+ Camera Height Control System v1.1 (now riders-friendly!)
Improved Camera Mod works best when used along with Camera Height Control System - and that's why they were uploaded together in single project.
The both patches can also work independently of course and are fully compatible with the great majority (if not all) of NWN modules, no matter: custom, or "Premium" ones, and with CEP1, CEP2 & Community Patch Project (CPP) by Shadooow as well.
The manual for the applying Improved Camera Mod v1.3 to the Linux version of NWN client (HotU-1.69) - also included.
Improved Camera Mod has been inspired by:
Camera Mod Hack by Roma_CZ (v2), Camera Mod for Linux NWN version (slightly modified parameters - when compared to both v1 and v2 by Roma_CZ), HG's (Higher Grounds) version (yet another approach and another set of parameters), and finally by my 1.1 version (which was based on Roma_CZ's Mod Hack v1, only slightly improved: min. distances in particular).
In contrast to Roma_CZ, who chose to use a shady Universal Patcher v2.01b (probably contains a trojan), I used a non-controversial patcher for mine: the script interpreter that is built-in excellent XVI32 Freeware Hex Editor by Christian Maas.
For my Camera Height Control System (CHC System) I took the initial inspiration from Camera Control 1.0 by The Munchkin Lord, but the system has been completely reworked and refined.
It works WITHOUT conversation (which was one of few major inconveniences of the original system) and is focused on improving the game experience, when playing a PC of the most common races (Humans, Elves, Half-Elves, Half-Orcs, Dwarves, Halflings, Gnomes - both males and females!). Thus I've decided that enabling the view from 50 m (or 20 m or even 10 m) above the ground is pointless when first person view is our priority: in this case it's much better to enable view, eg.: from 1,3 m - for a Gnome (1.3 m is the level of his eyes) instead. And it's essential for FP view, because BioWare's default camera height levels are either too low or too high (camera was apparently never meant by BW to be used in FP mode) - for a comfortable 1st person view. Eg. human male, eyes level = about 1.8 m; default Camera Heights are: about 1.5 m in Top-Down Mode and about 2 m in Driving / Chase Mode; as the result: we look either from below or from above - at the other humans.
Additionally: my Camera Height Control System can be used in virtually all modules WITHOUT need for adding any hakpak / rebuilding, thus my system can be used as well in premium modules as in any custom (community) module. E.g. I tested it with the Pirates of the Sword Coast - and it worked like a charm!
The detailed manual for installing Improved Camera Mod v1.3:
- in Windows: is in the ZIP archive: cammod_nwn_hotu_169_v13.zip (in four formats: rtf, txt, odt and pdf), along with all required files;
- in Linux: is in the ZIP archive: cammod_nwn_hotu_169_v13_linux.zip (pdf, odt, txt).
Notes:
#1 First Person view is obtained by pressing Home key (=max zoom). To exit FP view, hit End key.
#2 You can open the script used to patch nwmain.exe with notepad (or any text editor) to see what changes exactly these scripts are doing to the binary.
In short, they are changing the following parameters of the camera (Top-Down Mode / Driving Mode) and fog distance stored in nwmain.exe file:
min distance: |
-0.45 / -0.35 [meters] (slightly changed in v1.3) |
max distance: |
30 / 30 [meters] |
max angle: |
150 / 150 [degrees] |
fog distance: |
50 [meters] |
Important note regarding the Fog Distance setting:
BioWare set fog distance to 45 by default; almost all existing camera hack mods for NWN1 set it to 60 (Roma_CZ v.2) or more: 74-80 usually (74: v1 by ROMA_CZ, 75: HG version; my previous version of Improved Camera Mod left it at 45 - v1.2, or optionally set it to 80 - v1.2F), but since this setting also greatly widens camera angle, resulting in heavy fisheye distortions when increased to 60 or more, I’ve decided to set it to 50 in v1.3.
As far as I know, NWNCX (patch+camera) mod leaves it at default 45, which is good, though a bit wider angle of FOV (Field Of View), without too much perspective distortions, would be desirable IMO. When the setting is raised very slightly: from 45 to 50, the distortions remain on the minimal level, while the FOV is a bit wider, which is a good compromise.
As for the installing and using Camera Height Control (CHC) System - the full manual is in the archive CameraHeightControlSystem_v11.zip.
Notes:
The CHC System has been adopted to mounted Player Characters in this version.
