Where to Start: Check FRIKI Wiki, and the FAQ! Please feel free to add/change the Wiki when you read something and think you can make it clearer! Be sure to check out r/fo4vr subreddit for another place to get good support plus guides and links to other mods.
Release Candidates! Want to get the latest features and bug fixes in development? Help the dev team move fast and NOT break things? Get the latest release candidates from GitHub / Releases page. Please post issues here or GitHub / Issues page.
Support If you would like to support the development of this mod or buy a pint, check RollingRock and CylonSurfer patreon pages.
New release candidate (get it here) focused on weapon position fixes, adjustment config (see wiki), and left-handed mode.
Looking for feedback on: 1. Do any of the vanilla weapons are not aligned well for you? Throwables? 2. Is back-of-hand UI (HP,ammo,etc.) is consistently well placed? 3. Any issues with adjusting weapon position?
Full changelog: - Rewrite Weapon Position Adjustment UX with new friendly UI. - Improve adjustment accuracy by using controllers thumbsticks. - Create default adjustments for most game weapons (mostly right-handed). - Support throwable weapons position adjustment. - Create default adjustments for all throwable weapons (right-handed). - Support "Back of Hand UI" position adjustment globally and per weapon. - Support putting torch (flashlight) on right arm when Pipboy is on left. - Moved config location (again) to "%USERPROFILE%\Documents\My Games\Fallout4VR\FRIK_Config" (why?) - Fixed vanilla scope misalignment with weapon after adjustment. - Fixed offhand gripping position adjustment misc issues. - Fixed "Back of Hand UI" moving around and get hidden for some weapons. - Fixed left-handed weapon adjustment and separate saved files from right-handed. - Fixed left-handed main and Pipboy config UI being inverted. - Fixed left-handed melee weapon position and rotation.
Been playing using the FRIK v.73 - RC3, so far i think it is brilliant, very easy to adjust the weapon positions and the back of the hand UI, one thing i did notice is that on the new menu where you can adjust weapon position and hand UI it says hold grip to save and hold A button to reset but it is actually the other way around for me, holding A button saves and holding grip resets, other than that small issue everything else is great. Thanks for making this fantastic mod.
right.. it's actually on purpose as some (most?) players remap those buttons because it's much more natural to use the grip button to grip/interact. Then using this mod to change some of the labels. There is no way for me to know if the player changed the mapping or not, so I opted to use the changed thinking that players like yourself will figure it out if it's not the case.
did you need to change back of hand UI position? it wasn't positioned properly?
Ah i see. Yeah i had to change the UI position on a few weapons as it was clipping into my hand, my character is wearing an outfit with gloves at the moment though so maybe that is why, it is very easy to adjust the UI myself though so i don't consider it to be an issue.
Ah, I see, didn't think of gloves, I will put the default offset a bit further away to be on a safe side. I know it's easy to change but it will be nicer if it's just worked 95% of the time out of the box. P.S. if you change the empty hand value it will apply to all weapons, may be cover what you need if gloves are the issue.
I think the outfit i have on is from a mod, wolf armor or something. Oh good to know about changing the empty hand value, thanks. Really appreciate your fantastic work.
Certain weapons such as the institute rifle that are quite bulky in size cause the HP and ammo popup that is on the back of your hand to disappear into the gun? Not sure if this has been a common issue before
wow difference is like night and day compared to alpha 72 I can finally use those weapons and the hand positioning is way better. The guns don't feel too close to my face now too aiming is much smoother and easier to do I think. Only thing I'd say is wish the deliverer gun had fixed positioning too as its one of my favorites lol
The head hiding is all in FRIK.ini config. Set `HideHead` and `HideEquipment` to false if you want full head to be rendered but it may obscure/clip your vision. If you just want to see the head in selfie set `selfieIgnoreHideFlags` to true. Added to FAQ.
Thank you. In left-hand mode everything works fine. I've been waiting for this for 2!!! years. Only the settings menu is turned 180 degrees - you have to twist your hand.. but it works.And the flashlight, as I tried, works without shadows? You have to use a third-party mod..But then the flashlight is in the right hand, and the pipboy is in the left... Can this be fixed -add shadows?? And the button above the head does not work to turn on the headlamp..
There is no button to turn on the headlamp via your head. You can turn it off and on via the pipboy button on the top of the device. The flashlight casts shadows for me as far as I can tell
I understand. But it doesn't work in the left version.and the flashlight doesn't cast shadows.. Sorry. Thank you. Friends! Does the flashlight cast shadows for you? Tell me. Maybe this is a mistake in my version.. I have several flashlight mods - but I turn them off..
With my mods( and on graphic 4k textures). Frik - no shadows. vive pro 2/ 4090 7200x3600 resolution/ 45-90 fps/ Reprojection (on) raises to 90 always
@katod2 : Regarding the flashlight shadows: To me it seems the game is a bit bugged when it comes to shadows in general - I sometimes lose ALL environmental shadows from time to time. BUT... Usually the flashlight does cast shadows, when everything works normally. What I don't understand: You posted a screenshot... in which the shadow is working properly as an example for it not working? Are you expecting different results than on the picture?
