0 of 0

File information

Last updated

Original upload

Created by

Pande4360

Uploaded by

pande4360

Virus scan

Safe to use

Tags for this mod

74 comments

  1. pande4360
    pande4360
    • supporter
    • 34 kudos
    Locked
    Sticky
    For More Detailed SUPPORT from the whole community, please join the Flat2VR Discord

    Index users download this, follow install instructions carefully
    https://github.com/mark-mon/uevr-index-controls  
  2. f00dl3a
    f00dl3a
    • member
    • 0 kudos
    This breaks the left stick on the XBox 360 controller. I was able to get functionality back by uninstalling this profile and just using UEVR with factory settings. But it's not as .. friendly.

    It's strange, because on the offbrand Voyee 360 controller the left stick worked fine. It just does not work on the official Microsoft one.
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      This was indeed intended to be used with Motion Controllers only, as it has to recalculate vectors for correct working a  normal gamepad probably breaks stuff
  3. M300
    M300
    • member
    • 1 kudos
    you are amazing thank you😊
  4. lakavalka
    lakavalka
    • member
    • 1 kudos
    iam hope you will complete your titanic work, it will great with fully hand to hand support in VR man, with hand collisions and block support)
    1. QueenNinja
      QueenNinja
      • supporter
      • 7 kudos
      Praydogs UE VR injector what's doing the hand to hand and collisions. The mod maker just posted a profile for the game to take advantage of what the UE5 injector currently offers. So we will need to wait for the injector to support it before the profile can. Making the profile still took work too though many thanks to the mod author!
    2. pande4360
      pande4360
      • supporter
      • 34 kudos
      Not really the injector offers an API. EVerything in this profile is taking advantage of what UNREAL and the game offers. The API of UEVR is already very good to access anything in UNREAL and the GAME.

      To be more clearly. UEVR is NOT what makes hand to hand collisions. these features already exist in unreal and the game itself i simply can modify when where and what it does usign the uevr API, i could also use ue4ss for that or any other modloader. Sure some features directly use UEVR´s out of the box features, e.g. basic VR implementation for Camera and motion controller recognition.  but most featrures here are additional scripts to get the game to do what i want.

      I can certainly add in hand to hand combat any time. i just didnt have the time yet.
  5. amazingmao
    amazingmao
    • member
    • 0 kudos
    I'm on the Quest 3 and there seems to be no discernible way to open the in game menus. I'm talking about inventory, options or journal.
    I've tried all possible button combinations but it just won't work?
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      lcontroller at left side of head
  6. dzzjj
    dzzjj
    • premium
    • 1 kudos
    Instructions unclear, game crashes upon injection
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      you need uevr 1046+, no frame gen, also try HAGS on/off
    2. dzzjj
      dzzjj
      • premium
      • 1 kudos
      Can confirm that it works now with Frame Gen off. Also any Reshade is not compatible.

      Additionally, I would like to use your newest profile but not in 1st person VR but with 3rd person VR + Gamepad. Which modifications are necessary?
    3. pande4360
      pande4360
      • supporter
      • 34 kudos
      Hmm i guess you dont need any profile at all. 
    4. dzzjj
      dzzjj
      • premium
      • 1 kudos
      VR with Gamepad not with VR hands etc.

      Old Gamepad profile crashing after menu opening.

      What to change?
    5. dzzjj
      dzzjj
      • premium
      • 1 kudos
      downloaded the newest nightly uevr. gamepad version from discord works great now. gj
  7. kilplixism
    kilplixism
    • supporter
    • 1 kudos
    Is the turning speed with the bow a limitation? Just wondering if it's possible to match my turn speed with weapons/unarmed or adjust turn speed with the bow in general without resorting to snap turning.
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      increase the snapturn speed
    2. kilplixism
      kilplixism
      • supporter
      • 1 kudos
      Ah, So then it's not possible for universal turn speeds for smooth turning? the speeds are very different from when holding a sword than holding a bow. I never use snap turning, hate it. shame.
    3. pande4360
      pande4360
      • supporter
      • 34 kudos
      It´s not snapturning just use the slider to adjust smooth turn speed
    4. kilplixism
      kilplixism
      • supporter
      • 1 kudos

      edit; yep, the slider under snap turning also adjusts smooth turning with the bow. i thought that it was for snap turning only. thanks.
  8. wolfbrother9025
    wolfbrother9025
    • member
    • 0 kudos
    help i got the controls working buy i am stuck in the floor looking at the boards in it
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      reload, reset height.
  9. f00dl3a
    f00dl3a
    • member
    • 0 kudos
    Not to be the person that asks a huge favor - but this isn't necessarily for this mod but for the community in general. UEVR is great - but as a Linux user, it was working but now no longer works as it causes the game to just lock up after the injector "hooks" into the game window. And yes, DLSS frame generation is off, and all settings reset to defaults after a clean install.

