Hey folks, a heads up: in order to clean up some of the mess from bug reports, I will try to be more strict and will now be closing/removing some very incomplete reports.
What I mean are reports that just say some feature doesn't work (while it obviously does on mine, and the vast majority of users) and there's no more information. Marking such reports as "Not a bug" feels wrong (as I can't be 100% sure it's not), but the Nexus currently doesn't have a flag like "invalid/incomplete report" that would work better in this situation. Letting that issue rot forever marked as "Needs more info" is not good either as it still counts as an active bug even though it most likely isn't one. I don't feel great about this, I'd rather have everything out clear in the open, but it's really getting unmanageable at points and tends to paint a false picture.
I gave up lol. Maybe I'll sift through the bug section one day and remove all the clutter but this is draining and never ends.
Hi! I've been really enjoying your mod—it's incredible! I've been using it alongside SmoothCam, and while tweaking it for my current playthrough, I noticed something that caught my attention. From what I understand, your mod’s camera system focuses on the target rather than the player (or possibly both)—is that correct? I was experimenting with an X offset of 50 or higher in combat and observed something interesting. When moving past the target at close proximity, the camera orbits to the opposite side of where the player moved before settling back behind them. For example, if the player moves to the left of the target, the camera swings around to the right before repositioning.
I tweaked both SmoothCam and TDM, and while it improved, the issue still persisted. Specifically the orbiting in the opposite direction. I made my own thoughts on a approach that would it be possible to have option to choose which target the camera is being anchored to. For example. Camera would be focusing on the player and the player model would be facing the target. How I imagined it that would maybe eradicate the orbiting as the camera only cares about the player being in front of the camera. While the camera follows the player model, and where the model is still facing the target it would still keep the lock on system working.
Though, I have no clue about the framework or how the mod really operates so I don't know if this is even possible or if it conflicts with the SmoothCam. I just liked to share this concept and ask your opinion about it.
I am struggling to find that sweet spot between this mod and smoothcam as well. I've tried several smoothcam presets, tweaked them, and adjusted the target lock pitch, yaw and offset, and for the life of me i just cannot get rid of the "side scroller" view that both of these mods force me into during melee combat.
i really wonder whats going on with the dodge framework ngl, hoping it'll be cool.
unrelated but if the author is still looking at comments, i want to ask if there could be an option added to adjust the camera for when you lock onto dragons that are flying? whenever i do that the camera just clips into the grass and i cant see anything, so it'd help alot. just a request, i'm not demanding anything.
I can't believe I went so long without this mod. This mod makes playing in 3rd person SO MUCH BETTER. Vanilla Skyrim 3rd person always felt clunky and weird. Sometimes I would struggle hitting an enemy because the hit detection felt off. But this mod is a must-have. Combine this with the True HUD, some better 3rd person animations, and a better 3rd person camera mod, and you'll have a much better experience playing in 3rd person.
Is there any way to make it work in 1st person view? I mean being able to run backward while looking forward, currently I can't make the player character running when I pressed S in 1st person view.
It would be great for the camera to be adjusted when you use 'target lock'. In third person the angle is too low for me I have the camera at the height of the ankles, and with mammoths/giants i have the camera on my feets.
SmoothCam does not help, it only allows you to modify the height, not the angle.
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Hey folks, a heads up: in order to clean up some of the mess from bug reports, I will try to be more strict and will now be closing/removing some very incomplete reports.
What I mean are reports that just say some feature doesn't work (while it obviously does on mine, and the vast majority of users) and there's no more information. Marking such reports as "Not a bug" feels wrong (as I can't be 100% sure it's not), but the Nexus currently doesn't have a flag like "invalid/incomplete report" that would work better in this situation. Letting that issue rot forever marked as "Needs more info" is not good either as it still counts as an active bug even though it most likely isn't one.
I don't feel great about this, I'd rather have everything out clear in the open, but it's really getting unmanageable at points and tends to paint a false picture.
I gave up lol. Maybe I'll sift through the bug section one day and remove all the clutter but this is draining and never ends.
I've been really enjoying your mod—it's incredible! I've been using it alongside SmoothCam, and while tweaking it for my current playthrough, I noticed something that caught my attention.
From what I understand, your mod’s camera system focuses on the target rather than the player (or possibly both)—is that correct?
I was experimenting with an X offset of 50 or higher in combat and observed something interesting. When moving past the target at close proximity, the camera orbits to the opposite side of where the player moved before settling back behind them. For example, if the player moves to the left of the target, the camera swings around to the right before repositioning.
I tweaked both SmoothCam and TDM, and while it improved, the issue still persisted. Specifically the orbiting in the opposite direction. I made my own thoughts on a approach that would it be possible to have option to choose which target the camera is being anchored to. For example. Camera would be focusing on the player and the player model would be facing the target. How I imagined it that would maybe eradicate the orbiting as the camera only cares about the player being in front of the camera. While the camera follows the player model, and where the model is still facing the target it would still keep the lock on system working.
Though, I have no clue about the framework or how the mod really operates so I don't know if this is even possible or if it conflicts with the SmoothCam. I just liked to share this concept and ask your opinion about it.
Thanks again for the mod!
unrelated but if the author is still looking at comments, i want to ask if there could be an option added to adjust the camera for when you lock onto dragons that are flying? whenever i do that the camera just clips into the grass and i cant see anything, so it'd help alot. just a request, i'm not demanding anything.
In third person the angle is too low for me I have the camera at the height of the ankles, and with mammoths/giants i have the camera on my feets.
SmoothCam does not help, it only allows you to modify the height, not the angle.