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prog

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prog0111

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About this mod

VRIK will display the player character's body in SkyrimVR and animate it to match your movements. Weapons can be visibly kept in up to 14 configurable holsters, and are equipped simply by grabbing and drawing them with your controllers. An MCM menu allows full configuration of the player avatar and weapon holster systems.

Requirements
Permissions and credits
Translations
  • Russian
Mod Description

The primary goal of the VRIK project is to make Skyrim VR a more immersive experience.  VRIK will display and fully animate a virtual body while matching its movements to those of the player.  The player's in-game avatar is more than a simple graphic, as it can also hold, display, and provide natural access to any kind of weapon, shield or torch.

The VRIK V0.7.0 Beta supports the following features:
  • Displays and animates a virtual avatar, matching its posture and movement to that of the player
  • Provides up to 14 visible and fully configurable weapon holsters
  • Draw weapons by grabbing their handles and pulling them out
  • Fully compatible with all mods that add weapons, armor, or modify the player's appearance
  • A Mod Configuration Menu provides in-game access to many customization settings
  • A VRIK Calibration Power fully calibrates the avatar's height, body size, and VR scale to match any player
  • VRIK provides new Papyrus scripting functions to allow other mods to change its behavior
  • Head bobbing support can improve the feel of movement gait and sense of speed

Video


Video by Rubbr_Dukkie aka gitr_jnke of Reddit fame

Installation

I've tested this using Mod Organizer 2, but other mod managers or manual installation should also work.
  1. Install SKSEVR.
  2. Install SkyUI.
  3. Place VRIK at the end of your load order.  Only VRIK-specific mods should ever overwrite it.
  4. I strongly recommend you check out and install Be Seated - the first real mod for VRIK - to add immersive taverns, drinking, sitting, and sleeping.
  5. Once in game, use the VRIK Calibration Power to calibrate yourself, and have a look through the MCM menus to see what's possible.

Weapon Holsters

The new visible weapon holster system adds 14 holsters to the player body at the Calves, Thighs, Hips, Stomach, Chest, Shoulders, Upper Arms, and Forearms.  These holsters are able to hold Daggers, One Handed Swords, One Handed Axes, One Handed Maces, Two Handed Greatswords, Two Handed Battleaxe, Two Handed Warhammers, Bows, Staves, Crossbows, Shields, and Torches.  Spells can not be stored in holsters, but they are remembered when holstered weapons are equipped and restored when weapons are put back.

Putting weapons in holsters
To place a weapon in a holster, first equip the weapon to the hand normally, hold your hand over the holster (you should feel a haptic pulse), and click the grip button.  By default, only certain weapon types are allowed to be placed in certain holsters, and certain holsters can only be activated by certain hands (see configuration below).  After placing a weapon in a holster, it will be displayed on the body until it is equipped, changed, or removed.  After holstering a weapon, it can be reholstered faster by gripping the weapon, moving the hand to the holster, and then letting go.  This requires input bindings that do tie grip inputs to jump or shout (see below for VRIK Index Controller bindings).

Taking weapons from holsters
To equip a holstered weapon, place your hand over it, press and hold the grip button, then pull the weapon out.  Keep in mind that only certain types of weapons can be equipped to certain hands.  For example, a Bow can only be held in the off-hand while a Great Sword can only be held in the primary hand.  Some holsters can only be interacted with by a certain hand (Left Hip holster: Right hand only).  This is configurable in the MCM. 

Re-positioning holsters
After a weapon is placed in a holster, the holster can be re-positioned by placing your hand over it, and then holding the grip button down for 2 seconds.  You should feel a stronger haptic pulse, and the holster should begin to move, following the motion of your hand, until the grip is released.  The holster will stay
in this new position, but will always move relative to the body part it uses.  Keep in mind that you must use a hand that is able to both equip the weapon and interact with the holster.  Holsters can be restored to their default locations in the Mod Configuration Menu (MCM).  Some holsters (Back, Calves) are much easier to re-position while in selfie-mode.

Unholstering weapons
To unholster a weapon, grip it for 2 seconds to enter re-positioning mode, and then move it far away from its original position.  You should feel a strong haptic pulse, and the weapon will disappear.