    Is there any way that the community could make a stand-alone VR version of this game sort of like Skyrim had a stand-alone VR version? Or would that be nearly impossible due to copyrights - something Bethesda would have to do?
    1. VinceCrusty
      VinceCrusty
      • premium
      • 10 kudos
      Modding is generally fair game as long as it's non-commercial and doesn't harm anyone or violate distribution rights. So in theory, yes, anyone could try to make a standalone VR version just like with Skyrim VR. But realistically, I doubt you'll find someone here in this relatively small Nexus thread who's both interested and capable of taking on such a massive project just for Oblivion Remastered.
      If you're serious about the idea, your best bet would be to ask in the Flat2VR Discord or over on r/flat2vr on Reddit. That's where most of the active VR modding community hangs out.
      That said, UEVR is evolving fast. Give it a few months and it'll likely be good enough that hardly anyone will bother with a native mod, especially considering how niche the demand is. Right now, the focus is on compatibility and refining support, so if you're hitting issues on Linux, maybe bring it up in the UEVR GitHub or their Discord. They might help you troubleshoot or at least track the regression.
    2. pande4360
      pande4360
      • supporter
      • 34 kudos
      I mean the game is UNREAL engine. THere is no "better" way than UEVR. your best bet would be to rather ask for osmeone or praydog himself to add linux support
  10. Belgeode
    Belgeode
    • supporter
    • 8 kudos
    Question- perhaps you can guide me.

    Ok I want to do either of the two options to make the UI easier to read (by UI i mean inventory, books, etc... not the health bar and stuff, that is fine).

    Option 1- A way to make the inventory/book UI overall narrower. Reason why, my left eye is not as good as it used to be so I can barely read items in the left pane of my UI in VR. Sliding the entire UI to the right messes with my aiming and interacting. UEVR UI Scaling is not sufficient. It does both H and V scaling... I only want H scaling.

    Option 2- A way to toggle between the fixed game UI *ONLY* when in inventory and the like, and back to UI attached to my head movement when just playing in the world.

    I guess my question is, is either option possible currently, and do you have an idea how, or where to point me to edit whatever config or LUA I would need to edit?

    Mod is endorsed by the way, this is the ONLY way to play Oblivion Remastered for me! It is so amazing, thank you and everyone else who helped make this possible!
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      UI can be edited in the uevr ingame menu (ins key or l3+r3)
    2. Belgeode
      Belgeode
      • supporter
      • 8 kudos
      Sweet, thank you. Let me look it up then. Waiting for my pc to reboot right now after a thunderstorm and power outage.
    3. braxusx
      braxusx
      • premium
      • 24 kudos
      @Belgeode

      I'm interested in your edit too. Both option 1 and 2. I was looking for a way for the UI (health bar, compass and such) to stay fixed like it usually is when I'm using the gamepad, and also make the inventory screen more narrow so I can see everything. That would help my eyes and playability as well.

      I'll even help test out if you like. :)

      Thanks.
    4. Belgeode
      Belgeode
      • supporter
      • 8 kudos
      Hey there  @braxusx. I had not been able to try anything as of yet because we had a very bad thunderstorm that knocked out power to my entire city for a few days. I will say though that I currently have it set up so that the health bar related UI follows my head (I use HMD as my Aim), but before the power outage, I had not yet figured out how to change the UI size for inventory and all that, nor was I able to find a keybind to toggle between HMD Aim and Game Aim, which would be fine for me.

      I think also that because i use HMD aim I am intentionally preventing my weapons and hands from being 6DOF, or it could be that I am using nightly 1051 instead of 1046. I am not sure. But either way, power is back today, so I will experiment and see what I can find out.

      Edit- Got power back. The mod author's answer was not helpful. Basically told me use the controls to open up the UEVR framework menu. I know how to do THAT part already. I updated to the latest version of this profile and UEVR nightly 1061. Still do not see a way to change the UI width, without affecting the height as well. Putting it on "Left hand" aim does not solve the issue.
    5. pande4360
      pande4360
      • supporter
      • 34 kudos
      Other wise UI is not particularly easy to edit. At some point it can hopefully be added to hand or so
    6. Belgeode
      Belgeode
      • supporter
      • 8 kudos
      I tried version 1.10 and this offered a possible solution. The inventory, and that part of the UI was fixed in place, which is great, and the regular ingame HUD UI was moving with my head.... my only problem is i do not want 6DOF hands... i want the regular character arms to show. (Version 1.06 for me does this). I do want HMD AIM... I do not want Right controller aim.

      I rolled back to 1.06 but if i could find a way to make the inventory ui not move with head the same way that 1.10 switches automatically, then this will be perfect for me. I just want to be able to properly read dialog options, left page of inventory and trade windows, etc. The only way i can do this is if that part of UI does NOT move with my head.
    7. pande4360
      pande4360
      • supporter
      • 34 kudos
      I wont be supporting head aim non motino controls. There might be other profiles on discord that may fit your needs
    8. Belgeode
      Belgeode
      • supporter
      • 8 kudos
      Ok, thanks for your help. I am on the discord now. I will look around.
  11. Tyrthemis
    Tyrthemis
    • premium
    • 52 kudos
    While I appreciate you separating the VRESP file, can you remove the plugin.txt, almost no one will need the specific plugin.txt you provide unless they are otherwise completely vanilla.
    1. pande4360
      pande4360
      • supporter
      • 34 kudos
      im sure you can handle
    2. Tyrthemis
      Tyrthemis
      • premium
      • 52 kudos
      Just trying to help so others who aren't pros at this don't screw it up.  There is no need to be rude.
    3. pande4360
      pande4360
      • supporter
      • 34 kudos
      I just think you can handle. Most VR userse are indeed using vanilla at least for start. I get plenty of questions on what editing plugins.txt even means. Meanwhile you are the only one asking to remove the plugins txt thus far. this isnt being rude. I understand your idea however it doesnt reflect what i perceive as reality in this particular case