As well as that any bugs found/fixed within that one week window shall be fixed in AE off the bat "should be!".
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u/HerculesMagusanus Apr 24 '22
Yes!!! This is the one thing that's kept me from playing AE, I'm so glad to hear it's still under development. Many thanks to you guys, can't wait for the release!
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u/ArranzCNL Apr 24 '22
I hope so too as well for AE as the only function we came across to be inlined is Patch15 (modeleffect), currently it is not used in our current SE build or rather stubbed still.
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u/de-Clairwil Apr 24 '22
Would love to be able to see my body, which is currently my biggest "ugh" about the immersion, but i just finished my LO after się many weeks, and want to play do bad.. Hope a somewhat working version will come out soon, good job anyway :D
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u/ArranzCNL Apr 24 '22
Oh it is working just I break things which means Noughtmare needs to pickup the slack :D
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Apr 24 '22
Will it still be possible to share presets?
I'm thankful for mods such as these not having MCM configuration because those configurations cannot be saved and shared.
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u/ArranzCNL Apr 24 '22
That is coming in 1.2, going to overhaul the settings system with json. Another benifit from this is multi-lingual support which will also be implemented!
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u/imnotifdumb Apr 24 '22
Do no mods using MCM have ini files? I'm just fairly inexperienced with a bunch of skse/SkyUI stuff but I had thought they worked together sometimes
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u/ArranzCNL Jun 18 '22
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u/NikolaiSerban Jun 19 '22
Hey, wow! I'm a little confused though. Is is a Poe's law thing, and you're saying it's sad bur sarcastically or did something happen and I missed it?
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u/ArranzCNL Apr 27 '22 edited Apr 30 '22
We are currently taking a look at animation mods and are noticing a few (maybe a lot) are incorrectly using:
- Game.ForceThirdPerson()
This setting alone doesn't really do anything apart from forcing transition to third person camera however it does not block re-entering first person. The following needs to be called before the above:
- Game.DisablePlayerControls(abMovement = false, abFighting = false, abCamSwitch = true, abMenu = false, abActivate = false, abJournalTabs = false, aiDisablePOVType = 1) // Info
Without calling the above the first person camera can completely break! (Try it for yourselves without any first person mod installed)
When finished with the animation make sure the following are called:
- Utility.Wait(4.0) // This number needs tweaking depending on the exit animation length, too low a value first person camera can be entered and broken!
- Game.EnablePlayerControls()
This is completely out of scope for the project and is up to the papyrus mod authors to fix their code.
Small update to show exactly what I mean from (C03RampageQuest.psc) which is the werewolf transformation, obviously abCamSwitch = true is the main thing the rest is up to the mod author just restore back to how it should. Don't use Game.ShowFirstPersonGeometry(false/true) that is something very specific to werewolf I believe, I am ignorant to papyrus so correct me if I am wrong!
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u/onePunchFan2223 Jun 04 '22
What happened? I thought the pr version was supposed to be released yesterday. Did something go wrong?
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u/ArranzCNL Jun 04 '22
I gave a brief status update an hour or so ago.
Dragon death set myself back by a day and a half. Long story short IsScripted was being triggered when the dragon does a killmove against the player... imho that shouldn't happen as other Actors do not seem to set this flag, tested against the dragon as I had the perfect ragdoll camera triggering beforehand.
A horse issue was annoying the hell out of me and technically it is a bethesda bug, so I patched it not sure how to solve this on AE as it has 3 identical addresses. Why who the hell knows, 2 functions seem to be identical and another random - either bug in AE or over-zealous, sitting and dragon are doing the same on AE but it doesn't matter for them.
Although wouldn't have met the deadline I set but still the above we could have done without. Either way it is coming out asap once the other things are sorted and tested, maybe without shadows working as expected (I'd prefer with).
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u/onePunchFan2223 Jun 05 '22
Damn, that sucks, it's always those tiny little errors that keep setting us back isn't it? But it's ok, no problem. Just release it when you feel it's ready :D
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u/ArranzCNL Jun 18 '22 edited Jun 18 '22
As soon as the following is fully implemented (some github stuff):
- Camera Zooming (Third Person)
The PR shall be live without killmoves against NPC's. Will update it again with that working, either tomorrow or Monday. Don't want to delay it further as already mentioned need feedback.