Configuring holsters
The weapon holster system can be turned on or off by changing the "Enable Weapon Holsters" setting in the MCM.  To disable a specific holster, remove any weapons from it (see above) and then use the MCM to disable all types of weapons from being placed in that holster.  The "Visible" setting is used to hide a weapon holster's graphic, but it will not deactivate the holster at all.

Most users will want to adjust the "Max Holster Activation Distance" setting to their liking.  Index Controller users may wish to turn this setting down to reduce accidental holster activations, while Vive Wand users might want to turn it up a bit to prevent accidental shouts.  A good number to start with is a distance of about 10.  Use the haptic feedback to determine when your hand is in range.

New features added in V0.7.0 help to reduce accidental holster activations.  All holsters now have their own individual settings for which hand is allowed to interact with them.  Another new setting requires users to grip AND pull to unholster weapons, and yet another will disable weapon-swapping.  Have a look through the "Weapon Holsters" section of the MCM and read the description text of each setting to learn what is possible.

Vive Wand Controllers
Vive Wand controllers normally use the grip inputs for Jump and Shout.  This can lead to the player accidentally jumping or shouting when gripping too far away while trying to activate weapon holsters. Increasing the activation distance in the MCM can help to mitigate this.  Another option is to configure it
to use triggers instead.

Valve Index Controllers
A special controller mapping is provided for Valve Index Controllers which uses left-grip for sprint, and right-grip for interact.  With this "safe" mapping, grabbing and sheathing weapons can flow much more naturally. Grab a weapon by grabbing at it and pulling, or equip a weapon by squeezing the controller and pushing it towards a weapon holster.  Your hand does not need to be in range of a holster when first gripping, it only needs to come within range at some point during the motion for VRIK to see what you're trying to do.  The VRIK Index Controller Bindings is an optional file and is not required to use VRIK V0.7.0.

VRIK Index Controller Gameplay Bindings
  • Left Joystick                         Moves player
  • Left Trigger                            Cast Spell or Power Attack
  • Left A                                      Tween Menu (Inventory / Magic / Map / Level Up)
  • Hold Left A                             Draw/ Sheathe
  • Left B                                      System Menu
  • Hold Left B                             Wait Menu
  • Left Grip                                  Sprint
  • Right Joystick - Left/Right    Snap Turn
  • Right Joystick - Up                Jump
  • Right Joystick - Down           Sneak
  • Right Trigger                          Cast Spell or Power Attack
  • Right A                                    Shout
  • Right B                                    Favorites Menu
  • Right Grip                               Interact

VRIK Index Controller Inventory Menu Bindings
  • Left Trigger     Equip to left hand
  • Left A               Equip
  • Left Grip          Exit Menu
  • Right Trigger   Equip to right hand
  • Right A            Drop Item
  • Right B            Favorite Item
  • Right Grip       Item Zoom

Troubleshooting

VRIK doesn't show a body and my hands are invisible OR SkyrimVR crashes when starting
  • This means that VRIK's DLL file is not being loaded.  Make sure you have 1. The latest version of SKSEVR correctly installed, 2. The latest version of SkyrimVR from Steam, and 3. The full non-cracked paid copy of the game.  Pirated versions of SkyrimVR do not work.  If you're still having trouble, find the sksevr.log file in your "%userprofile%\Documents\My Games\Skyrim VR\SKSE" folder and look for any error messages.  Also look in vrik.log in your overwrite folder (Right click overwrite at bottom of MO2 and "Open in Explorer", then look in "SKSE\Plugins"). If vrik.log is missing, this means it was never loaded at all.  If vrik.log shows "Unable to patch SkyrimVR", this means you have an old or pirated copy of SkyrimVR.

I'm not able to access the Mod Configuration Menu and/or the VRIK Calibration Power is missing
  • Make sure that vrik.esp is being loaded (checked in MO2) and that VRIK is correctly installed.  Also make sure you have SkyUI installed correctly.  If all else fails, you can edit settings directly in SKSE\Plugins\vrik.ini.

I'm getting stuttering in game after installing VRIK
  • Try disabling Weapon Holsters in the MCM.  One user has reported that he saw stuttering, but that it went away after turning the Enable Weapon Holsters option off, closing out of all menus, waiting until the stuttering stopped, and then turning weapon holsters back on again.

My head is sinking into the ground or floating up into the air in some situations
  • Make sure you are not using the VR Combat Enhanced mod, as it is known to cause this problem with VRIK.  Check your height offset sliders in the MCM to make sure they are correct.  If all else fails, delete vrik.ini or reinstall VRIK to revert everything to the default settings.