No. It's with my mods. When disabling mods, frik doesn't cast shadows. If it works for you, then it's me who has the problem. Maybe it's on the left-handed version. Thanks.
73 RC3 works great, thank you for the update! I can remove the flashlight shadow if I disable NACX. edit: The new weapon reposition controls + grenade offset menu is so awesome! It is significantly easier to reposition weapons. I am also able to use the wrist pip-boy while crouched (non holo-emitter version) much easier.
The virtual pip-boy buttons to navigate are broken half the time and is difficult to navigate up and down to select weapons/items with the primary hand analog, if you could use A/B(X/Y) to press the buttons to press the virtual button. It is a great mod, and I acknowledge that it is in alpha. The right primary analog allows to navigate left and right through the menu but not vertically. I apologize for the long message, but I hope this helps shape alpha 73+ and gives some new ideas to tinker with. I thought the radio button turned it off and on but I could be imagining that being a feature. Thank you and have a good day.
You need the game window in focus to use the primary controllers stick to navigate the Pipboy, if the window is correctly focused you should be able to use it to scroll up and down / left and right, with the off hands Y/X buttons being used to switch between the main tabs. If you disable "glance activation" mode you can use the virtual buttons to turn on / off the pipboy, radio and flashlight.
Navigating the Pipboy using the virtual buttons again relies on you having the game window correctly in focus, if its not then you will find that some of the virtual buttons do not function correctly. There is an auto focus game window in the FRIK.ini, as default it is disabled but it may help.
You can also restore the Pipboys default control scheme by changing PipboyUIPrimaryController = true to "false".
This mod keep getting better every time I return to FO4VR
I'm curious if there any way for the user to customize the new lamp?
I have used the mod Pipboy VR Light for years and it had an option to angle the light along the wand like a physical torch instead of straight like a gun. This let the torch point down the barrel when naturally 2 handing weapons and doesn't invert the left thumbstick when shining it on things directly above you. (theres probably a setting in the Quest itself that could stop that from happening) Plus, the shadow casting is a bit taxing on my older system.
If there's no easy value change, is it possible to disable the new lamp and revert to the default/modded version? No amount of moving files/esp stops the FRIK lamp from taking priority in my own testing. Which makes me believe its not a simple mask for the default lamp like PVL is.
If nothing else, hopefully it could be a feature added in someday.
Thanks for all your hard work creating such an essential mod.
You can remove it by removing a keyword in the esp. I have created an answer in the FAQ with steps and screenshot. I just tested it by doing that and installing "Pipboy VR Light". worked for me.
P.S. this light doesn't have shadows (see katod2 comment below). You may have another mod that creates shadows as FRIK just uses Power Armor helmet light to create the torch.
when trying to run this vortex mod manager says im missing fallout4.esm, do i seriously need to buy fallout 4 on my pc along with the vr version to mod it or am i just an idiot
Very cool but sadly I cant use it, since I use teleport motion, and when this is active, it adds a kind of "transition" slide at each teleport step, giving pretty bad motion sickness. I found another comment about it, way old from 2022 and yet, seems it is not fixed. What a shame. Would make a big difference playing the game with the hands and body but alas, it can not be done.
It's in FRIK.ini, look for "DisableSmoothMovement" FRIK.ini is located in "...\Data\FRIK_Config" If you're using MO2 it would be in "[modelist]\overwrite\FRIK_Config"
Would it be possible, when out of PA that is, to make terminal screens when using holotapes on the Pipboy actually appear on the Pipboy rather than projected in front?
Shoot, for that matter I would love for actual world placed terminals to actually have their screens to work like that as well. It'd be a neat feature to actually have to tap the keyboard to pop-up the screen.
Hey there, Not sure if anyone can help me I'm kind of a noob with this stuff. I'm trying to very basically mod with FRIK. have the F4SE VR and Mod tools as well as FRIK and installed through Vortex. When I launch the game it doesn't run and I try launching again after Steam VR opens and nothing happens. I'm launching from the Vortex dashboard.
Do I need to replace the entire [Archive] text body with the text in description?
Also, do I need to downgrade Fallout 4 VR for this to work? Is there a version mismatch?
Really love the work you guys are doing. I'm especially excited for Cylon's Virtual Reloads. So freakin cool! So I'm just going to throw a little wish list item out there. Fake Through Scopes, the Mod Author even posted his source on GitHub.
2369 comments
Check FRIKI Wiki, and the FAQ!
Please feel free to add/change the Wiki when you read something and think you can make it clearer!
Be sure to check out r/fo4vr subreddit for another place to get good support plus guides and links to other mods.
Release Candidates!
Want to get the latest features and bug fixes in development?
Help the dev team move fast and NOT break things?
Get the latest release candidates from GitHub / Releases page.
Please post issues here or GitHub / Issues page.
Support
If you would like to support the development of this mod or buy a pint, check RollingRock and CylonSurfer patreon pages.
New release candidate (get it here) focused on weapon position fixes, adjustment config (see wiki), and left-handed mode.
