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The Third Person Mod

by QuackGames Posted 3rd Apr 2019 at 9:04 PM - Updated 8th Aug 2019 at 1:54 PM by QuackGames
 
281 Comments / Replies (Who?) - 180 Feedback Posts, 100 Thanks Posts
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Mad Poster
#101 Old 6th Apr 2019 at 5:54 PM
Looking forward to try this.
Quote: Originally posted by AGuyCalledPi

Since I only had a few large enough lots to test this mod on, I decided to go outdoors. Walking around the world is fun and straightforward, but I found myself reaching for a car pretty quickly. Since only the Go Here interaction was usable from this mode, I'd have to go into Map Mode to select a location to drive to, and then I'd have to go back into Third Person to follow my Sim. Luckily, the mod knows how to handle Sims being in cars. I just wish there were some sort of Travel To Lot interaction accessible by clicking anywhere on the ground.

This gave me an instant execution idea of GTA's hotkey way for ENTER. You go to the nearest parked vehicle (or any other transportation object) and hit enter. This would open up an interface to the map view (like doing the manual way with clicking the car. Problem is, If I remember correctly venues, shops and work is split into numerous interaction. So either the TPM would have to have exclusive interaction that includes all locations under one select-a-location view interface, or some sort of way to navigate/scroll through the three interactions. As for objects that are within inventory (jetpack or hover board in particular comes to mind), holding down the inventory hotkey (i letter) and pressing enter.

P.S. Sorry for my bad english.
Mad Poster
THANKS POST
#102 Old 6th Apr 2019 at 5:59 PM
Since the functionality of zooming out into Map View, clicking a lot and then automatically routing to that lot exists within an interaction already, I assume it's feasible to code a new interaction that does the same thing.
Mad Poster
#103 Old 6th Apr 2019 at 6:14 PM Last edited by SneakyWingPhoenix : 6th Apr 2019 at 6:34 PM.
Quote: Originally posted by QuackGames
That would be cool indeed, but how do you suggest doing that without having to overhaul the entire interaction interface? I've thought of something like you press E and it chooses the first interaction, or a random interaction, with said object. But I don't think that's much intuitive, since most of the time you won't know what your Sim will do when you press E. I'm open for suggestions if you have any.

Oh, what about the rabbit hole / exercise drop down menu interactions were accesible? However, it would need to have some sort of trigger based of (the inspiration for controls could be taken from older Sims console games). If the interactions contain sub-menus, selecting the said interaction would replace the drop-down menu of those in the sub-pie menu.

I notice in the video Sims don't change into appriopate attire (excluding insane Sims) upon entering the pond? Hopefully such routing check and measurements or hotkey is implemented.

P.S. Sorry for my bad english.
Test Subject
#104 Old 6th Apr 2019 at 6:19 PM
Default Thanks! and Norwegian translate
Thank you for this amazing mod! its something i have always wanted and i have a ton of fun using it! I even took time to translate it to my language, Norwegian.
Attached files:
File Type: rar  ThirdPersonStrings_Norwegian.rar (855 Bytes, 2 downloads)
Lab Assistant
#105 Old 6th Apr 2019 at 6:39 PM
Hi, I just want to ask if it's possible to make the mod use a different swim animation? I have a mod by Shimrod that replaces the default swim animations with the professional lifeguard animations and I'd love if TPM used the lifeguard animations instead. (Sorry if I am asking too much.)

And, thanks for the improved camera controls.
Lab Assistant
Original Poster
#106 Old 6th Apr 2019 at 7:07 PM
Quote: Originally posted by SneakyWingPhoenix
I notice in the video Sims don't change into appriopate attire (excluding insane Sims) upon entering the pond? Hopefully such routing check and measurements or hotkey is implemented.


Actually I deliberately took that off in favor of the "Soaked" mechanic. Where if you enter the ocean using any clothing that isn't swimwear, your Sim will get the "Soaked" moodlet, which expires 2h after you've left the water.

Quote: Originally posted by SarteLindsay
Hi, I just want to ask if it's possible to make the mod use a different swim animation? I have a mod by Shimrod that replaces the default swim animations with the professional lifeguard animations and I'd love if TPM used the lifeguard animations instead. (Sorry if I am asking too much.)


