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Comments (14)

praydog avatar praydog commented on August 21, 2024

Your first point, good idea. I can probably add a limiter for pitch, yaw, and roll in the menu.

If you want, I can recreate your mod in this and give you full credit. Would it be preferable if I made a mod loader for this mod, considering it's getting a lot of attention?

You can also make a PR on this project, just take a look at FirstPerson.hpp/.cpp to see how a mod is created in this project.

I already have full control over the bone/joint rotations, but the effects don't seem to apply to the child bones.

Body adjustment is definitely doable if I apply new matrices to all the bones at the same time. I'd rather not resort to that, so I'm trying to find a way where I could say, just apply a rotation to the root, and have it apply to the rest of the bones. Some sort of timescale for the IK might work.

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SkacikPL avatar SkacikPL commented on August 21, 2024

I specifically chose to not do a PR since i'm not that good with C++ and memory management, that mod was my first attempt and providing my own code would most likely either way require a rewrite by someone more competent.

I can't tell you what to do but as it currently stands our mods lock each other out so i would assume the optimal solution for everyone is to take the bigger and better one and just expand it further.
I imagine that further down the line a way of hooking additional plugins would be useful as it would prevent people from making their own forks or rely on PRs,

As for the body adjustment, i imagine that rather than grabbing mesh, matching actual player entity yaw with camera yaw might be easier and faster. It's not the most optimal solution and probably lacks some of the visual flair from the IK and whatnot but it's fast and functional.

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ThirteenAG avatar ThirteenAG commented on August 21, 2024

Would it be preferable if I made a mod loader for this mod, considering it's getting a lot of attention?

May I suggest using an asi loader?
If you're not familiar, that way dinput8.dll is never changing, and you can have unlimited amount of mods as asi plugins (renamed dlls).
https://github.com/topics/asi
You can init your code inside dllmain, or preferably export InitializeASI function and it will be used by UAL.

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mendr-team avatar mendr-team commented on August 21, 2024

I highly suggest you put this mod up on the Nexus. It's a really popular modding site for Skyrim and such. It just added re2 compatibility.

https://www.nexusmods.com/residentevil22019

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SkacikPL avatar SkacikPL commented on August 21, 2024

Also as an afterthought, higher Z offset limit would be neat i guess, simply because it would allow you to bind camera to root node and offset it to match head height.
It has a lot of visual quirks but for people prone to nausea this gives a perfect 0 bob, 90's FPS camera type experience.

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praydog avatar praydog commented on August 21, 2024

I was thinking more along the lines of keeping it attached to the head, but interpolating the Z position. That way, the camera movement will still follow you if you fall down, or are crouching as Sherry.

BTW, you can edit the offset to be whatever you want by CTRL+clicking on it, or using Tab to select the widget.

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SkacikPL avatar SkacikPL commented on August 21, 2024

Personally i don't mind the way it works by default with just camera shake set to 0 but i had a bunch of experience with ghetto first person modes when making similar mod for Witcher 3 and i had lots of people come with their feedback on how they feel with "bone attached" cameras.

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praydog avatar praydog commented on August 21, 2024

I've got the flashlight mod in a WIP branch here.

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SkacikPL avatar SkacikPL commented on August 21, 2024

I guess that solves this issue then.
Although for hotkeys support (in general) you're probably also going to need XInput hooks for dem pad people.

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SkacikPL avatar SkacikPL commented on August 21, 2024

Actually as far as first person goes, i have a feature request to disable player light source.
https://i.imgur.com/F2d1Js4.png

It would probably make entire thing more immersive and also cause manual flashlight to be more useful to not have this fake light.

Although i'm not sure how easily can it be tracked.

Seeing how in first person it seems offset to the right it's probably a separate entity with same offset as original 3rd person camera.

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praydog avatar praydog commented on August 21, 2024

Actually as far as first person goes, i have a feature request to disable player light source.
https://i.imgur.com/F2d1Js4.png

I've added an option for this in the latest build, I can start looking into the other QOL improvements now.

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SkacikPL avatar SkacikPL commented on August 21, 2024

Well, if you're capable of moving bones within local rig then maybe proper ADS for weapons would be nice.

Though it would probably also require separate coordinates for each weapon.

Just a thought.

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SkacikPL avatar SkacikPL commented on August 21, 2024

Someone also figured out a fix for animation LOD, it'd probably be a good addition to the framework:
http://residentevilmodding.boards.net/thread/10362/zombies-animate-full-framerate

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fuiop2000 avatar fuiop2000 commented on August 21, 2024

@praydog @SkacikPL Praydog can you make a better version of the first person mod by ScacikPL in the Witcher 3 that does not have as much enemy pop-in and smoother turning (does not oversteer) and a simulated roll (could be just a quick thrust forward and a dip)

https://www.vg247.com/2017/06/05/the-witcher-3-first-person-mod-now-supports-combat/

Be the Witcher with the tweaked first-person mod.

Remember that mod for The Witcher 3 last year that let you play in first-person?

Well it’s been updated to support combat now, so have fun with that.

SkacikPL released the mod sans combat last year, but said, “people wanted combat – people received combat.

“Besides, when combat was not available tons of people were asking me to make it available and now once that is available with the disclaimers that yes – it is bad, people are whining it is terrible.

“Oh well.”

In the description on their most recent video, SkacikPL reiterates that a lot of the features can be toggled and adjusted – like head bobbing and FOV – and points out that they’re one person with limited resources.

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