Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Hellstorm102

Uploaded by

hellstorm102

Virus scan

Safe to use

20 comments

  1. killemloud
    killemloud
    • member
    • 1 kudos
    I’m trying to change the texture of the fist to match the vanilla texture so the this mod can be use along with unarmed hot key because as of now it works but the fists don’t match in color but when I load your nif into nif scope it doesn’t know where the texture for your fist is to apply to it, what path do I use to apply the texture? Found it but can’t change the color with nif scope 
    1. EdmondNoir
      EdmondNoir
      • premium
      • 739 kudos
      Please see below -


      • The texture is located at: actors/character/basehumanmale/basemalehands_d.dds
      • The Material package the mesh uses is located at: Materials\actors\Character\BaseHumanMale\basehumanmaleskinhands.bgsm

      You do not want to alter the base vanilla texture. Rather I think what you would want to do is create a copy of the bgsm with a new name and point it to a custom* texture which would be a exact copy of the normal .dds texture but with a different name and then associate the new bgsm and texture to the mesh. That should resolve the issue for you but you will have to trial and error fine tune it for yourself. Also just as a fyi to everyone adding a hand to a gun or anything is pretty easy you just go to basically the same folder directory as the hand texture but for the mesh and then copy the hand mesh block via block>copy branch and then paste the branch in the pipboy mesh or whatever and then adjust its position. i mean if you care about clipping itll take some time and work to adjust but yea thats all you have to do. same with guns just paste the hand into the guns mesh and adjust the hand position. Your only real issue will be that hand color will be static and set.
  2. PHANTOMHATE
    PHANTOMHATE
    • supporter
    • 66 kudos
    POSSIBLE ISSUE FIXES:

    Purple textures - only add these to [ARCHIVE]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=

    No hand - If you have a space after this it will not read
    *Fallout4_VR.esm    <--- remove any space

    HIghlight the one below to copy and paste with no space
    *Fallout4_VR.esm
    1. EdmondNoir
      EdmondNoir
      • premium
      • 739 kudos
      This doesnt resolve the issue for some people - for me *Fallout4_VR.esm gets removed every time I add it back to the plugins.txt right away. So I can never complete this last step. The hand will never show up for me.

      The fix is to close down your mod manager before adding that line. The mod manager will alter the second you make the change it will revert it if your mod manager is open.
    2. PHANTOMHATE
      PHANTOMHATE
      • supporter
      • 66 kudos
      Yikes. To keep control of things I never let steam online when I run the game and I update what I want when I want. I never us a mod managers or setting helpers, tools etc.. I always have a full backup of my mainfiles,appdata,documents and a vanilla set. I use the vanilla set to test each mod one at a time. You can have multiple Fallout4 games just rename them when you want to switch like "store1Fallout4VR" etc. Don't forget Appdata and Docs. Call me crazy but mod managers and settings managers need to be managed. That makes them useless and almost everyone gets a trashed game from them at least once. I am not saying anything about you I am just preaching suggestions for controlled modding. Steam cloud will rewrite data too. Turn it off and it turns itself on again. If you don't know how to fix (break) steam just control when it goes online and keep backups of everything.
  3. Vonklinkenhoffn
    Vonklinkenhoffn
    • member
    • 1 kudos
    I followed the instructions, but all I ended up with was purple textures all over the place and no VR hand.
    1. hellstorm102
      hellstorm102
      • premium
      • 133 kudos
      double check your appdata file
    2. netshaman
      netshaman
      • premium
      • 5 kudos
      And then ?
      Because i have this problem too exept the vr hand is present
    3. PHANTOMHATE
      PHANTOMHATE
      • supporter
      • 66 kudos
      I am posting a possible solution above.
  4. killemloud
    killemloud
    • member
    • 1 kudos
    Great mod! was hoping to get a vanilla texture? the hands don’t match when unarmed and I have bare hands hot keyed so when I’m not holding a weapon I have both hands, but they don’t match
  5. Lunaoferinn
    Lunaoferinn
    • supporter
    • 0 kudos
    Pipboy Hand VR for female hand possible?
  6. netshaman
    netshaman
    • premium
    • 5 kudos
    using Vortex and this not show up.
  7. Johnny2Fingerz
    Johnny2Fingerz
    • premium
    • 0 kudos
    Yes!!! One down, one to go! Lets see the other hand now! LOL Thanks for this. the lack of hands is driving me nuts
    1. hellstorm102
      hellstorm102
      • premium
      • 133 kudos
      yeah this is a monumental task of opening every weapon mesh and adding the fist. Then the question is should it pivot from the fist location? some guns you do not hold it by the trigger, but some weird location bethesda picked


