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Posted

Player Headtracking  

 

Turns the player head towards other NPC's around you as you walk by or converse.

 

With this and footsteps in the snow coming out and all the skyproc stuff, I am starting to think the golden age is a bit closer at hand.  Yay for scripting that increases immersion.

Posted

Updated.

 

Version 1.4

Greatly reduces the performance hit in combat, should be negligible now. Reduces headtracking range and angles. Tracking of actors out of view (behind objects) is now disabled

Posted

Major (?) update is out

 

Since 2.0 there are multiple versions available:

- Not While Moving: No headtracking is done unless the player is standing still or sitting.

- No Corpses: The player doesn't look at corpses.

- No Corpses + Not While Moving: Combines the above two.

- Standard edition: Player also headtracks while moving and also tracks corpses

  • 3 weeks later...
Posted

Updated again to v2.6

Version 2.6 - Gets rid of all Headtracking related warnings in the Papyrus log. This means an increase in stability, performance and responsiveness. Just overwrite the old files and follow the instructions presented ingame.

Sounds awesome.

 

Previous changelogs:

Version 2.5 - Fixes a recently introduced bug that causes talking actors not to be prioritized.

Version 2.4 - Fixes the bug that makes the player not look at dialogue targets. Prevents headtracking of mannequins. Now setting HeadtrackingTimer to 0 will disable the timer altogether. Added an extra check to the No Corpse tracking mode to make sure no corpses are looked at ever.

Version 2.3 - Implemented ingame customization and facial expressions (only towards actors who have a non-zero RelationshipRank towards the player). Also a new method of uninstallation. Read this page again!

Version 2.2 - Fixes the player animation "hiccup/twitch" when not tracking anything. Implements far more realistic conditions when the player headtracks actors: Uninteresting actors are only looked at for a short while (3-4 seconds) unless the player is almost directly facing them. When an actor starts a new AI package the timer is reset and the player regains interest in the actor for a while (to see what (s)he's going to do). Paarthurnax should now be headtracked properly even from a large distance.

  • 3 months later...
  • 2 weeks later...
Posted

Version 3.0 is up ! :)

 

" Half rewrite of the mod. Now requires SkyUI 3.1 since customization is now done in SkyUI's Mod Configuration Menu. Added an option to toggle Headtracking of non-talking actors. Fixed several glitches. Included source code in the download! "

 

Warning: mod has been uploaded 16:34, 12 January 2013. But as of today (12:43, 13 Jan 2013) Maegfaer wrote : " Yes, there are some errors, looked like I mixed up two versions of a file. I'm very sorry guys, I'll upload a new version asap. "

 

So we better wait until he fixes it before we try it..

Posted

Does this have any scripting problems? I don't want to start using it and find my save file corrupted after 50 hours.

 

Looks good though.

It doesn't corrupt the saves AFAIK.
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