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发表于 2019-6-28 15:56:34
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我是在流光大佬的帖子找到的解决方法,这是我复制的大佬的原话,是对第一人称的详细修改介绍,我的话你们看不懂,可以直接在这里找解决方法
快捷键部分原文及翻译:
; uncomment to bind numpad8 to reload, numpad9 to toggle view and numpad 7 to attach camera on crosshair target
数字键8:重装该MOD,数字键9:切换视角,数字键7:使视角变为准星所指的目标的视角(但是无法获得其控制权),数字键5:开/关 头部跟踪。
!bindkey 0x68 0 "ReloadIFPV"
;!bindkey 0x69 0 "ToggleIFPV"
;!bindkey 0x67 0 "AttachIFPV"
;!bindkey2 0x65 0 "ToggleHeadTrack"
修改快捷键:
重要:修改快捷键需要把代码前面的分号;去掉此快捷键才有效!
如;!bindkey 0x69 0 "ToggleIFPV" 删除最前面的;
更改快捷键方法:
首先找到你要更改到的键位的代码(比如数字键5的代码是0x65,其他快捷键代码查询: https://msdn.microsoft.com/en-us ... 1%28v=vs.85%29.aspx 或者百度)
然后找到Data\SKSE\Plugins里面的FirstPersonPlugin.txt文件打开;
更改重装键:找到!bindkey 0x68 0 "ReloadIFPV" 一行,把0x68改为你要改到的键位的代码。 其他类似
【reload=重装,默认数字键8 toggle=切换视角,默认数字键9 attach=视角转移,默认数字键7 togglehead=头部跟踪,默认数字键5】
其他可修改项及修改方法:
【设置镜头位置】 找到
Camera position offsets from eyes center in game units. If you are using beast race then scroll down for offsets.
!set fPositionOffsetHorizontal 0
!set fPositionOffsetVertical 0
!set fPositionOffsetDepth 3
最后面有三个数字 0;0;3 分别是水平位置(左右),垂直位置(上下),纵深(前后),改为你需要的值即可,(0,0,0)为眼睛的位置,可以对前后略作调整以达到更好效果(Depth)。
【更改头部晃动与跟随】 找到
How much rotation is applied from head. 1 means camera direction equals head rotation, 0 means camera direction
; equals look direction. 0.5 would be the middle.
!set fRotationFromHead 0
更改最后一行最后面的数字即可
默认为0(不反应头部摇晃),可改为0.5(有一定头部跟随),可改为1(完全的头部跟随,你会感觉视角晃个不停,有很重的眩晕感,但是与大幅度的动作适配最好),建议0即可。
【更改可视角度】 找到
Restrict view angle so you can't look yourselve in the eye.
!set fRestrictAngleHorizontal 90
!set fRestrictAngleVertical 80
上下两个数字分别是水平可视视角的角度,垂直可视视角的角度,改为你需要的数字即可。
【不覆盖原版第一人称视角】 找到
set both false if you don't want to overwrite vanilla FP, you could instead use then custom keybind
!set bZoomIntoIFPV true
!set bToggleIntoIFPV true
最后两行有两个 true ,把第一个 true 改为 false 则鼠标滑轮切换的视角为原版第一人称视角。把第二个 true 改为 false 则 F键 切换的视角为原版第一人称视角。
如果你需要同时使用Enhanced camera 和 IFPV ,首先正确安装两个MOD,然后把上述两个true任意一个改为false,你想用哪种方式切换到IFPV第一视角就保留哪 个“true”,剩下一种切换第一人称的方法就会切换到enhanced camera的第一人称。
【设置头部不跟随准星】 (默认头部跟随准星转动) 找到
Set in next line true to false, to not allow head tracking crosshair
+set bHeadtrack true
-set bHeadtrack false
把第二行的 true 改为 false即可。
【设置可以使用第三人称击杀动画】 (默认为第一人称下,不会使用第三人称的击杀动画) 找到
Set next line from true to false to allow third person cinematic killmoves while in IFPV.
+set bDisableVATS true
-return bDisableVATS
把第二行最后的 true 改为 false 即可。
【设置弓箭瞄准为原始版本】 找到
[BowAimingInVanillaFirstPerson]
(bAimBow==true)
(bIsActive==true)
+GoFirstPerson
-GoThirdPerson
; Remove "disable" to automatically switch to vanilla FP during bow aim
disable
删除最后一行的disable即可。
【设置镜头到最大视角时自动转动身体】(360°设置) 找到
[LeftTurn]
; 1.2217 rad = 70 deg
(fCameraViewOffsetHorizontal<-1.2217)
(bMounted==false)
(bIsActive==true)
+set iFaceCrosshair 2
-return iFaceCrosshair
; Remove the line "disable" to enable auto-turn character when looking left past certain degree
disable
; Turns character when you reach certain angle in free look mode, disabled by default
[RightTurn]
(fCameraViewOffsetHorizontal>1.2217)
(bMounted==false)
(bIsActive==true)
+set iFaceCrosshair 2
-return iFaceCrosshair
; Remove the line "disable" to enable auto-turn character when looking right past certain degree
disable
把两部分的最后一行disable都删除即可
【战斗状态切换为原版第一人称】,找到
{CombatInVanillaFirstPerson}
(bWeaponOut==true)
(bIsActive==true)
+GoFirstPerson
-GoThirdPerson
; Remove the "disable" on next line to make all combat in vanilla first person view.
disable
删除最后一行的disable即可
【修改第一人称下不隐藏头部】
找到
; Main IFPV configuration that isn't overrided by other profiles.
{Main}
(bIsInIFPV==true)
; Set near clip to larger value to fix mountain flicker or lower value to reduce clipping nearby objects.
; These are now disabled here because separate profile controls based on angle.
;+set fNearClip 7.0
;-return fNearClip
; Set in next line true to false, to not allow head tracking crosshair
+set bHeadtrack true
-return bHeadtrack
; Set next line from true to false to allow third person cinematic killmoves while in IFPV.
+set bDisableVATS true
-return bDisableVATS
; Set character turns to crosshair or not.
; 0 = let game decide (normal behavior)
; 1 = always turn like weapon is drawn
; -1 = force not turning character ever
; -2 = character doesn't auto-turn when weapons are out but still turns if you move or attack
; (can be good to fix "wobble" during weapon out turning)
+set iFaceCrosshair -2
-return iFaceCrosshair
+set bHideHead true
-return bHideHead
; Set true instead of false on next line if you want to hide helmet by default. This was causing a bug sometimes where whole body disappears so it's disabled.
+set bHideHelmet false
-return bHideHelmet
; Overwrite default up down limit in radians. pi / 2 is 90 degrees. This is set so we can exceed 90 angle limit with fRestrictAngleVertical
+set fUpDownLimit 2.0
-return fUpDownLimit
找到上面这个 +set bHideHead true
true改成false |
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