Since this version CHC System exists only in the one variant - universal; it has evolved from v1.0P (Premium). Variant C has been discontinued (v1.0C being the first and the last one released).
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Well done sir!!! Your previous camera was a good improvement on the roma_cz system, but this looks even better... In my opinion an unlocked 1.69 full working camera, is a fundamental item to experience and enjoy Neverwinter (and not only because i like to stare at stars from a Spelljammer deck
).
Excellent Work!
Thanks, guys!
For those, who have some difficulties or just don't want to patch nwmain.exe for themselves with XVI32 scripts:
already modded, packed as 7zip archive, and ready to use - after extracting to the NWN folder - nwmain.exe (be sure to make a copy of the original nwmain.exe file before) can be found HERE (419).
EDIT (2015-10-24):
The link above has been edited - accordingly to the update of the Improved Camera Mod to v1.3.
- Sawark
Perhaps consider adding this pre-done nwmain as one of the download options rather than having it buried amongst the comments.
Considered and done. :)
What about the Linux version of the nwn client? Could you prepare the camera patch for this version as well?
Greetings
Skildron
Don't know too much of Linux NWN client version, but I think my Camera Height Control System v1.0 should function in Linux version also - have you tried it yet?
Hmmm, perhaps v1.0P would require the re-compiling of the modded x0_s3_deckmany script under Linux NWN client? I'm not sure, but as long as you have x0_s3_deckmany.nss file (i.e the non-compiled script - you can find it in CamHCtrlSys_v10P.erf file included in the download package), this shouldn't be a big problem, since you can compile it yourself, using Linux NWN Toolset (Linux NWN version contains the NWN Toolset, I hope?).
Version 1.0C should however work without any additional remakes.
As for the Improved Camera Mod v1.2 and making it to work with the Linux version of NWN client, I'll look into it, but I think I can prepare an instruction for the patching Linux NWN client - similar to the one that exists already on the page Camera Mod for Linux NWN version. :)
EDIT: the project has been updated - I've added the instruction, which explains how to enable the Improved Camera Mod v1.2 - in the Linux NWN client.
Is it possible to setup a Witcher 1-styled OTS camera style with this mod? I think NWN would be more immersive with that type of Over-The-Shoulder view, or maybe I've played too much Witcher recently :P Here is an image to show what I mean : http://vignette4.wikia.nocookie.net/witcher/images/f/f0/Over_the_Shoulde...
I can kind of get the angle with Default NWN using the Driving Camera View, but the camera is still angled above the head with the character centered.
Hm, no, I'm afraid.
Dunno where the parameters - that can change the type of the view from the default (over the head) to Over The Shoulder - are stored in nwmain.exe.
It was worth asking :), in any case I'll try this out for the First Person View as that looks pretty cool too.
Can this mod also be made to work with NWN patch 1.71?
Sorry for my late answer.
Since I'm not that familiar with the unofficial 1.71 patch, I can't be 100% sure, but I'm rather optymistic on this matter. Improved Camera Mod v1.2 & Camera Height Control System (CHC) v1.0P (the recommended version) should work flawlessly in 1.71, unless 1.71 patch modifies the default script for an item called "Deck of Many Things" and I'm pretty sure it doesn't, since I found no mention of it in 1.71 documentation (CHC v1.0P uses a modified version of the mentioned script).
There should be noted however, that CHC v1.0C is another matter. It doesn't support the 1.71 patch, because they both depend on their own custom spell.2da tables. Therefore using CHC v1.0C with 1.71 is not recommended.
EDIT (2015-10-24):
===============
I've just updated the project: Improved Camera Mod v1.3 & Camera Height Control System (CHC) v1.1
Now both patches should be fully compatible with Community Patch Project (i.e. the unofficial patch by Shadooow mentioned above), CEP1, CEP2, etc. :)
The project has been updated. The irritating geometric (fisheye) distortions have been eliminated (hopefully) in Improved Camera Mod (v1.3).
Additionally, Camera Height Control System (v1.1) now is riders-friendly.
Also the CHC System has been simplified - now it is universal CHCS (no more 2 different variants to choose one from among them).
A must-have for any NWN player.
Handy mod.