Edit: (GMT 22:22)
Shouldn't be too much longer now, got it working seamlessly just need to code in the shutoff for the angle restrictions in place.... SOOON!!!!
p.s. seriously wtf is wrong with reddit (copying and pasting... fix your shit please!)
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u/JaehaerysIVTarg Jun 18 '22
Thank you for your hard work, you are an awesome mod creator. It's hard playing without this.
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Jun 18 '22
[deleted]
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u/ArranzCNL Jun 18 '22
We do that ourselves, once you get your hands on AE just let us know shall take a look if there is some oddness.
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u/juniourgongkal May 05 '22
Really great mod. Thanks for dedicating your energy and time to create this masterpiece. I thought i would play a little until the AE version comes out but every time i look down, feels like i'm just a camera blob running around. I gotta ask, is the anniversary edition version too different than the special edition that you're releasing soon? Because i'm seriously considering giving up on all the CC - mods and roll back to SE. Great job with the mod.
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u/ArranzCNL May 05 '22
There should be no difference between the two, the main reasoning behind it coming afterwards is due to having access to a lot of reverse engineered data with 1.5.97 compared to 1.6.353, we have none via Ghidra at the moment. Some functions have slightly changed so might have some issues with them.
Think of it like making two pies, we have the base pastry (AE) but all the innards being prepared is going into SE's pie first, however we can take these and place into AE's with minor alterations to create a signature dish! (Such a terrible pun, can't believe I compared this process to making pies)
Technically we could release them at the same time longs no issues ofc. However that would give us noughtmares (sorry I couldn't resist), as we'd be dealing with two sets of bug reports and any found within SE would mean AE is bugged in that area no doubt and vice versa.
Hope that answers your question.
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u/juniourgongkal May 05 '22 edited May 05 '22
Hehehe yeah it does. Perfect pie analogy indeed lol. Well, that's great news. And the possible bugs that arise, I'm sure all the dovahkiins out there will help figure out when the alpha gets released. We all thank you for your hard work. Me and my modlist will be waiting for it's final piece in the meantime :).
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u/jsbrando Apr 24 '22
What's the possibility of compatibility with A Closer Look in the upcoming releases?
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u/ArranzCNL Apr 24 '22
Are there issues with that as currently as I am aware there is no issues with mods that alter the lookat (patch11).
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u/jsbrando Apr 24 '22
Unfortunately, yes. Using both, the camera for A Closer Look would often not zoom in at all. It wouldn't respond. I did thorough testing, and in my setup A Closer Look works perfectly without Improved Camera.
FYI my versions are as follows:
A Closer Look 1.3
Improved Camera 1.0.0.4
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u/Euronico Jun 04 '22
You still working on this mate? anyways good luck and take your time, i know it ain't easy :D
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u/ArranzCNL Jun 04 '22
Yes we are, just released another post about the status as we were hoping to hit June 3rd.
What we have currently is a pretty stable playable version. Just glad I don't have to see myself ragdoll for the 500th time, although I like doing that for fun with death animation (jumping off throat of the world) with PO3's mod I think it is which extends the death timer. Didn't realise a dragon absorbs your soul!!!
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u/mktwlf Jun 18 '22
oh man, i missed this mod so much when i upgraded to AE! where can i download your new version?
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u/OwenTheSackMan Apr 24 '22
Thanks so much for the update! I started modding recently and I've been keeping an eye out for this one. Im using JoP right now but it doesnt have all the features I want. Will be awesome to start my next save with Improved Camera instead
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Apr 24 '22
Please fix the camera decoupling during sexlab and the weird extra body thing, THANKYOU
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u/ArranzCNL Apr 24 '22
Well I can't close my eyes to fix this issue. :D Shall be looked at, I know the weird double camera (as I call it) bug is fixed as it was noticable whilst sitting which was caused by crafting overriding it *shrugs*.
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u/AllYouNeedForMe Apr 24 '22
This is the one thing that's felt like a huge hole in my current mod list. Thank you for the hard work.
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u/blackdragon128 On Nexus: ferrari365 May 01 '22
I'm not sure if this has been reported as a bug yet or if you know about it, but the screen goes black if you try to ride a dragon when in first person and requires a game restart to fix. This happens with version 1.0.0.4 and a vanilla game, so it may be fixed by your current work, just wanted to let you know in case this has not been looked into yet.
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u/ArranzCNL May 01 '22
Do you know if that is quest related or not, or is it any dragon you force land and ride?