My arms/body are twitching, especially while holding a bow
  • The Pretty Combat Animations mod is known to do this when combined with VRIK, but this is not a bug in VRIK.  Some of its animations (bows) don't leave the skeleton in a fully valid state for VRIK to adjust.

My character is ducking a bit and movement feels wonky
  • VRIK is not calibrated properly.  If you've heavily modified VRIK's settings, first revert them to defaults by reinstalling the mod or by deleting its vrik.ini file (it will be recreated).  After restarting the game, use the VRIK Calibration Power and follow the instructions.

My shoulders feel too wide / not wide enough
  • Make sure that your VR Scale is calibrated correctly.  Use the VRIK Calibration Power to correct this.

My arms are too short / too long
  • First use the VRIK Calibration Power to re-calibrate yourself.  Once this is done, adjust the Arm Length slider in the MCM.

My arms vanish or appear at my sides
  • This happens when a controller loses tracking, or when the player's arm would have to stretch much too far to reach the hand. Remove any obstructions that block tracking, and adjust your Arm Length setting if it's been turned down.

I can see my body far below me when I run, sneak, etc
  • Adjust the height offset for that type of movement or posture in the Mod Configuration Menu.  Negative offsets move the headset down a bit to help align it with animations that crouch.

I can see my own head/hair/mouth sometimes (usually as you move)
  • Increase the "Hide Player Head Distance" in the Mod Configuration Menu.  If all else fails, set it to zero to vanish the head.

I messed with too many VRIK settings in the MCM, everything is ruined!
  • Either reinstall VRIK to revert its settings, or just delete vrik.ini from the mod's SKSE\Plugins folder.  It will end up being recreated in your overwrite folder with default values.

I have some other problem
  • Check the list of Known Issues to make sure it's not just a common bug.


FAQ
Do you accept donations?
  • Not at this time; I'd like to keep VRIK free.

What can I do to help?
  • Try to find ways to reproduce any new bugs you may find so I can fix them.  If you're willing to create new mods for VR, for VRIK, or patches to make things work together then I'll be happy to help.

Will you add motion tracker support or Kinect support to VRIK?
  • I'm afraid I don't have any plans for this.

What about Valve Knuckles support?
  • There are other projects currently under development by other modders.  For now, we have the VRIK Index Bindings as well as several other alternative bindings to get them working in SkyrimVR.

Will VRIK ever support pirated copies of SkyrimVR?
  • I'm afraid not.  For technical reasons it's an enormous amount of work, and it feels wrong.

Can this be done for Fallout 4 VR as well?
  • I don't have any plans for this.  A beta version of SKSE for Fallout 4 VR has been released, but I don't own FO4VR and I'm much more interested in focusing my efforts on improving Skyrim.  

Changelogs
V0.7.0 Beta
  • Overhauled the calibration menu, making it much easier to configure Body Size and VR Scale
  • Added a first-run dialog box prompting users to calibrate VRIK (it only shows once)
  • Added an MCM option allowing player to automatically exit combat stance when holstering
  • Added an MCM option to adjust the haptic feedback strength
  • Added an MCM option to toggle visibility of the vanilla Skyrim quiver graphic
  • Added an MCM option requiring holsters to be gripped AND pulled to equip (default enabled!)
  • Added an MCM option to disable swapping of held weapons with holstered weapons
  • Added an MCM option to repeat grip inputs that were blocked by holsters but not used
  • Added MCM options for all holsters to select which hands are allowed to activate them
  • Added mod support feature lockHmdToBody to allow animations to drive the body around
  • Improved shoulder IK to not stretch quite so far, and to droop much less
  • Decreased fNearDistance when the player looks down from 5 to 4 to prevent some clipping
  • Fixed body vanishing after using forges, in certain areas, after swimming, etc
  • Fixed armor not appearing shiny with certain mods (Cathedral Armor)
  • Fixed missing sound effects when the player is hit
  • Fixed equipped rings floating up and down when the player moves
  • Fixed hand position glitching for 1 frame while snap turning
  • Fixed carriage rides so the body stays hidden and the headset moves normally
  • Fixed selfie-mode activating when controllers lose tracking and made it harder to activate
  • Fixed body size not effecting the distance used to hide the player's head behind the HMD
  • Fixed vrik.ini file not storing precise calibration values
  • Fixed certain types of shields equipping to hands in the wrong position
  • Fixed shields not being displayed while holstered on male character models
  • Fixed wearable lanterns and other mods using spell effect armors conflicting with VRIK
  • Fixed the enableBody mod-support setting from affecting posture and breaking arm IK
  • Fixed noises constantly playing while sitting (from the V0.6.1 test build)
  • Fixed held arrows and spell effects moving up and down with head bobbing
  • Fixed head bobbing working at greatly reduced magnitude while in combat stance
  • Fixed potential concurrency issues in holster script
  • Fixed frozen player body showing while in shops
  • Fixed spells not being remembered when weapons equipped through inventory / mods
  • Fixed ranged and two handed weapons not equipping to empty slots in left handed mode
  • Fixed bows not properly re-holstering when they are unequipped through the inventory
  • Fixed bows targeting the wrong hand to equip/unequip, leading to other unequipping bugs