Its good I'm using I like, but why don't you did a camera that FOLLOWS the mouse in the center of focus (EVER FOCUSING THE MOUSE)? I beliave should be a great
Such a nice feature for NWN (I have been longing for a 1st person view)! And so easy for me to install. Well done, sir!
excellent!
it works well! good work!
i have the GOG Windows NWN Diamond Edition and it runs in my Linux with Playonlinux (Wine).
when i switch the height view (with the CHC System of course) i lose often the clean 1st person view; i have to manipulate a little bit until the camera adjusts correctly. (bug?). but it's not a big deal. and i don't need to switch the height view so far.
and an improvement idea for the future: look up and down with the mouse wheel...
Thanks for your kind words, guillaume. Nice to know that my Camera Mod works 100% correctly (well - almost 100%) on your platform. Didn't get the bug you described while using CHC, and don't have an idea what's triggering it; thanks for mentioning it.
"Look up and down with the mouse wheel" - I'm not sure why you are not able to use your mouse wheel to look up and down, because I think this is the way NWN1 originally maps the mouse wheel (i.e.: when you press down the mouse wheel you can look up/down by scrolling it accordingly), doesn't it?
"when you press down the mouse wheel you can look up/down by scrolling it accordingly"
i didn't know that!!...
yes it works.
but i wonder if it wouldn't be better if it can be done without pressing the mouse wheel.
thanks anyway!!
This mod is amazing. I've used it for years and can't play without it anymore.
Any way to apply this to Enhanced Edition?
Thank you very much!
You don't need a mod to do this for EE. You can directly edit the settings.tml file and change the min & max distances and min & max pitch to the same values as in this mod. See e.g. https://forums.beamdog.com/discussion/68609/first-person-shooter-mode.
The only difference is that you can't set the minimum zoom distance to a negative number, only to 0. So when you zoom in to the min, instead of seeing from the front of your nose, you might end up with the camera inside your head. The little bits of head can sometimes clog up your view. The only workaround I know for that is to select an empty head using a mod like CCOH (pick a head model past all the visible heads). No head = no obstruction.
Then it actually works pretty well. In first person view, having no head isn't a problem, and you can see the rest of your body in your peripheral vision for even more immersion.
The idea to use the Deck of Many Things script is pretty ingenious! I don't have much use for FP, but the increased draw distance is a welcome change. I wish there was a way to reduce the fog further without distortion, but alas... There's still the hope that NWN:EE might include it in the future. We should all vote for the feature request, at least: https://trello.com/c/w7jzK80A/201-improve-the-fog-cut-off-distance-approach
I think I got this mod working correctly... but the camera height keeps resetting when I enter a new zone. Is there a way to force the camera to stay at eye heights even as I change zones?
Playing in first person is good for immersion but not if I have to reset my eye height even time I enter a building.
Also is there a way to increase the FOV? I understand higher FOVs causes a fish eye lens effect, but too low an FOV gives me a headache when I play. For comparison purposes, I play skyrim in FOV 80-90, and just live with the fisheye effect. And similarly I download an FOV mod for almost every 3d game. I'm sure some others have the same experience. Thanks!
After some experimenting, it turns out that I tried it first in the Demon module (by Adam Miller), which in my version has a screwed up appearance.2da file which set the height of humans to 1. Which is why it was very obvious that the camera height was off and why I needed the manual set height item. And also it became very obvious when I zoned that the height was being reset each time.
In other modules, the mod mostly works as is, although the camera is still slightly above the head of the character. If you use the manual set height item to fix the height though, you'll still find that it's being reset when you enter a new zone (say if you enter a building). But because it's between 2m and 1.8m, it's not so obvious, and you can probably live with it.
It seems like you can manually work around this in a module by changing the height in your appearance.2da file but that wouldn't be a general solution across modules.
I figured out how to adjust the FOV. For others with the same issue, replace the line "OVERWRITE 00 00 48 42" at the end of the script file CamMod_For_NWNHotU169_v13.xsc with:
"OVERWRITE 00 00 70 42" for 60 FOV
"OVERWRITE 00 00 8C 42" for 70 FOV
"OVERWRITE 00 00 94 42" for 75 FOV
That line controls the FOV distance. You can replace the last 2 numbers with any FOV distance you want, but you need convert Float to Hex first (the link in the readme is broken but you can google another site for it).
With that adjustment, this mod is pretty amazing. The first person view works great for unique tilesets like Omelas in the Demon module. I couldn't get the adjust height item to persevere across zone changes though, and so I changed the height parameter of my race in appearance.2da file of the module to match whatever height I wanted the camera to be at. Now the game almost works like a first person game. Morrowind Nights, as someone called it on youtube.