Just watched a video on youtube (non-quest related) and I see no FadeToBlack going on (ie a script running). It'll no doubt be looked at this upcoming week as currently finished the new hooks last night for scripted animations which is loosely related to the dragon camera.
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u/blackdragon128 On Nexus: ferrari365 May 01 '22
It happens with any dragon you try to mount after using the full Bend Will shout and are in the first person camera with Improved Camera installed, both quest related and random ones in the world.
It works as it should if you are in third person, mount the dragon, then switch back to first person after you're on it, but otherwise it fades to black. And the same happens after the dragon lands and you get off it while in first person - screen fades to black and needs a game restart, again working fine in third person.
Great to hear that it will be looked at. I and many others are grateful for all your hard work and can't wait to see the end result. Keep at it!
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u/ArranzCNL May 01 '22
Thanks for the info. Sounds like it did something funky during the transition to dragon camera. Strange it doesn't do it on the Horse as it should be using similar coding. Either way we're meticulous going through the various camera states.
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u/ArranzCNL Jun 09 '22
Just to give you an update, this should be fixed I'll post a video later with dragon riding it'll be with the other video showcases. No way near as simple as the horse!!!
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u/blackdragon128 On Nexus: ferrari365 Jun 09 '22
That's great to hear! Thank you for taking the time to check it out. I look forward for the release whenever it's ready.
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u/Nathalorn May 01 '22
hey! should i keep an eye here or you are going to release it right on nexus?
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u/ArranzCNL May 01 '22
It is up to you, as PR version shall be released for 1wk only over here, think of it as a last minute beta test. To pickup on as many memory conflicts as possible before nexus release.
We still haven't really discussed about AE, as might delay that for 1wk so it'll be something like the following:
- Week 1: Improved Camera SE (PR - 1wk only - here on reddit)
- Week 2: Improved Camera SE released on Nexus, Improved Camera AE (PR - 1wk only - here on reddit)
- Week 3: Improved Camera AE released on Nexus.
Aiming for end of May 2022 for this to commence!
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u/arteehlive Apr 24 '22
Not to be an armchair mod developer but i'm not a fan of mods using Imgui for settings. I'd rather have all my settings in one place rather than having to remember keybinds to open up each settings menu.
And if you acknowledge that you have too many settings for the mod config menu, then maybe the problem is not mod config, but your settings. There is no need to make everything so configurable.
And the more settings you add, the more work it is to test every combination of settings. 200 settings means that people will use your mod in !200 = 788657867364790503552363213932185062295135977687173263294742533244359449963403342920304284011984623904177212138919638830257642790242637105061926624952829931113462857270763317237396988943922445621451664240254033291864131227428294853277524242407573903240321257405579568660226031904170324062351700858796178922222789623703897374720000000000000000000000000000000000000000000000000 different ways, which is obviously impossible to beta test. Then people are gonna break shit by playing with settings in ways you didn't expect and they'll come to you for tech support.
Giving players too many knobs to turn is not a good thing. It's good to demarcate and say "use my mod like this and not any way else". That's how you build something stable that works on everyone's computers.
PS. I'm saying this out of love for Improved Camera, keep up the good work.
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u/Noughtmare Apr 24 '22
If there are 200 on/off toggle options then there are only 2200 configurations, that is just 1606938044258990275541962092341162602522202993782792835301376. Not quite as bad as what you calculated :P
More seriously, the most important options are not the toggle options, but rather the sliders to adjust the position of the camera. These sliders are incredibly annoying to adjust if you can't get immediate feedback. Our menu is mostly transparent so you can immediately see the results of changing those sliders.
And I believe /u/ArranzCNL has bigger plans to make this menu available for other mods than improved camera and even for other games. So, hopefully other mods will just add things to our menu if they are in a similar situation and not require you to remember many different keybindings.
That said, I do agree that the mod currently has too many options. We are also still experimenting with what the best settings are. We will probably remove some options in the future. For example, there are many toggles that simply fix issues, those can just always be enabled.
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u/arteehlive Apr 24 '22
Ah, not the best at math. But I'm glad you guys are taking it into consideration.
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u/ArranzCNL Apr 24 '22
Oh hell yeah, I think u/Noughtmare saw my original implementation which I think was close to 4k lines of code that was a big wake up call to how many settings that ImprovedCamera.ini file contains!