I believe that The Sims 3 Island Paradise is required so that the lifeguard swim animations work properly. Which is, unfortunately, a problem because I want to maintain the core functions of this mod base-game compatible.
Test Subject
THANKS POST
#107 Old 6th Apr 2019 at 7:07 PM
Thank you so much ! I will definitely try this mod!
Mad Poster
#108 Old 6th Apr 2019 at 7:15 PM Last edited by SneakyWingPhoenix : 6th Apr 2019 at 7:26 PM.
Default Trying out the mod so far as I'm playing
I do have to say (but sort of complaining), that at first I had trouble controlling my Sim to get downstairs of her rented second-home penthouse building (forgot the name, but it's the one with the biggest lot width (50x50) place from the empty lots and house bin). Took me quite a while for my Sim to reach to the elevator and get a ride back to ground floor (though it's probably due to trying out for the first time, unluckily in a tight interior suit). My Sim somehow managed to walk pass through a wall or for some reason the camera is bouncing/panning-jumping up and down repeatedly. Also, shell rendering-flickered as I should have expected (walls being one-bulk objects, tight area etc.). Now I'll try out to do other things and enjoy/explore and edit-to-provide more details on my discovering and such. Nevertheless, thank you Though the quick instant spins of the camera could be slowed down, or at least provide some sort of speed-regulation options (like Nrass-ish kind of way but only in a simple pie menu specific to clicking terrain maybe?) so ppl don't have to endure motion-sickness/headaches. Again, thank you for all the efforts and the amazing mod you created.

P.S. Oh and about Sims turning, can these be altered or it's a no-no to allow Sims do 45 degree turns than sharp ones?

P.S. Sorry for my bad english.
Test Subject
THANKS POST
#109 Old 6th Apr 2019 at 7:21 PM
Thank you for fulfilling the dream over the years for the the first time!
Inventor
#110 Old 6th Apr 2019 at 7:23 PM
Quote: Originally posted by QuackGames
Actually I deliberately took that off in favor of the "Soaked" mechanic. Where if you enter the ocean using any clothing that isn't swimwear, your Sim will get the "Soaked" moodlet, which expires 2h after you've left the water.


Maybe you can add a hotkey to quickly change into swimwear without doing the animation (SwitchOutfits.SwitchNoSpin). The way NRaas Master Controller does it.
Mad Poster
THANKS POST
#111 Old 6th Apr 2019 at 7:35 PM
Oh, what would be neat, If jogging was somewhat TPM friendly? Maybe by holding ctrl instead, If that key isn't already defined by existing action?
Mad Poster
#112 Old 6th Apr 2019 at 7:42 PM Last edited by SneakyWingPhoenix : 6th Apr 2019 at 8:01 PM.
Quote: Originally posted by QuackGames
I believe that The Sims 3 Island Paradise is required so that the lifeguard swim animations work properly. Which is, unfortunately, a problem because I want to maintain the core functions of this mod base-game compatible.

Well If you do at some point (that is, If you would be still up for that) to create seperate addons devoted for catering individual expansion packs, which I'm sure all of us would really appreciate, it would be cool If boats (which pertaits to that EP) also had the built mechanics to be controlled with WASD keys as well. As well as option to switch and alternate between the boat (If the owns one) and Sim-swimming mode when in an ocean. This would have much point and usefulness, than as applying to cars (IMHO) as it has a limited and preset simplified road systems with three options for direction. Than again, it could actually worked for cars If it's possible to code pressed-down key choice to produce a quick calculated produced choice.

Another idea in mind (sorry if my editing rampage is on your nervous xD) is too allow Clumsy do the trip animation sometimes (as intented by it's design) when walking/running in this mode during, but without it interrupting and stopping the whole travelling thing.

Quote: Originally posted by QuackGames
World bridges are a real pain to deal with because they are not part of the terrain and they are not "portals" (like doors or stairs). The routing system in the game has it's own seperate way of handling them and make the Sims treat them as terrain, which I was not able to replicate here because most of the routing code is embed deep inside the engine. I will try to look into it though.

If it doesn't work out for you and that all fails, perhaps you could workaround the issue to allow the Sim to cross it automatically If he/she is very close to it and the player gives the final direction to walk forward (W)?

P.S. Sorry for my bad english.
Mad Poster
#113 Old 6th Apr 2019 at 8:07 PM Last edited by SneakyWingPhoenix : 6th Apr 2019 at 8:20 PM.
Sorry for double post!
Quote: Originally posted by AGuyCalledPi
I also didn't get the chance to have my Sim use an elevator, but I'm curious to know if the camera won't do anything crazy while my Sim is in there. Thanks a ton for this great mod, though, it's pretty damn good as is.