      then you have to save it as a New mesh and assign it as the first person variant of the original weapon in the creation kit, else every weapon in game would have a disembodied fist
    2. Doommarine23
      Doommarine23
      • member
      • 2 kudos
      Dear Hellstorm,

      I've done 3D model edits and modding for quite awhile. I am going to look myself, but I'd like to ask, can you please point me in the direction of which hand file to use for first person?

      I read what you said here and I think I may slowly over time, add hands to all the weapons. They'll be cosmetic only, not gonna worry about pivots.
  8. CylonSurfer
    CylonSurfer
    • premium
    • 96 kudos
    I posted this on Reddit as well but thought I'd put a post here too.

    Great mod, I really like it but isn't the Pipboy meant to be oriented so the screen is on the back of the wrist? Like the below image:
    https://ksassets.timeincuk.net/wp/uploads/sites/54/2015/11/Pip-Boy-10-1-3.jpg
    1. hellstorm102
      hellstorm102
      • premium
      • 133 kudos
      im not sure if we can rotate it and still have it activate. the position is hardcoded and only the angle can be changed.

      right now the fist lines up kinda with my oculus left hand.

      ill see wat else i can do
    2. CylonSurfer
      CylonSurfer
      • premium
      • 96 kudos
      I loaded up your nif in nifskope and rotated the fist so that the back of it lined up with the Pipboy screen. I then used the following settings:



      [VRPipboy]
      fHMDToPipboyScaleOuterAngle=5.0000
      fHMDToPipboyScaleInnerAngle=25.0000
      fPipboyScaleOuterAngle=55.0000
      fPipboyScaleInnerAngle=60.0000
      bScalePipboyWithPipboyAndHMDRightVectorCompare=0
      bScalePipboyWithPipboyToHMDAngle=1
      fRotateZ=45.0000
      fPipboyRotateZ=-62.5000
      fPipboyRotateY=280.0000
      fPipboyRotateX=225.0000
      fPipboyEndTranslateY_LH=5.0000
      fPipboyTranslateZ_LH=2.5000
      fPipboyTranslateY_LH=-10.0000
      fPipboyTranslateX_LH=-2.5000
      fPipboyTranslateY_RH=-120.0000

      While not perfect on my vive wand (still needs some adjustment) the Pipboy lines up and activates correctly. I seem to recall the following lines being the key to activating the pipboy:
      fPipboyScaleOuterAngle=55.0000
      fPipboyScaleInnerAngle=60.0000

      Coupled with:
      bScalePipboyWithPipboyAndHMDRightVectorCompare=0
      bScalePipboyWithPipboyToHMDAngle=1

      I think you have to change the pairs to be further apart numerically (for a wider angle) and closer together (for a smaller angle). eg:
      fPipboyScaleOuterAngle=50.0000
      fPipboyScaleInnerAngle=65.0000
  9. hellstorm102
    hellstorm102
    • premium
    • 133 kudos
    updated installation instructions for the location of plugins.txt

    C:\Users\YOUR USERNAME HERE\AppData\Local\Fallout4VR
  10. Joshmodder19
    Joshmodder19
    • member
    • 0 kudos
    awesome