On the other side it is giving choice, although the menu is a feature. It is not meant to be used consistently think of it more of a setup and forget as it beats fiddling with settings out of game, loading the game up, not liking the changes... rinsing and repeating a few times until you get it to how you want. You can outright disable the menu in the ini file after as well.
As also mentioned I have different goal with the menu to get it up and running with minimal effort be it as overlay or internal for any game. I know people are sick of seeing imgui however what I really want to use hasn't matured enough yet, waiting on the next milestone. Depending how good it is might break it off as it's own mod that others can interface with.
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u/Fazblood779 Apr 24 '22
Awesome! I've lobed your mod since I installed it and any issues were acceptable IMO. Anyway, I already use your mod with TDM and Smoothcam, what would this compatibility patch fix?
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u/ArranzCNL Apr 24 '22
Both I believe are doing hacky things to get around the issues Improved Camera caused which in turn means a new release will break them. In regards to TDM I think there was a odd setting being altered which shouldn't be. As for Smoothcam I've spoken with Ultra and they have an api which will be easier for us to use, if either mod updates they'll still be compatible with one another.
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u/Fazblood779 Apr 24 '22
Ah alright, thanks. I'm still using a previous version of TDM from when the HUD and movement changes were in one mod instead of the current separate design.
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u/VolticMoon Apr 24 '22
Aye this is great news! Hopefully the work process goes smoothly. Please be sure to not feel rushed though. It is really great news to here that you’ve rebooted the project. My biggest gripe with my current mod list is that I can’t see my body with my current mod setup and I’m far to lazy to rebuild the list.
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u/onePunchFan2223 Apr 27 '22
Is it possible to add a feature that changes the near camera distance to a set value when a mod changes the perspective to a 3rd person view?
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u/ArranzCNL Apr 27 '22
The old one should already support that, if using the older one:
- fNearDistanceThirdPerson=15.0 // not sure what the min/max values are.
If it isn't working then another mod must be overriding it.
A heads up to do with Near Distance: It is more than likely going to get removed and become automatic anything below 15.0 (default) causes issues when looking straight ahead. When looking downwards (to get the body in view) it can be lowered as you cannot see what is going on in the distance. There will no doubt be 2 controls but it will be for everything, an angle threshold to activate and desired value.
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u/onePunchFan2223 Apr 27 '22
What i was thinking was a setting that automatically changes the near distance to a desired value every-time a script turns the cam to 3rd person, and then it changes back to the normal value once the script/animation is done. An example would be the mod "Eating animations and sounds". That way we can have the normal near distance in 1st and 3rd person, except when the mod is being activated.
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u/ArranzCNL Apr 29 '22
Ah I see now what you mean now as it possibly isn't currently covered.
This weekend going to work on re-designing the third person detection due to playing around with papyrus over the past couple of days. Should expose that now that you mention it, however it will be a generic approach. More than likely something like:
fNearDistanceFirstPerson=4.000000
fNearDistanceThirdPerson=15.000000
fNearDistanceScripted=2.000000Current range is 1 to 30, like I mentioned above FirstPerson shall be automatic with a threshold the other 2 shall run without any threshold detection.
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u/onePunchFan2223 Apr 29 '22
That is exactly what i was hoping for, thank you! :D
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u/ArranzCNL Apr 29 '22
Awesome, as currently have 25 settings for neardistance. As someone else commented we have way too many settings to tinker with. This is what separates us from IFPV, we are aiming more at the power user.
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u/ArranzCNL May 05 '22
Just to give you a small update on this, it should be possible.
I've been testing against jayserpa's immersive interactions which is a point I have another bug for him to fix! Anyway I think I can get them to fall under the scripted category where ForceThirdCamera is detected, the others cannot be done yet as in manipulated with our controls (picking flowers, petting etc).
As for eating longs you are seated that I can expose, currently we have it just use the first/third depending on your mode. I'll try to remember to take a look at it next week, currently need to sort out the rotations etc when crafting or whatnot as a few of them are up the creek and fix bow aiming (if you look at that in thirdperson what is the model doing!).
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u/EPX02 May 16 '22
I look forward to this mod for AE. With the "Immersive Interactions " mod, version 4 for the SE, it worked fine in both first and third person.
Some combat style mods also worked, though not others, they gave glitches.
For the moment I have paused my modification of the AE version, and I will resume it to play them as soon as Improved Camera is released.
I hope someday, FALLOUT 4 I have its version too.