Have tried once so far. What I seen, the camera a bit of odd spins, but from the floor Sim got on it, the camera faced the elevator's front before it descended down (though I sort of wanted that the camera positioned inside during and till the Sim leaves it after arriving to the desired floor after the ride, but whatever). When the Sim with elevator descended back down the lobby, the camera shifted at the back of the elevator (opposite where its doors are), before spinning back to the front of the Sim.

Quote: Originally posted by FoxInBootz
[*]You can use this mod to quickly get crowds stuck in front of a door through it quickly, effectively solving traffic jams.[/list]

That's a good idea. Even those who don't much necessity for this mod much, it offers great application for killing annoying routing/path finding jams. However, I do think the TFM Sim controlling could use a little bit of tweaking to make it less clunky but more fluid and intuitive (I find it a bit of pain to walk into doors and the inability to change directions to loose angles)

P.S. Sorry for my bad english.
Lab Assistant
Original Poster
#114 Old 6th Apr 2019 at 10:05 PM
Quote: Originally posted by SneakyWingPhoenix
P.S. Oh and about Sims turning, can these be altered or it's a no-no to allow Sims do 45 degree turns than sharp ones?

Quote: Originally posted by SneakyWingPhoenix
(I find it a bit of pain to walk into doors and the inability to change directions to loose angles)


Unfortunately, there are only three animations available for a Sim turning in place, which is turn 0º, 90º or 180º. EA's locomotion system is based on routing. The way it works is that it pre-calculates the amount a Sim has to turn to be correctly facing the route. For a 45º turn, it blends the 90º animation with the 0º animation in the right time so that the Sim stops at 45º. You can imagine that envolves somes serious math. I wasn't able to use EA's locomotion system for this mod, so I built my own, which is jazz animation-based. It simply uses animation playback. I did some vector magic to turn your Sim while you're running, but while standing I had to pick between turning 0º, 90º or 180º, because those are the only raw animations available. So yeah, I went with 90º.

Quote: Originally posted by SneakyWingPhoenix
This would have much point and usefulness, than as applying to cars (IMHO) as it has a limited and preset simplified road systems with three options for direction.


Funnily enough, there was actually a bug in the very early stages of this mod's development that allowed you to fully control cars everywhere. In that time I was still using EA's locomotion system, and I had forgot to put the restriction of not being able to move while inside cars. For my surprise, that resulted in the car actually following the WASD movement. The tires even turned and everything. Unfortunately, the fun stops when you let go of the keys, which would send both the car and the Sim out of the world never to be seen again.
Mad Poster
THANKS POST
#115 Old 6th Apr 2019 at 10:20 PM
Aww, darn. The mod would then could be named in honor of GTA xD Yeah, I seen it much use and potential If these mods also add those following things:
- Intuitive vehicle utilization (just to select destination: maybe a window for lot choice than zooming of map view?)
- Console-styled interactions with objects.
- maybe that's it?

Would make the mod to it's fullest potential without having to mouse click and make the walking-scenario pretty much pointless (since they automatically reroute their pathway). Nevertheless, the mod is still engaging, immersive and darn fun in the way it is. It's one of those "WOW! Very unique and new mod" which adds a fun quirky dimension to it.
Lab Assistant
#116 Old 6th Apr 2019 at 10:54 PM
No Swedish version? Here it comes.
Attached files:
File Type: rar  ThirdPersonStrings_SWE.rar (917 Bytes, 2 downloads)

Did I really say that?
- Well, at least yesterday is behind us now.
/Jonipoon
Mad Poster
#117 Old 6th Apr 2019 at 11:02 PM
One suggestion for the camera-the camera currently follows the sim very closely, but could the camera could be changed a bit so that it's a bit 'looser'?

I'm wondering if an option that delays the camera auto-snap and allows a slight amount of camera rotation is possible?

Current: Camera looks downwards and auto-snaps to the sim's direction, so the player doesn't get to see their surroundings too much.


What If: The camera can be rotated more so the player can see more around them instead of immediately returning to the original angle?

Loving the mod so far, thanks for it!
Screenshots
Mad Poster
#118 Old 6th Apr 2019 at 11:25 PM Last edited by SneakyWingPhoenix : 6th Apr 2019 at 11:43 PM.
There apparently seems to be poor collision detection in TPM. Sims can get easily stuck into objects when running or floor when swimming one title further than they shouldn't suppose to. Also, rotation keys on the control panel don't work, but do work in key board. Hopefully this aren't technical limitations integrated into the machine, which would be a unfortunate/pity for getting into this great mod's way.