V0.6.0 Beta
  • Added 14 fully customizable weapon slots to the player body
  • Added 4 new pages VRIK's MCM menu to allow full configuration of the new weapon slot system
  • Added shoulder motion to the arm/hand IK system
  • Added a system to automatically position and limit the view-point while sitting or riding
  • Added swimming animations and hacked Skyrim to now show the body while swimming
  • Improved the body posture system to maintain a much more natural pose in all situations
  • Improved how head/neck movements are modeled to help see your own body and weapons
  • Improved the alignment of shoulder positions to better match the player's real shoulders
  • Eliminated most issues leading to stretching arms both with and without weapons drawn
  • The player's body will no longer vanish during dialog
  • Shoulders no longer move around when drawing or sheathing weapons
  • Reverse engineered most of Skyrim's sneaking/sitting/riding height system
  • VRIK can now properly detect when the player is mounted after loading a save game
  • Mashing the jump button while mounting a horse no longer breaks horse riding
  • Selfie mode matches player posture better and will no longer lean sideways
  • Selfie mode is now slightly harder to activate
  • VRIK now adjusts fNearDistance smaller when looking down to avoid seeing through the body
  • The player's wrist no longer twists when holding two handed weapons or crossbows
  • All height offsets are now scaled automatically with the player's body size setting
  • Removed the height offset settings for swimming, chair sitting, and horse riding

V0.5.0 Beta
  • Added a dynamic walking animation system to simulate room-scale turning and movement
  • Added spine rotation system to allow the body to twist slightly
  • Added a "selfie-mode" feature to pose and view your avatar (enable this in the MCM)
  • Added an HMD tracking system for the player's head (so its shadow matches your movements)
  • The controller positions are now considered when handling player body rotation
  • Arms no longer "disappear" (return to your sides) when stretching too far (bows)
  • Fixed hands and body shaking when moving with head bobbing
  • Fixed the controller being displayed when wielding 2-handed weapons
  • Height offsets for sneaking/sitting no longer seem to change at random
  • The body now remains centered while physically turning
  • The body now recenters itself while physically crouching and moving
  • The body now balances itself better while crouching, sneaking, and holding weapons
  • Improved sneaking and combat postures to be less exaggerated and able to stand up taller
  • Merged HeadActualSize and headForwardDistance settings both into a new headInFrontDistance
  • Removed the headMaxRotationAngle and bodyOffsetTolerance MCM settings
  • Removed heightOffsetJumpingFalling - the headset position aligns automatically when jumping

V0.4.0 Beta
  • SkyUI-VR is now required by VRIK
  • Added body and leg IK allowing the player to bend side-to-side, lean, and crouch
  • Added a SkyUI Mod Configuration Menu (MCM) with all of VRIK's INI settings now in-game
  • Added a VRIK Calibration Power to quickly adjust player height or body size
  • Added new Papyrus scripting functions to allow other mods to control VRIK (see VRIK.psc)
  • The headset height is now always fully unlocked and "Automatic Mode" has been removed
  • "Snapping Mode" settings have been rolled into the new "Automatic Height Adjustment" system
  • Headset height can still be raised/lowered automatically when moving, sneaking, etc
  • Horse riding and sitting in chairs now have their own IK handling and height settings
  • Added a "VR Scale" MCM setting that adjusts how large the world appears to be
  • The player's head shadow is now displayed - see the hidePlayerHeadDistance MCM setting
  • NPCs now look toward the player's eyes slightly better (as good as it gets)
  • Crossbow bolt graphics are now displayed and reloaded correctly
  • Fixed Strange Runes appearing on the wrong hands when left-handed mode is enabled
  • Hands will revert to normal positions when arms stretch beyond 175% normal length