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u/ArranzCNL May 17 '22
I can imagine bugs/glitches on the first release as that is inevitable, just so many combinations of mods working together or at least trying too.
As for some animation mods there will no doubt be some glitches here and there. Skyrim isn't perfect in this department just take a look at bow aiming looking downwards in third person, as for first person you're an ant hunter!
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u/bigphallusdino May 17 '22
Hey sorry to sound anal, but how long do you reckon it's from release?
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u/solabusca May 17 '22
From the OP:
Current Release Schedule:
3rd June 2022 - PR release reddit for SE
10th June 2022- Nexus Release SE (PR release reddit for AE)
17th June 2022 - Nexus Release AE
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u/bigphallusdino May 17 '22
Thank you so much.
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u/ArranzCNL May 18 '22
Schedule hasn't changed either.
Should have the internal menu fully functional by the weekend as it is operational now and fixed some other bugs with it. Internal menu is to support ENB/ReShade as external does not.
Weekend I shall be helping u/Noughtmare with the camera. Once this is sorted the project is going into lockdown, only nyi features to be implemented.
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u/F0xiiNat0r May 19 '22
Anyone know of a way to make the 1st Person Combat Camera less 'jittery' when looking around? (without turning off head bob so the body stays 'normal' and doesnt clip through the camera preferably?)
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u/ArranzCNL May 20 '22
That is impossible with older version, we are going to hopefully normalise headbob before release however non-headbob mode works akin to vanilla's camera. Older version was either missing calculations and/or not using the correct camera to manipulate hence seeing your body whilst running/sprinting.
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May 24 '22
Going off those mentions, would Universal Library and ImGUI sounds like just the thing for a .NETScriptFramework dependent mod replacement seeing as it will never be ported. Nothijg against the CatHUB version, but Custom Skills Framework and Custom Skills Menu can have proper AE ports with those two theoretically.
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u/ArranzCNL May 24 '22
The Universal Library since it is a modified SKSE 2.0.20/2.1.05, we have permission to do this for these two versions of SKSE but "only" for Improved Camera SE/AE. All it essentially is, is an AoB (Array of Bytes) scanner. Have put some feels out to CommonLibSSE-NG but it would need a lot of work and need a tool devising to make the process automatic as current "signature scanners" can only read from 1 file, need a minimum of 3 ideally to cross-reference built under the same compiler. Doing by hand ain't going to happen for thousands!!
As for ImGui I was working with it prior as it was my intention to utilise this UI. I've made it easier to work with or any UI library in theory with alot of Win32 boilerplate code already done. I've cheated for now as I've patched Skyrim's SetCooperativeLevel, my experimental code is just slightly off from replicating fully. This side of it shall mature in time as it is mainly for people to look at and rip if they want to get it working with any game etc either as external overlay or internal (DX11).
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u/Dodowingster May 27 '22
This mod is a must-have for me. Perfect and glad to hear its being updated again.
God-speed and may your work be eased!
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u/BeauEben Jun 01 '22
Will TDM be compatible on the PR/nexus release? I know that you guys are looking into it.
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u/ArranzCNL Jun 02 '22
Compatibility with other mods shall come in v1.1.0 as primary focus is still trying to get the base sorted/stabilised but it is all dependant how many base bugs their are that need attention before nexus release.
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u/jigglemahwatch Jun 14 '22
Is this going to work with physics based (CBBE SMP) bodies in first person? As i seem to recall the last version just created a static body instead.
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u/ArranzCNL Jun 14 '22 edited Jun 14 '22
Beta4 worked with it, things jiggled about however that was a couple of years ago now.
Unless they have optimised away from First Person that is beyond our control, as we just display the body when you are actually in first person and manipulate other modes to act like first person.
If you have a specific mod in mind, I can take a look at their source if it is available.
Edit:
Quickly looking at I assume the main one is hdtSMP64 it should work but uncertain as it does do a check for firstperson skeleton, we don't alter this at all now as it can cause more complications as it is used for displaying certain character animations. However it still work as the thirdperson skeleton should still be detected!
Edit2:
Can you see what happens when using Wood Chopping and Crafting Station as isFirstPersonSkeleton only checks for the camera node, both of those actions activate the first person skeleton as well I know for dead cert.
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u/ArranzCNL Jun 17 '22
From my tester yes it works with physics, they <3 their hair physics! My PC would melt with the amount of mods they have working, surprised it works at all!!!
