If you encounter a bug, please fill out the bug report form. Provide a detailed description on how to reproduce the bug. Attach log files located here: "Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\ImmersiveFirstPerson\ImmersiveFirstPerson.log" "Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\scripting.log" If logs are too long, publish them on pastebin.
Keep in mind, every time the game is updated, it takes a couple hours for CET to update as well.
The new mod version requires to modify one of the game's internal configuration files. If there are no other mods that modify it, then it should be perfectly fine. This does not reset or modify your game settings and keybindings, those are somewhere else. This modification lowers the minimum allowed mouse sensitivity from 1 to 0. This is necessary for the FreeLook to work correctly, otherwise the character will slowly move with the camera. If you don't use FreeLook, feel free to not replace the options.json file. I'll be looking into ways to work around the issue, but for now the file will be replaced.
You can also update the file manually, if you don't want to replace it. To do this open r6/config/settings/platform/pc/options.json file, find "FPP_MouseX" option and look for "min_value": 1.0 line, change 1.0 to 0.0. Do the same for "FPP_MouseY" and you're done. Here's an example
Immersive First Person only changes the first person camera. Invisible body, wrong body models, missing on-foot radio, and any other issues not related to camera — ARE NOT RELATED TO THIS MOD. Please, stop reporting it.
The first person suddenly stopped working. The free movement still works and CET recognizes the mod, but I know I did not update the game, I've done no changes, but suddenly, poof. Heck, I don't know how I would even recreate this bug, I haven't done anything!
If you haven't already, restart your computer. I've found out that sometimes if a mod breaks suddenly without any outside change, it's because of something with the computer itself running for too long.
Mod works great! Correct body model/clothing etc. and never needed to edit any files thankfully as I'm not using freelook. Just a question regarding the model being headless - would I be correct in assuming a reason for this might be that it would mess with the camera to have the live head? Or is there no live head available in the native game for this reason?
People reported that my Santa Muerte mod is causing an issue with IFP installed. Basically, after falling to the ground and getting back up (using the animations from the Second Heart effect), actions like sitting or cutscenes end up with the wrong alignment of the camera. Any idea if there is anything I can do to force the right alignment with IFP after I trigger a death animation?
have you confirmed that cutscenes mess up by my mod specifically? i check for cutscene level before changing the camera, so normally it shouldn't apply during sitting animation and all other cutscenes, so it's weird that it'd bug out.
in any case, you can temporary disable the mod with CET: local ifp = GetMod("ImmersiveFirstPerson")
-- save current state local wasEnabled = ifp.api.IsEnabled()
-- disable the mod ifp.api.Disable()
-- re-enable later if wasEnabled then ifp.api.Enable() end
or reset the camera without CET (this is lua code, but you can adapt it for redscript): local fpp = Game.GetPlayer():GetFPPCameraComponent() fpp:SetLocalOrientation(EulerAngles.new(1, 69, 0):ToQuat()) fpp:SetLocalPosition(Vector4.new(0, 0, 0, 1.0))
-- use fpp:GetLocalOrientation() and fpp:GetLocalPosition() to save and restore previous values
Thanks.. I will check that out. I looked at the code for IFP while Nexus was down and I can see a detection of if the player is dead. If I have to bet, I would say Santa Muerte doesn't completely reset the player state after a resurrection and somehow, IFP still considers the player dead. Does the player being dead result in more limited camera movements? That could be consistent with what I am seeing.
yeah, i think i got it. death triggers OnDeath event which force IFP into unloaded state (which is the state i use for menus and stuff). If you go in and out of the pause menu, IFP will load properly. But if you don't it will end up in a weird state. And if you use ifp's freelook feature it might mess up the camera a bit, because the mod doesn't know it's technically loaded yet.
i think i'll just hook on ToResurrect method and set the IFP to loaded state after it. will release the update soon.
Sweet .. thanks. I did more tests and forcing a reset of the camera doesn't do anything. A free look after resurrection gives me a very narrow angle of movement for the camera, which is indeed a messed up state. I assume this issue happens also with Vanilla Cyberpunk when using the Second Heart effect. I will look forward to a fix to test!
I just tested the new update and the issue with the free look getting busted after a resurrection is fixed. Thanks! I can't tell yet if that helps with the broken alignment in cutscenes but that's good progress.
IDK if you are still tryng to fix the broken alignment thing for cutscenes, but I just wanted to tell that it's still an Issue in Phantom Liberty for me. Cutscenes are completely ruined after Reviving with Santa Muerte mods, forcing me to have to reload a save to fix it, which defeats the purpose of having that mod installed. Would like to know if there is a workaround tho.
1048 comments
If you encounter a bug, please fill out the bug report form.
Provide a detailed description on how to reproduce the bug.
Attach log files located here:
"Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\ImmersiveFirstPerson\ImmersiveFirstPerson.log"
"Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\scripting.log"
If logs are too long, publish them on pastebin.
Keep in mind, every time the game is updated, it takes a couple hours for CET to update as well.
The new mod version requires to modify one of the game's internal configuration files. If there are no other mods that modify it, then it should be perfectly fine. This does not reset or modify your game settings and keybindings, those are somewhere else.
This modification lowers the minimum allowed mouse sensitivity from 1 to 0. This is necessary for the FreeLook to work correctly, otherwise the character will slowly move with the camera. If you don't use FreeLook, feel free to not replace the options.json file.
I'll be looking into ways to work around the issue, but for now the file will be replaced.
You can also update the file manually, if you don't want to replace it. To do this open r6/config/settings/platform/pc/options.json file, find "FPP_MouseX" option and look for "min_value": 1.0 line, change 1.0 to 0.0. Do the same for "FPP_MouseY" and you're done.
Here's an example
Just curious :)
Thanks again! Keep up the great work.
This mod doesn't touch inventory or wardrobe. I mean, the sticky posts are there for a reason...
Basically, after falling to the ground and getting back up (using the animations from the Second Heart effect), actions like sitting or cutscenes end up with the wrong alignment of the camera.
Any idea if there is anything I can do to force the right alignment with IFP after I trigger a death animation?
in any case, you can temporary disable the mod with CET:
local ifp = GetMod("ImmersiveFirstPerson")
-- save current state
local wasEnabled = ifp.api.IsEnabled()
-- disable the mod
ifp.api.Disable()
-- re-enable later
if wasEnabled then
ifp.api.Enable()
end
or reset the camera without CET (this is lua code, but you can adapt it for redscript):
local fpp = Game.GetPlayer():GetFPPCameraComponent()
fpp:SetLocalOrientation(EulerAngles.new(1, 69, 0):ToQuat())
fpp:SetLocalPosition(Vector4.new(0, 0, 0, 1.0))
-- use fpp:GetLocalOrientation() and fpp:GetLocalPosition() to save and restore previous values
hope this helps
I looked at the code for IFP while Nexus was down and I can see a detection of if the player is dead.
If I have to bet, I would say Santa Muerte doesn't completely reset the player state after a resurrection and somehow, IFP still considers the player dead.
Does the player being dead result in more limited camera movements? That could be consistent with what I am seeing.
i think i'll just hook on ToResurrect method and set the IFP to loaded state after it. will release the update soon.
I did more tests and forcing a reset of the camera doesn't do anything.
A free look after resurrection gives me a very narrow angle of movement for the camera, which is indeed a messed up state.
I assume this issue happens also with Vanilla Cyberpunk when using the Second Heart effect.
I will look forward to a fix to test!
I can't tell yet if that helps with the broken alignment in cutscenes but that's good progress.
Would like to know if there is a workaround tho.