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Taffer i think you should start a new thread posting and outlining the mod for others looking for it but not aware of our thread. i was going to but it's your find
No not my find, go for it man :) Dullimann originally requested the mod on Nexus and I kept going back to the thread for updates. Big thanks to YouYouTheBoxx for making it. I'm still trying to figure out how to move the cam across the x axis but it's sure nice being able to turn it around!
does the black box of text prior to the game launching show up?
No - is it supposed to?
* PC general
pc performance sucks overall. RTX implementation...very poor
* >> rudimentary npc AI, broken AI
enemies stuck in single animation/single location with or without animation.
npc's stuck on geometry: sometimes teleport to new location; trolls are notorious for this
npc's volume-locked traversal: stuck on corners, stuck animation,
can't follow PC, running in small circles.
bad collision awareness/handling.
horrible pathing nodes: i.e. Poppy, after egg, walking in place against newsstand, etc.
* >> physics/animation
sometimes NPC's/enemies will bounce off environment at tremendous speed into the sky.
..bad idle animation cycle;
right leg will jitter horribly for a second while standing idle (back upright),
this appears to be baked into the cycle since terrain intersect angle does not alter
this effect (leg bend,foot following terrain height). this may be caused by poor
TCB blending when transitioning from cycle end frames back to start frames of
skeletal animation. maybe it's just bad MoCap data and someone forgot to clean the
loop. it could also be calc jitter traveling up the hierarchy:foot->shin->thigh->hip.
whatever it is, it looks horrible. check your IK\FK.
it looks like Idle1->{transition}->Idle2 is where it occurs. height difference
does make it more egregious. left leg is stable throughout cycles.
* >> poke-through
hair poke-through on hats
dress poke-through on robes
poke-through on capes
* >> general
no setting to stop periodic hints popping up; "you have talent points...", etc.
agenda bs in-game. expected better from WB. lesson learned.
flight/mount control arrangement is funky. can't reassign.
Post-Game...what post-game?
* >> environmental
environment items stuck in geometry/under terrain; unlootable.
doors not opening, PC walks right through.
opened chests still showing on revelio.
west manor cape area: sometimes the hedge maze doesn't load/appear but
the collision map does.
bad light volumes/transitions in areas. rapid light changes.
* >> camera
no camera up/down on broom/mount.
the left-right additional dead-zone when on broom is pathetic. remove it.
-{the following is a personal observation. it annoys the hell out of me}-
camera is shifted too far to the right (PC is too far left onscreen)
no setting to adjust camera left-right offset.
no adjustments for PC states (exploration/combat/flight/riding).
! this is especially annoying because the PC audio is also offset to the left !
center the damn PC during exploration and add a setting slider for each state
to allow for choosing a preferred Left-Right offset.
** summation
Avalanche Software has failed horribly here. This is really a generic game
with issues that should have been ironed out long ago. The PS5 was
ultimately the only platform WB/PG/AS was worried about, it shows in so many
ways. Culling solution is poor at best. Scene-graph could have been handled
far better. Just setting PC as UE compiler target does not cause magic to
happen, it requires a deliberate hand to optimize the code for the given
platform. The 11th hour inclusion of denuvo, bad for consumers and very bad
for executable. Memory handling is not terrible but it does appear there
are some periodic leaks. Sometimes using map to warp to new location fixes
it by releasing and reallocating, this is not a permanent solution though.
When you consider the limitations of consoles it's easy to see that AS
decided to kneecap the PC version. This was a bad decision and shows that
AS was not ready for a product of this magnitude. There is some great work
that is marred by shoddy coding. Architecture, landscape and esthetics are
very nice. The problem is presentation, scene-graph and performance.
..Too big a project for AS to handle.
..Great ideas, has some merit. Poorly implemented and executed.
3.5/10
not impressed at all with PC port.
get some [UE4 PC] programmers to fix these issues.
replay-ability is minimal at best. 1 quest specific to house.
PS5 only quest line. WbAsPg only worried about PS5. Case in point.
center the damn camera or add settings to allow state adjustments.
oh did you also install "RE-UE4SS" (specifically the "UE4SS_xinput" version) ? It's a required prerequisite.
Yep, just tried it again with the latest file and made sure to have the unextracted zip files in the same folder just in case (didn't have those before). No black box pop up again. Argh:/ Yep. It's time for a stiff drink. Thank you for your help btw!!! I'm going to look into this again tomorrow. Maybe someone will upload a video so I can see where I'm going wrong, I don't intend to refund anymore.
[CREDIT: Meltus & YouYouTheBoxx]
Replace what's in "C:\Program Files (x86)\Steam\steamapps\common\Hogwarts Legacy\Phoenix\Binaries\Win64\Saved\CameraSettings.json" with:
"internal_config 1": {
"Y": -60,
"Z": 15,
"X": -215
},
This works 100%. Damn, I'm emotional.
Batman Arkham, The Last of Us, God of War, Horizon, Spider-Man (in forced walking/out-of-costume segments), Forspoken, The Witcher 3 next-gen version, Control, Returnal, Gears of War, DMC5 (during environmental navigation)... I'm hard-pressed to think of recent examples outside Soulsborne games that don't use an offset camera.
The reason for that is that third person shooters and similar genres always use the off center so you can see where you are shooting and see it make contact with the enemies. Because wands are ranged it is treated like a shooter, so you can see your spell hit the enemy and see enemies telegraph attacks from a distance in front of you. Only short ranged combat is really doable with center camera (like forementioned tomb raider, kingdom hearts or souls games), as if an enemy is going to hit you they will run up to you before attacking, and vice versa.
At best they will allow you to change it to the right, but I doubt that you'll be able to change it to a centre-perspective one.
And you really want your character to block you from seeing your enemy and most likely missing? And or wanting to not see the FULL view of your surrounding?
I haven't played any of the games you mentioned except Control, up to chapter 7. No issues with that because the character was centred enough. Alan Wake on the other hand (another Remedy game) I could not do. For me it really depends on the extent of the positioning. The further leftward the character is, the more impossible it is to play. So far, I haven't ever experienced any visual problems (ie blocked field of view) involving enemy battles in third person games. I am uncertain what Hogwarts Legacy is like in this regard, however, I was completely unable to play it before due to nausea. It's like night and day. I would have refunded the game without this mod.
EDIT (to respond to the edit lol): Yes, off centre aiming during combat specifically is fine and the standard. No issues there. However, keeping the character fixed in that same off centre position beyond combat (ie during basic walking/running animations) is the disorienting part. There is probably something going on at the brain level that makes adjusting to that impossible for people like me.
The issue I've noticed people having with understanding a functional centered camera is they assume the camera will remain at shoulder or waist height of the character.
A proper centered camera pushes the character below the crosshair and pulls the camera back a bit like risk of rain 2
OR what older 3rd person games like battlefront 2 (2005) did was keep the character close and fully visible, then push the actual crosshair to the upper part of the screen. This helped with small indoors as well since you're aiming down at the world with a high crosshair, allowing for unobstructed targets by the player model despite their distance from you.
(And don't call this weird so quickly! The popular halo games in their series pushed the crosshair DOWN from the center to promote looking ahead and UP due to the verticality of combat and to appreciate the environment better)