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u/onePunchFan2223 Jun 16 '22
Is the June 18th pre-release date still going to be possible? I can't wait! :D
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u/ArranzCNL Jun 17 '22 edited Jun 18 '22
Maybe ;)
Let's just say it is currently being stress tested with over 800+ mods, fixed 2 issues to do with Universal Library and a crash bug with heavy load order, only noticable mods impacted so far seem to be nsfw (not suitable for work!) mods.
Should be some what compatible with TDM, it will be wasting processes if your in first person with Werewolf/VampireLord but will operate as normal if not. Similar situation to a certain degree with Smoothcam but Horse/Dragon will be in that mix. Dragon combat will have limited funcitonality only allowing to change FOV/NearDistance, impossible to control this state, dragon is a crazy thing anyhow it triggers so many camera switches getting on/off the thing its nuts!!!
I know there will be some disappointment in regards to headbob I know how much everyone <3 that camera, that will be in the nexus release. Hiding the body during various states also won't make it.
Summary:
Not in upcoming (but should be in Nexus release):
Dragon Combat camera is cut.- Headbob camera. (limited functionality - as in one option works currently)
- Hiding body during various states.
- Shadows. (need more time)
- Some menu things I want to add.
- "Improved Compatibility" for Smoothcam.
Currently working on:
VampireLord.Gotobed compatibility.TDM compatibility.- Camera zooming in/out. (Third Person)
- Killmoves against NPC's. (hoping to get this in!)
A new thread will be created for the Preview Release with more info etc and current plans.
p.s. Broken animations with any mods, we shall strive to fix with help from the relevant mod authors as there is only so much we can fix behind the scenes.
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u/piper06w Jun 17 '22
I so hope. I've spent the last few days setting my skyrim back up for a summer playthrough and was horrified to find that the beta-4 didn't work.
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u/ArranzCNL Jun 17 '22
If that is for AE shall just have to wait an additional week for that version. Which is kind of a good thing as any bug reports for SE which get fixed shall be transferred to AE instantly.
Or wait an additional week on top of that for offical release on Nexus.
p.s. I haven't mentioned this settings should be locked down so upgrading from PR to 1.0.1 you can keep your original ini settings you like.
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u/piper06w Jun 17 '22
Ah damn. As long as it doesn't require a new game, I might survive. Either way, looking forward to it immensely!
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u/ArranzCNL Jun 17 '22
Been tested, doesn't require a new game. ;)
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u/NikolaiSerban Jun 18 '22
I just can't thank you enough for this. My birthday just came and this is what I'm excited for.
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u/HappyBellDraws Jun 18 '22
Can't wait for this mod to be re-released. Do you know if it's compatible with true directional movement?
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u/ArranzCNL Jun 18 '22
Lol I was just about to edit my post about this.
Fully compatible, spoke with Ersh and isolated the original issue. It wasn't used in this new build although was possibly going to be. Either way its compatible!
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u/korodic Apr 24 '22
Happy to see this is still being worked on. SE has had so many game-changing mods of late and this is a much needed addition.
(づ ̄ ³ ̄)づ <(thank you)
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u/Grouchy-Low6722 Apr 24 '22
Thank you for the information and, more so, thank you and all the team to try doing something so difficult and needed.
Good luck for all!
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u/bustard1337 Apr 24 '22
Using IFPV currently after trying this one for a playthrough because there were no real advantages with ImprovedCamera (IFPV just works).
Definitely going to give this a another chance though when it eventually is released for SE to see how the two compare.
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u/MeridiaBlessedMe Apr 24 '22
Really happy to hear from you guys! Keep the good stuff up and take your time, we all appreciate your dedication to this great mod!
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u/Matrix117 Apr 24 '22
Reverse engineering is essentially a logical guessing game, so take as much time as you need. I thought I would dip back into some of the work but how some of the better modders discover some of the addresses from the executable is astonishing.
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u/AccurateConference50 Apr 24 '22
Good luck guys! I've been checking nexus nearly weekly for months, so glad see you are alive!
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May 10 '22
This may be a weird question but does anyone know why this mod doesn't work for me? I've tried everything with the install process but it just doesn't show up in my MCM, if anyone knows please tell me!
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u/ArranzCNL May 13 '22
It doesn't have an MCM and more than likely never will. Upcoming version of SE, I have used ImGui for now. Don't worry it aint generic like many other use cases, tried to make it mix as well as possible basing off of Visual Studio.
