[Relz + Beta] DynamiCamera!

Post » Thu Apr 07, 2011 9:57 pm

DynamiCAMERA

So, last week, I made a topic asking about the possibility of a mod. Nobody answered! So, I decided to be a man and make it myself. And here it is - DynamiCamera, zero-point-one! It changes the position of the third-person camera depending on the player's current weapon - and whether it's holstered. And it even raises the camera if you're sneaking, too!

http://www.upload3r.com/serve/131110/1289697727.png

Now, as this is my third mod - and my second to contain and substantial scripting - and my first released - for New Vegas, anyway - it's likely to not be perfect. Thankfully, I have you guys! If anyone has any suggestions or opinions, they're extremely welcome! Hopefully, I can get this to a state where I'm confident I can release it on the Nexus.

http://www.newvegasnexus.com/downloads/file.php?id=37632 Now on the Nexus!

Thanks go to Vortaka, whose mod I mercilessly tore apart to make this one.
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xxLindsAffec
 
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Post » Thu Apr 07, 2011 8:17 pm

Wow, that is a really good concept right there. How far can the camera zoom back?
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Lavender Brown
 
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Post » Thu Apr 07, 2011 5:33 pm

Damn, This is fab! Just tested it out and it's perfect! I'd prefer it if the different viewpoints had smoother transitions, but this beats all other 3rd person mods by far already lol.
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Rob Smith
 
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Post » Thu Apr 07, 2011 9:33 pm

Wow, that is a really good concept right there. How far can the camera zoom back?
Thanks! This mod doesn't actually affect camera zoom, though - if you have a mod that alters it, it won't be affected. The only thing it does affect are the X/Z positions for the camera. Adding in changes to the camera distance is possible, but I don't know what would be the best way of fitting it in with everything else - having the camera be locked to certain distances depending on weapon type might be a good idea, but considering the number of "remove camera distance limit" mods...
Damn, This is fab! Just tested it out and it's perfect! I'd prefer it if the different viewpoints had smoother transitions, but this beats all other 3rd person mods by far already lol.
Thanks! I'd like smoother transitions too, but I reckon I'd be limited by two factors - first; getting a smooth transition that doesn't overtax the game, and second; having the camera "slide" at the right time (as you can see in-game, the camera only changes when your weapon is fully out - not when the player is taking it out). I might have to investigate further, though!

Once again, it'd be really nice to know what people think of the current camera angles. I'm also considering having it centre the camera in "vanity" mode (i.e. holding the camera button down) - thoughts on that would be nice, too! And once again, thanks for commenting!
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Darian Ennels
 
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Post » Fri Apr 08, 2011 7:46 am

This looks really good. Only thing missing in my opinion is that the Camera could raised above the head too when weapon is holstered so the crosshair wont be on the neck
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Sxc-Mary
 
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Post » Thu Apr 07, 2011 10:41 pm

That's intended. Personally, I'd like to be able to hide the crosshair while the player's weapon is holstered, but I haven't taken a look at it yet.
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Andy durkan
 
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Post » Fri Apr 08, 2011 3:07 am

Over all this is a good mod I like how it works, you have a good camera manager going here. I was never a fan of the over the shoulder view point but dislike my characters head blocking my line of sight with a centered camera, this is a good compromise. Only improvements I see are: (as said before) to slide the camera at the same speed as drawing and holstering the weapon (if you have quick draw this should also speed up) rather then snapping like it does now. Add options, for example I like the camera centered in sneak with guns drawn to look over my left shoulder as I aim (backpacks tend to block line of sight so I'd like..), to have a high view point, or I could want a centered camera with everything but handguns. Also a right-handed left-handed toggle would be nice to see around corners.

Just mho and good job.
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joeK
 
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Post » Thu Apr 07, 2011 7:32 pm

Good news, everyone! This mod is http://www.newvegasnexus.com/downloads/file.php?id=37632 - hopefully, the people there enjoy using this mod.
Over all this is a good mod I like how it works, you have a good camera manager going here. I was never a fan of the over the shoulder view point but dislike my characters head blocking my line of sight with a centered camera, this is a good compromise. Only improvements I see are: (as said before) to slide the camera at the same speed as drawing and holstering the weapon (if you have quick draw this should also speed up) rather then snapping like it does now. Add options, for example I like the camera centered in sneak with guns drawn to look over my left shoulder as I aim (backpacks tend to block line of sight so I'd like..), to have a high view point, or I could want a centered camera with everything but handguns. Also a right-handed left-handed toggle would be nice to see around corners.

Just mho and good job.
Thanks for the comment! Sorry about the late reply.
Sliding the camera might be tough - I don't know how to see whether the player is holstering their weapon instead of seeing if it's holstered! More research will be done, however. I'd like to see it too, personally.
Options are probably coming up sometime in the near future, provided nobody finds any big bugs with my mod! I'm still testing it, after all, even if thus far nothing bad has happened. Hopefully, I'll be able to implement a "handedness" toggle, as you suggest.
Looking around corners doesn't really seem like the kinda thing for this mod. I mean, sure - leaning is nice and all, but I don't think this sorta mod fits the whole idea of it! Unless, of course, circumstances change.

A small question to whoever uses this mod - any suggestions as to the implementation of the options menu? Would people want to set each weapon separately? Would having some sort of preset system be a good idea? Something to change the side the camera is on, too? I await your responses!
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Camden Unglesbee
 
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Post » Fri Apr 08, 2011 8:44 am

I favor grouping by category; one hand weapons, two handed weapons, thrown, and melee for example.
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Kirsty Wood
 
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Post » Fri Apr 08, 2011 12:34 am

Well, that's the way I have it set up right now - the same settings for each "category".

I suppose all I'd have to do is implement the fabled "options menu" - which I'll bet is harder than it sounds. I'm surprised nobody has offered any suggestions as to what the default settings should be, though...
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Jamie Moysey
 
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Post » Fri Apr 08, 2011 3:49 am

Good news, everyone! Version 2 contains a menu! Hopefully, you'll now all be able to change settings with relative ease.
However, the menu might be a little buggy. Just a bit! But even so, kindly bug me if you find any.

...and everyone gaped in shock and awe as it came to be that I double posted! Gasp! ...sorry.
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Leah
 
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Post » Fri Apr 08, 2011 9:39 am

Good news, everyone! Version 2 contains a menu! Hopefully, you'll now all be able to change settings with relative ease.
However, the menu might be a little buggy. Just a bit! But even so, kindly bug me if you find any.

...and everyone gaped in shock and awe as it came to be that I double posted! Gasp! ...sorry.


Is it possible to have a version where the equipped item is set to unplayable (like the Pipboy) and without an aid item that calls up the option menu - a lite version if you will. I really dislike it when mods clutter up your inventory; it's cluttered enough to begin with and even UI mods only provide a partial solution to what is a fundamentally flawed UI design.
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Katharine Newton
 
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Post » Fri Apr 08, 2011 12:51 am

The first version worked fine for me but the version 2 does not work at all . Anybody else noticed this?
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Cameron Wood
 
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Post » Fri Apr 08, 2011 1:56 am

^When I removed the first mod, saved, then installed the new version it didn't work. However, when I just replaced the .esp without that new save, it worked fine.
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Connor Wing
 
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Post » Thu Apr 07, 2011 7:41 pm

Yup. Thanks for that. Worked great that way
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jason worrell
 
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