[REQ] Restoring FO3 VATS Cam & Physics

Post » Sun Aug 09, 2009 2:45 am

I've posted about this in general and obviously it's a taste issue, but I've found that the VATS camera views are too close up or at odd angles in NV and sometimes VATS is actually just a 1.5 second super quick interlude, rather than the slow motion cinematic it normally is. Beyond that, in FO3 VATS cams, slow motion was generally not at one constant speed but tended to slow down for a moment even more when the weapon struck the target (especially if it was a melee weapon). NV seems to have one constant level slow motion speed no matter what is happening in the scene. I'm not sure what value changes have been made in NV or what.

I've also noticed physics are very toned down, to the point that pretty much every one just falls asleep and crumples at the knees, whether I shoot them in the face with the 357 magnum or cave in their chest with a super sledge, they just vertically collapse, both feet rooted in place on the ground. I feel like I might be hallucinating because I've seen mods that "tone down" death physics even more. I doesn't seem you can tone them down any further and actually have physics in my opinion. To be clear, I'm not looking for realism, but instead a little bit of stylistic movement in bodies as was done in FO3.

Is there are way to carry over the normal VATS camera settings and physics engine settings from Fallout 3? (because I loved them the way they were) Is this even a viable request for a mod and am I the only one who sees the two above points as issues?


Thanks kindly for reading.
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emma sweeney
 
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Post » Sun Aug 09, 2009 3:09 am

No replies at all? http://www.youtube.com/watch?v=vjiNdIISFik&feature=related (because he seems to have taken the bloody mess perk for many of these which kind of obscures the point) but it gives and idea about the VATS camera and physics difference especially with heavy melee weapons.

As opposed to say .. http://www.youtube.com/watch?v=lxAXgijuWy8 (The only one I could find with a hammer, but it matches my experience exactly, down to the fast VATS cam, to the bad character spacing when swiging so the handle goes through the target not the hammer head striking him ... and the 'falling asleep' death physics.)
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Arnold Wet
 
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Post » Sun Aug 09, 2009 8:20 am

I think I can restore old VATS camera angles, but I will be able to sit in front of my computer and to do it on Friday, can't earlier, sadly :<
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Clea Jamerson
 
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Post » Sun Aug 09, 2009 3:12 am

I think I can restore old VATS camera angles, but I will be able to sit in front of my computer and to do it on Friday, can't earlier, sadly :<



It's funny, I've begun to wonder if I'm the only one that noticed the borked VATS stuff with especially two handed melee weapons. You sir, are a gentleman and a scholar!
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M!KkI
 
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Post » Sat Aug 08, 2009 9:38 pm

Incidentally, it seems that it might be specifically related to the two handed heavy weapons, where they seem to not connect or affect the bodies at all (Falling asleep after getting hit with a pneumatic sledge :P) and you get some weird VATS angles. Just recently watching a video complilation with the power fist didn't seem to share this issue at all.

Do you think that the VATS angles are tied to weapon types, or is it more of an overall setting? If it's weapon types, it might just be the heavy two-handed melee weapons that need it.
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Naazhe Perezz
 
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Post » Sun Aug 09, 2009 9:53 am

I didn't hardly study GECK, because I didn't have time for it at all, but the bodies falling down instead of being pushed away are because of lowered "impact" on objects, but I guess that they added another entrie which affects power of every single weapon, so you possibly can set how strongly targets/objects are pushed away, it depends on target weight too. Well, as I said I'm gonna check it on Friday and let you know.

Sorry for my svcky english, I'm tired and sleepy :P
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His Bella
 
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Post » Sat Aug 08, 2009 11:49 pm

I didn't hardly study GECK, because I didn't have time for it at all, but the bodies falling down instead of being pushed away are because of lowered "impact" on objects, but I guess that they added another entrie which affects power of every single weapon, so you possibly can set how strongly targets/objects are pushed away, it depends on target weight too. Well, as I said I'm gonna check it on Friday and let you know.

Sorry for my svcky english, I'm tired and sleepy :P



Yes, the New Vegas video that I mentioned that was a compilation of power fist kills (mostly in vats but some out) seemed to not have these problems. Force was applied, bodies were pushed as they fell down, and distancing seemed okay (instead of VATS porting sledgehammer users on top of their targets) .. so it might be something specifically related to the settigns of whatever group the sledge, super sledge, bumper sword, etc. belong to.

I appreciate your responses and I look forward to what you find out. Thanks!
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!beef
 
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