Interesting way: I manage to have my Sim walk far distances of sunset valley that not even the game camera can, nor TPM's, and the "Go here" interaction is available to reach. I do wonder what would happen If I continue to hold down W. Will she walk off the edge of the world?

ETA: Nevermind, she reset back home with Nrass' help.

P.S. Sorry for my bad english.
Scholar
THANKS POST
#119 Old 6th Apr 2019 at 11:36 PM
This is a great mod, and I've had a chance to play around with it a little bit - I'm also getting the stuttering that others have...
I did find that the camera was quite sensitive where the mouse is concerned; every time I moved the mouse a little, it would move the view.
Also, would there be any way of having the option to toggle the camera rotation off when the mouse touches the edge of the screen? It was very sensitive for me, and every time I had to cancel an action or even went anywhere near the edges the camera would rotate, which became quite annoying after a while... just a query, really... other than that, the mod is awesome!!
Mad Poster
#120 Old 6th Apr 2019 at 11:48 PM Last edited by SneakyWingPhoenix : 7th Apr 2019 at 10:09 AM.
Pro tip: Never play insane Sim. They're idle noices may drive you insane as you take them for a town stroll

ETA:
Quote: Originally posted by Naus Allien
- I don't know if it's possible but it'll be really cool to have the ability to interact with objects your Sim is facing (like the PS2 version) by pressing a key (E, for example).

Quote: Originally posted by QuackGames
That would be cool indeed, but how do you suggest doing that without having to overhaul the entire interaction interface? I've thought of something like you press E and it chooses the first interaction, or a random interaction, with said object. But I don't think that's much intuitive, since most of the time you won't know what your Sim will do when you press E. I'm open for suggestions if you have any.

Quote: Originally posted by SneakyWingPhoenix
Oh, what about the rabbit hole / exercise drop down menu interactions were accesible? However, it would need to have some sort of trigger based of (the inspiration for controls could be taken from older Sims console games). If the interactions contain sub-menus, selecting the said interaction would replace the drop-down menu of those in the sub-pie menu.

I notice in the video Sims don't change into appriopate attire (excluding insane Sims) upon entering the pond? Hopefully such routing check and measurements or hotkey is implemented.

While I did suggest using the drop-box menu found in rabbit hole careers and in exercising activities, I wanna to expand on it: Since this would require a sort of indicator of type of object is selected (as you pointed out the problem), how about the closest one queues up for the Sim, but that interaction won't do anything as it will be set to "Autonamatic" until player chooses the option from the menu?
Dunno whether this is do doable within this mod with no compilations or sacrifise in the way, and hopefully this interaction system can only be limited to just third person mode. However, it would give the MOD capacity to fullest capacity of a console.

P.S. Sorry for my bad english.
Top Secret Researcher
#121 Old 7th Apr 2019 at 10:30 AM
So I played with this more and now I'm loving the camera controls but again, there's still some bugs present and a thing that could be improved.

First, Dogs animations are still broken when swimming in the pool. I hope this gets resolved.

Second, inside camera is really really unstable/wobbly if you zoom out just a tiny bit.

And third, which is not a bug but does end up being a bother is that small dogs, cats and toddlers are off-screen when playing, and it would be nice to have the camera positioned vertically down (moved towards the floor) on dogs, cats and toddlers so that the experience could be complete.

Overall, this have come a long way, the camera on sims while controling them outside is perfect and I couldn't ask for more.
Mad Poster
#122 Old 7th Apr 2019 at 10:32 AM

Wouldn't it be possible to code allow Sims automatically jump/climb into/outa pool when walking across it? Just like with stairs? Seems like a natural feature for implementation.

P.S. Sorry for my bad english.
Test Subject
#123 Old 7th Apr 2019 at 4:18 PM
I found some wrong translation in my file. I have edited a Thai version of this mod.

This is a new version.

Recommend to use with this Thai mod by Bestzakung to make it work.
http://www.thaithesims4.com/topic.php?topic=141951
Attached files:
File Type: 7z  ThirdPersonStrings_Thai.7z (910 Bytes, 8 downloads)
Test Subject
#124 Old 7th Apr 2019 at 5:44 PM
can you make the mod for sims 4 too ?
Field Researcher
#125 Old 7th Apr 2019 at 6:28 PM
Quote: Originally posted by Haku Aotsuki
Thank you for this amazing mod! its something i have always wanted and i have a ton of fun using it! I even took time to translate it to my language, Norwegian.

Hey quack, in case you missed it, i'm gonna repost this norwegian translation
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