I can't seem to get this to work in Fallout 4 VR. Any ideas? I've tried just about everything, even loading a save from normal Fallout 4 which had the Lounger already set up. The game loads without any of it, and gives an error message. I would soooo love to make this work in Fallout 4 VR
Really, this is a great mod! The mod worked for me right away and runs smoothly so far. Thanks for the great modification.
first question: what do I do with the files "...fis.esp, ...vis.esp" - and what are they good for. do you need them (so far I have not used them). second question: do you happen to have your modification as a normal ESP file? With ESL files I have so my problems.
Zoraz made a couple of pod experiences for the memory pod but you have to go to the third rail to use it. It is a cool visiting prewar sanctuary: https://www.nexusmods.com/fallout4/mods/43944 I've always wanted to be able to make a memory pod in my settlement or player home that I could use for this purpose it was meant to. I know, it's CC stuff, but come on.....LOL, anyway.... His uses his own Memory Pod framework https://www.nexusmods.com/fallout4/mods/43759 Other sims that use that are: Dreamscapes- old house https://www.nexusmods.com/fallout4/mods/50998 Racing Track - for ridables (a fun one) https://www.nexusmods.com/fallout4/mods/44119 He's still modding, maybe you all can make his sims work in your VR pod? I also love his mods since they are esl and does offer a esp but I love the esl and the companions that he has that don't take a companion slot. I hope this mod keeps improving and people make sims for it. I suppose the only thing is you probably couldn't do quest sort of sims, but the race track and others like it visiting prewar areas would be fun.
has anyone manage to get this working? i powered up the pod, wired it and loaded the vr prewar sanctuary tape it shows the screen and lights up the pod but i can't interact further with it not being able for my character to sit in the pod and start the simulation
Can you enable script logging: https://falloutck.uesp.net/wiki/Enable_Debug_Logging and then send me the files Papyrus.0.log from My Games\Fallout4\Logs\Script, as well as VRFrameWork.0.log from My Games\Fallout4\Logs\Script\User?
Honestly, I can't imagine how this would even happen. If the screen lights up, it means the pod accepted the tape you put in. After that, it should unblock player activation of the lid piece and rename it to show the simulation name. Unless something is REALLY broken with your setup (like, something is overwriting ObjectReference's functions), this absolutely shouldn't happen.
Just thought I'd report a similar issue. I can power up the pod and insert the holotape, but nothing happens after that. There's no animation, the screen does not light up, and the pod cannot be interacted with. If I activate the holotape slot again, it gives me back the holotape but does nothing else.
No script lag at all according to SKK Script Lag Latency Detector.
I can get it to work on a new install with no other mods (fresh MO2 profile), but not with my modded install.
VRFramework log: [08/29/2022 - 11:24:21PM] VRFrameWork log opened (PC-64) [08/29/2022 - 11:24:21PM] Game Loaded [08/29/2022 - 11:24:29PM] [pravrf:tapedrive < (FF0019E3)>] tapedrive activated [08/29/2022 - 11:24:29PM] [pravrf:tapedrive < (FF0019E3)>] no tape inserted [08/29/2022 - 11:24:32PM] [pravrf:tapedrive < (FF0019E3)>] added item [Form < (F0005C60)>] [08/29/2022 - 11:24:32PM] [pravrf:tapedrive < (FF0019E3)>] no, more than 2, giving superfluous back [08/29/2022 - 11:24:36PM] Lid [pravrf:vrpodlid < (FF00181A)>], child of [praVRF:VRPod < (FF001331)>], is entering unloaded state. Activation should be BLOCKED [08/29/2022 - 11:24:37PM] Lid [pravrf:vrpodlid < (FF00181A)>], child of [praVRF:VRPod < (FF001331)>], is entering unloaded state. Activation should be BLOCKED
As this was being logged, I inserted a holotape, waited, then clicked again. I'll also note that, while only a few seconds passed in this example, it makes no difference in game. I can wait seconds or minutes, it's still the same.