Looking for feedback on:
1. Do any of the vanilla weapons are not aligned well for you? Throwables?
2. Is back-of-hand UI (HP,ammo,etc.) is consistently well placed?
3. Any issues with adjusting weapon position?
Full changelog:
- Rewrite Weapon Position Adjustment UX with new friendly UI.
- Improve adjustment accuracy by using controllers thumbsticks.
- Create default adjustments for most game weapons (mostly right-handed).
- Support throwable weapons position adjustment.
- Create default adjustments for all throwable weapons (right-handed).
- Support "Back of Hand UI" position adjustment globally and per weapon.
- Support putting torch (flashlight) on right arm when Pipboy is on left.
- Moved config location (again) to "%USERPROFILE%\Documents\My Games\Fallout4VR\FRIK_Config" (why?)
- Fixed vanilla scope misalignment with weapon after adjustment.
- Fixed offhand gripping position adjustment misc issues.
- Fixed "Back of Hand UI" moving around and get hidden for some weapons.
- Fixed left-handed weapon adjustment and separate saved files from right-handed.
- Fixed left-handed main and Pipboy config UI being inverted.
- Fixed left-handed melee weapon position and rotation.
There is no way for me to know if the player changed the mapping or not, so I opted to use the changed thinking that players like yourself will figure it out if it's not the case.
did you need to change back of hand UI position? it wasn't positioned properly?
I know it's easy to change but it will be nicer if it's just worked 95% of the time out of the box.
P.S. if you change the empty hand value it will apply to all weapons, may be cover what you need if gloves are the issue.
what's the name of the outfit so I can test it?
Thanks for letting me know, appreciate it.
I've an idea how to handle it.
Will try to do it for v73 release.
if not, you can adjust the position per weapon using weapon adjustment config.
Only thing I'd say is wish the deliverer gun had fixed positioning too as its one of my favorites lol
Note, you can adjust position yourself if need: Weapon Adjustment Config
UPD/ Found a problem. Some objects - for example, a security guard's helmet hides the head.
Set `HideHead` and `HideEquipment` to false if you want full head to be rendered but it may obscure/clip your vision.
If you just want to see the head in selfie set `selfieIgnoreHideFlags` to true.
Added to FAQ.
Will look into it.
I created a wiki page to track work features backlog
Friends! Does the flashlight cast shadows for you? Tell me. Maybe this is a mistake in my version.. I have several flashlight mods - but I turn them off..
With my mods( and on graphic 4k textures). Frik - no shadows. vive pro 2/ 4090 7200x3600 resolution/ 45-90 fps/ Reprojection (on) raises to 90 always
No. It's with my mods. When disabling mods, frik doesn't cast shadows. If it works for you, then it's me who has the problem. Maybe it's on the left-handed version. Thanks.In projection mode all pipboy buttons are hidden by projection, how else can I turn on the flashlight? Thanks.
Yes. That's right. But how do I switch it to head mode? Thanks.
edit: The new weapon reposition controls + grenade offset menu is so awesome! It is significantly easier to reposition weapons.
I am also able to use the wrist pip-boy while crouched (non holo-emitter version) much easier.
Navigating the Pipboy using the virtual buttons again relies on you having the game window correctly in focus, if its not then you will find that some of the virtual buttons do not function correctly. There is an auto focus game window in the FRIK.ini, as default it is disabled but it may help.
You can also restore the Pipboys default control scheme by changing
PipboyUIPrimaryController = true
to "false".I'm curious if there any way for the user to customize the new lamp?
I have used the mod Pipboy VR Light for years and it had an option to angle the light along the wand like a physical torch instead of straight like a gun. This let the torch point down the barrel when naturally 2 handing weapons and doesn't invert the left thumbstick when shining it on things directly above you. (theres probably a setting in the Quest itself that could stop that from happening)
Plus, the shadow casting is a bit taxing on my older system.
If there's no easy value change, is it possible to disable the new lamp and revert to the default/modded version? No amount of moving files/esp stops the FRIK lamp from taking priority in my own testing. Which makes me believe its not a simple mask for the default lamp like PVL is.
If nothing else, hopefully it could be a feature added in someday.
Thanks for all your hard work creating such an essential mod.
I have created an answer in the FAQ with steps and screenshot.
I just tested it by doing that and installing "Pipboy VR Light". worked for me.
P.S. this light doesn't have shadows (see katod2 comment below). You may have another mod that creates shadows as FRIK just uses Power Armor helmet light to create the torch.
Have you tried disabling smooth movement?
Can you describe as detailed as you can how I can reproduce it?
FRIK.ini is located in "...\Data\FRIK_Config"
If you're using MO2 it would be in "[modelist]\overwrite\FRIK_Config"
Shoot, for that matter I would love for actual world placed terminals to actually have their screens to work like that as well. It'd be a neat feature to actually have to tap the keyboard to pop-up the screen.
Do I need to replace the entire [Archive] text body with the text in description?
Also, do I need to downgrade Fallout 4 VR for this to work? Is there a version mismatch?