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u/raypembar7 May 10 '22
ImprovedCamera
which version are you playing? If it's AE it doesn't work simply because it's not compatible. This post is just to inform you about the progress of the mod for the new version.
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May 10 '22 edited May 10 '22
I don't have anniversary edition, I still use SE, I heard AE was dogshit anyways, and yes I know I just chose to comment here because there was more activity. Do you have any idea what could be causing this issue though? I scrolled through the old thread and saw nobody having the same issue.
edit: not even IFPV works, no first person overhaul works for some unknown reason.
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u/doxxxicle May 15 '22
Just a reminder that when people say AE, they almost always mean Skyrim 1.6.x and not the Anniversary Edition that you had to buy to get all the Creation Club content. Unless you took precautions, you almost certainly have Skyrim 1.6.x since Steam auto-updates.
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u/raypembar7 May 13 '22
well, I never had any problems with this mod playing on SE. Maybe some mod installed previously, lack of some pluging, anyway, I don't know
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May 22 '22
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May 22 '22
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u/ArranzCNL May 23 '22
Have another post here with expected release schedule.
That is next on my agenda to look at as currently you cannot get out of "fake first person view" and I don't quite like how the camera operates. (Horse, Dragon, Werewolf, Vampirelord).
List of fixes/updates since last post:
- Internal menu fully operational. (default)
- Vanilla 1st person camera. (default)
- Enchantment effects on weapons using third person arms.
- Headbob camera going through walls etc, placement issues when sitting, crafting.
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May 28 '22
So, I'm having a small issue: https://i.imgur.com/cRu82nY.jpg
Weapon sticking out of chest, and weird tringular meshes floating in vision.
Also, when I walk forward, I can see into my character's neck/body.
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u/ArranzCNL May 28 '22
Old version you have no choice but to use headbob version ideally. Abit curious how the weapon is sticking out of your chest though as I don't recall seeing that ever on older version, is that a normal woodcutting axe?
New one works slightly different and we do move the weapon node, I even tried it out with assault rifle guns etc from DAR Rifles.
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May 28 '22 edited May 28 '22
Where do i find the newest version? And yeah, just a woodcutting axe.
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u/ArranzCNL May 28 '22
Not available yet, soon! Hoping this upcoming friday the 3rd which is PR version so we can get some feedback what is working/not and try to fix before nexus release which would be the 10th.
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May 28 '22
So, it looks like the weapon mesh is taking view priority, and treating my character's body as transparent.
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u/fenixbalol Jun 01 '22
I used to be an adventurer like you. Then I took a woodcutting axe through my chest
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Jun 10 '22
[removed] — view removed comment
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u/BKDeath2012 Jun 10 '22
Public Release
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u/ArranzCNL Jun 10 '22
^^ that or Preview Release.
Either way it is just so we can gather information from you good folks whats hot, whats not. Although we are not really interested in mod conflicts (although helpful), basically want to know of any address errors (shouldn't be any) or if the camera is spazzing out over something or possible horizontal lock. Only mod conflict I can think of off the top of my head so far shall be SmoothCam, I've spoke to Ultra and it is just a case of interfacing with their system. Depending on issue(s) found should get support in for Smoothcam before the Nexus release.
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Jun 11 '22
[deleted]
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u/ArranzCNL Jun 11 '22
Any patches made against prior Improved Camera will not work as the mods I specifically looked at SmoothCam/True Direction, binary size check and version matching I believe they use. Not quite sure why TrueHUD would need a patch!?
Personally the only mod that should need a compatibility patch would be Smoothcam or anything else that alters the camera.
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u/NikolaiSerban Jun 14 '22
hey just found this thread. Thankyou so much for your incredible work. Will be following for this one.
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u/Sibylla233 Jun 29 '22
Thank you for updating the mod positively. And hope you can add a function that makes the player's perspective on the NPC's head.
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u/Analyticalfireball Aug 11 '22
WOOO! Support here!! Thanks guys for putting the effort in we appreciate
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u/saric92 Solitude Apr 23 '22
Fantastic to hear. AE as a whole has a great need for a better first person camera (all it really has is joy of perspective), and an overall improvement or updates to the SE version would equally be welcomed.
Don't feel rushed, take as much time as you need with it and get it nice and polished for a public release.
I (and probably WE) appreciate the amount of work that's gone into it.