F4SE log shows no errors and loads plugin successfully.
I think he meant you to make this mod he linked work with your framework, so that you could always play a "wave defense" or whatever this mod is about, whenever you want, by just entering VR.
25 comments
first question: what do I do with the files "...fis.esp, ...vis.esp" - and what are they good for. do you need them (so far I have not used them).
second question: do you happen to have your modification as a normal ESP file? With ESL files I have so my problems.
It is a cool visiting prewar sanctuary:
https://www.nexusmods.com/fallout4/mods/43944
I've always wanted to be able to make a memory pod in my settlement or player home that I could use for this purpose it was meant to.
I know, it's CC stuff, but come on.....LOL, anyway....
His uses his own Memory Pod framework
https://www.nexusmods.com/fallout4/mods/43759
Other sims that use that are:
Dreamscapes- old house
https://www.nexusmods.com/fallout4/mods/50998
Racing Track - for ridables (a fun one)
https://www.nexusmods.com/fallout4/mods/44119
He's still modding, maybe you all can make his sims work in your VR pod?
I also love his mods since they are esl and does offer a esp but I love the esl and the companions that he has that don't take a companion slot.
I hope this mod keeps improving and people make sims for it. I suppose the only thing is you probably couldn't do quest sort of sims, but the race track and others like it visiting prewar areas would be fun.
Can you enable script logging: https://falloutck.uesp.net/wiki/Enable_Debug_Logging
and then send me the files Papyrus.0.log from My Games\Fallout4\Logs\Script, as well as VRFrameWork.0.log from My Games\Fallout4\Logs\Script\User?
If the screen lights up, it means the pod accepted the tape you put in. After that, it should unblock player activation of the lid piece and rename it to show the simulation name. Unless something is REALLY broken with your setup (like, something is overwriting ObjectReference's functions), this absolutely shouldn't happen.
Heavy script lag maybe?
No script lag at all according to SKK Script Lag Latency Detector.
I can get it to work on a new install with no other mods (fresh MO2 profile), but not with my modded install.
VRFramework log:
[08/29/2022 - 11:24:21PM] VRFrameWork log opened (PC-64)
[08/29/2022 - 11:24:21PM] Game Loaded
[08/29/2022 - 11:24:29PM] [pravrf:tapedrive < (FF0019E3)>] tapedrive activated
[08/29/2022 - 11:24:29PM] [pravrf:tapedrive < (FF0019E3)>] no tape inserted
[08/29/2022 - 11:24:32PM] [pravrf:tapedrive < (FF0019E3)>] added item [Form < (F0005C60)>]
[08/29/2022 - 11:24:32PM] [pravrf:tapedrive < (FF0019E3)>] no, more than 2, giving superfluous back
[08/29/2022 - 11:24:36PM] Lid [pravrf:vrpodlid < (FF00181A)>], child of [praVRF:VRPod < (FF001331)>], is entering unloaded state. Activation should be BLOCKED
[08/29/2022 - 11:24:37PM] Lid [pravrf:vrpodlid < (FF00181A)>], child of [praVRF:VRPod < (FF001331)>], is entering unloaded state. Activation should be BLOCKED
As this was being logged, I inserted a holotape, waited, then clicked again. I'll also note that, while only a few seconds passed in this example, it makes no difference in game. I can wait seconds or minutes, it's still the same.
F4SE log shows no errors and loads plugin successfully.
No clue if I can reproduce this, but I can try to rewrite the code so that it can handle it.
edit: did you add more than one tape? but that shouldn't be an issue...
edit2: I made a mistake in the log outputs, lol
edit3: try version 1.0.2
https://www.nexusmods.com/fallout4/mods/63497
Make sure to ask permissions?!
That Diamond City War Mod would make a great addition to this, is all.
I'd love to see a lunar environment. I know a lot of people have tried.