The [Virtual Holsters 3.0]+[Manual Reload Simple]can make fallout4vr mag reload to be some vr gun game's simple reload(chest reload). Junst us the [Manual Reload Simple]to stop auto reload, than put weapon back to the cheast holster,than grap again, the emptiy mag will full reload.
This way can sim vr hand reload ,just like some vr game simple reload style. This way make gun fight Immersive and bullet must be count!!
I use [Virtual Chems]too, the [Virtual Chems] stimpak use way is sting the [HAND]!! I think may [Virtual Chems] can make relod magazine way more perfect by take the stimpak(magazine) to the HAND(weapon)too start reload animation.
If this can happen,fallout4vr will becom super good gunfight game!!
i have this weird bug where i can craft the holotape at the chem station but as soon as i do i cant back out,i cant even use the main menu to exit out of the game i have to completely close fallout 4 from the virtual desktop,the rest of the mod works great but i wanted to tweak the sphere boxes,dont know why its happening
Not sure if the mod author addressed it yet but I’m posting a solution here , the mod author used the wrong utility entry for the holotape ,there are 2 utility entries for the chem station just open the esp in xedit and select the other utilities entry the does not say Misc and it will work as intended.
Could you give us the specific details of what we need to change in xedit to make this work? What I really want is the holotape available from the beginning so I don't have to craft one and this avoid the problem. Is this possible - or is it possible to use a console command to add one to the pipboy/inventory???
in Xedit there is an entry for VRD_Holotape with the FORMID: 04005BD2 - can we use the player.additem console command to add the chem config to the pipboy???
Glad you were able to find it , it’s a very simple fix also the only way I know of to add it to the player at the start of the game is with a script , not too hard to do , but requires making a quest and a script but it’s not hard and there’s lot of tutorials
The mod already adds the holotape on startup via a quest / script, sadly this method isn't always 100% reliable it also has redundancey built in to add it on gameload if the tape isn't found in the players inventory. Just one of those nice little Skyrim / Fallout bugs that happen to some folk unfortunately.
When I get some time this mod will be ported to C++ alongside Virtual Holsters and the Holotapes will be something of the past.
This works for me and I am able to craft the configuration holotape at a chem station as instructed. There will be two Utility options to choose from in the station menu, the virtual chems is in a category of its own.
I've not noticed the issue, how can I check and I'll look into it.
So I've checked a bunch of my saves, some of which I'd been using both this mod and holsters for many months - Suspended Stacks 1 / Suspended Stacks 2 were both 0 and all them..... If look at unattached Instances I see 1 for holsters and 1 for drugs but that pretty normal.
Sadly, I'm having this same issue of suspended stacks. I noticed strange issues like my saves taking a really long time to save, micro-stuttering, and sometimes CTDs when trying to load a save. I checked my save in Resaver and found suspended stacks from VRD_QuestFunctions so I went back several saves to before the suspended stacks. I continued to play, but eventually I would always get suspended stacks (I repeated this 3 times).
If it helps at all, here is the papyrus log with the suspended stack errors (I couldn't paste it all due to it being too long): https://pastebin.com/PgpAT6k7
Thank you CylonSurfer for your great mods. I hope this error report helps to narrow down the issue.
Would this work with custom mesh/texture replacers like HD Chems Project: https://www.nexusmods.com/fallout4/mods/67888 and https://www.nexusmods.com/fallout4/mods/68261
It certainly was the plan at one time and I wouldn't rule it out happening one day. Unfortunately due to personal circumstances I'm currently on a hiatus from mod creation.
Hey Cylon, amazing mod as always! Is it possible to assign chems added by mods to the holsters? Such as cigarettes for instance. If not currently implemented, how hard is it to implement it myself?
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simple reload(chest reload). Junst us the [Manual Reload Simple]to stop auto reload, than put
weapon back to the cheast holster,than grap again, the emptiy mag will full reload.
This way can sim vr hand reload ,just like some vr game simple reload style. This way make gun fight Immersive and bullet must be
count!!
Try this new way to Reload your guns!!
[Virtual Holsters]
https://www.nexusmods.com/fallout4/mods/51224
[Manual Reload Simple]
https://www.nexusmods.com/fallout4/mods/35378
[Recoil Shake and Low Ammo Sounds]
https://www.nexusmods.com/fallout4/mods/54741
let you know run out of ammo!!even Immersive!!
[Bullet Tracers]
https://www.nexusmods.com/fallout4/mods/37343
[Weapons of Fate (Ballistics Overhaul)]
https://www.nexusmods.com/fallout4/mods/12986
combat will be full VR gungame like!!
If this can happen,fallout4vr will becom super good gunfight game!!
in Xedit there is an entry for VRD_Holotape with the FORMID: 04005BD2 - can we use the player.additem console command to add the chem config to the pipboy???
When I get some time this mod will be ported to C++ alongside Virtual Holsters and the Holotapes will be something of the past.
I posted on reddit an isue I have with both virtual holster and virtual chems mods:
https://www.reddit.com/r/Fallout_VR/comments/vodub0/virtual_holster_freezing_many_suspended_stack/
To sum up: I find myself with a loot of suspended stack and unresponsible holsters/chems in hand :
Script: VRD_QuestFunctions
Event: OnBoneSphereEvent
Unknown: 00
Unknown variable: REF : 000001be968b4e30 (ScriptObject)
3 additional variables.
Is there a way to fix it and an general tips to avoid get rid of thoses ?
So I've checked a bunch of my saves, some of which I'd been using both this mod and holsters for many months - Suspended Stacks 1 / Suspended Stacks 2 were both 0 and all them..... If look at unattached Instances I see 1 for holsters and 1 for drugs but that pretty normal.
Guess I'll use an older save until I fond out the culprit
If it helps at all, here is the papyrus log with the suspended stack errors (I couldn't paste it all due to it being too long):
https://pastebin.com/PgpAT6k7
Thank you CylonSurfer for your great mods. I hope this error report helps to narrow down the issue.
frik crashes the game when this mod is enabled, no idea why