V0.3.1 Beta
  • Fixed the input lag that was introduced by switching to the 3rd person model
  • Left-handed mode should now work properly again
  • Corrected player sitting pose so the body stays behind the headset

V0.3.0 Beta
  • VR Body is no longer required
  • VRIK now is now compatible with all mods
  • All custom animation and skeleton files have been removed
  • Skyrim will now display the 3rd person player character model while in VR
  • The player now uses Skyrim's NPC animations which generally work very well
  • The player body is dynamically adjusted to maintain a 1st-person posture
  • The player's hand animations are now controlled by VRIK
  • The player's weapon animations (bows) are now controlled by VRIK
  • The inverse kinematics solver has been rewritten and greatly improved upon
  • The body positioning/rotation system has been improved upon
  • The jittering seen when moving arms has been completely eliminated
  • Fixed arms stretching to infinity; arms use normal animations when tracking is lost
  • Fixed vanishing/flickering arms when a hand was too close to the shoulder
  • Fixed the player's chest deforming while moving your hands around
  • The player no longer has a hole at the top of its body
  • Long player hair can now be seen on the shoulders
  • Werewolf and Vampire Lord transformations work, but only the hands will be displayed
  • Added bodySize, armSize, handSize, and armLength parameters to vrik.ini

V0.2.3 Beta
  • Fixed a bug where entering Bleak Falls Barrow and other dungeons would break body alignment
  • Fixed a bug where the body would not rotate while on horseback

V0.2.2 Beta
  • Fixed a bug where the headset drops below ground when opening the map

V0.2 Beta
  • The player body is now always positioned to so that its head aligns with the headset
  • The headset's height above ground level is now controlled by one of 3 possible modes:
  • Mode 0 disables this entirely
  • Mode 1 automatically raises/lowers the headset height to force alignment to the body
  • Mode 2 snaps headset height to configurable positions for different postures
  • VRIK now supports fully configurable head-bobbing:
  • Viewpoint moves up and down at a frequency and amplitude depending on player velocity
  • Increases the sense of movement gait and speed to improve immersion
  • Created 16 custom empty-handed movement animations for walking/running in 8 directions
  • Created 5 custom animations for channeled spell casting
  • Packaged many 3rd person vanilla Skyrim animations for use in 1st person
  • Modified 1st person behavior files to improve most movement animations
  • Added a new vrik.ini file in the SKSE\Plugins folder with 15 new configuration options
  • Sitting in chairs works much better now
  • Player footstep sounds have been restored
  • The logic for rotating the player body has been slightly improved
  • The logic for positioning player elbows has been slightly improved
  • The bAlwaysShowHands and fRoomscaleMovementSnapDistance INI keys are no longer needed

V0.1 Beta
  • Initial VRIK release
  • An inverse kinematics system bends the arms and ensures that they stay connected to the body
  • A player body system controls the direction the body faces

Special Thanks

I'd like to thank the following people for their help:
  • Smiley96L for creating the VR Body mod and inspiring me to work on this
  • Groovtama for allowing me to modify and release a special version of the first-person XPMSSE skeleton for past versions of VRIK
  • Brandon for his incredible patience in reminding me how math works almost every single day...
  • Shizof for your help testing, your feedback, and for your amazingly fast work on CBPC to support this mod
  • Rubbr_Dukkie for your all of your help testing, your feedback, and for making the world's coolest video
  • lfrazer for all your technical advice, your incredible support, and for all of the hard work you put into reverse engineering SkyrimVR
  • CylonSurfer for your feedback and for helping to track down information about those behavior files
  • Fore for making CondenseBehavior and for helping me understand how behavior files worked when I kept getting stuck
  • YrralNivek for your tireless help testing, finding bugs, figuring out animations, making patches, and for all of your great feedback and advice
  • duerig for your brilliant idea that fixes the A button on Index Controllers and for all the work you put into it for the VR community
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