• Description
• Installation
• Compatibility
• Technical Details
• Version History
• Permission
• Credits
Equipping a helmet while having Helmet FOV activated will mask parts of your screen in first person view to simulate decreased field of view (FOV) due to the helmet's shape.
Currently all helmet's contained in the original game will be affected by this.
NEW:
• Add-On file to enable FOV effect for the Crusader helmet of the official KotN expansion.
• Add-On file containing Oblivion Script Extender (OBSE)-specific scripts that improve overall functionality.
Note:
(Un-)Equipping helmets via hotkeys as well as loading save games will not trigger any FOV changes unless you're using the OBSE Add-On .esp.
Future versions might include custom helmets added by other mods, depending on how much demand there is for such a thing :)
Unzip the included files to your Oblivion Data directory.
Activate the .esm file as well as any desired add-on .esp files either in the Oblivion Launcher's Data Files menu or via using your favorite mod manager (e.g. OBMM).
If you decide to use the OBSE Add-On you'll have to start the game using one of the several OBSE launchers.
Since the mod doesn't affect objects directly, but instead remotely checks for them in scripts, no real conflicts are to be expected.
However, the mod's functionality will be compromised by any mod that changes the Editor IDs of the original helmets.
The Helmet FOV effect is basically a simple rectangular plane floating right in front of your eyes in first person view.
More specifically it is a set of planes each with a different texture, all being attached to the Camera01 bone inside the _1stperson\skeleton.nif file. Each plane actually is attached to a bone of its own which by default is invisible.
Animation (.kf) files have then been created to dynamically toggle the visibility of specific bones containing the desired FOV plane (applying NiVisControllers).
To actually trigger these .kf files the mod utilizes the game's Idle Animations feature, checking whether certain helmets are currently equipped.
In the non-OBSE version two quest scripts are used to
• detect when inventory screen is opened (MenuMode)
• call the PickIdle script command a few times to make sure the animation 'sticks' (GameMode, self-terminating via StopQuest)
Using hotkeys on helmets will not trigger a MenuMode script and therefore will not affect the current FOV.
The OBSE version applies a single GameMode script for detecting whether helmets were (un-)equipped and if the game has been loaded.
• Includes FOVs for all vanilla helmets
• Deleted a lot of redundant script checks, no more waiting after switching helmets required
• Added KotN Add-On .esp file
• Added OBSE Add-On .esp file
• Tweaked a few textures
• Fixed scripts to avoid FOV anims overriding vanilla Idle Animations
The textures used inside this mod might not suit everyone's tastes, so feel free to replace them with your own versions - and don't forget to share these with the community :)
Furthermore the technique behind Helmet FOV is not limited to using simple planes; it is, in fact, possible to use a real 3D model instead.
This mod simply aims at providing the community with a base to start off - feel free to discuss in the aforementioned ESF thread.
Credit goes to Haydox, Plissken, Jeggy of the ES Forums for the original mod idea,
to Dejaside and Quarn of the ES Forums for helping with the scripts,
to Dev_akm, Wrye, Timeslip of the ES Forums for providing tools to create interdependant mod files,
and of course to Bethesda Softworks for creating TESIV: Oblivion ;)
XMarksTheSpot