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prog

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prog0111

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About this mod

VRIK is an SKSEVR plugin that displays the player character's body in SkyrimVR and animates it to match your movements. A custom-made analytical inverse kinematics solver handles dynamic animations for the player's arms and body. An MCM menu adds several options for the player body, headset height adjustments, head bobbing, and VR world scale.

Requirements
Permissions and credits
Translations
  • Russian
Mod Description

The primary goal of the VRIK project is to make Skyrim VR a more immersive experience.  For now, the mod focuses on adding a fully animated player body to the game in order to provide a more physical presence in the world.  Later I would like to add features to improve interactions (unsheathing your weapon for example).

The VRIK V0.5.0 Beta supports the following features:
  • Displays the player character's body while in VR
  • VRIK is compatible with other mods that add new armor or modify player appearance
  • An analytical inverse kinematics solver mirrors the player's arm and body movements inside the game world
  • Dynamic room-scale turning and movement animations are generated to simulate the player's real movements
  • The animations used by Skyrim are dynamically modified to correct the first-person perspective posture
  • A Mod Configuration Menu provides in-game access to all VRIK settings stored in the vrik.ini file
  • A VRIK Calibration spell helps to quickly adjust the player's height and body size
  • VRIK provides new Papyrus scripting functions to allow other mods to change its behavior
  • The headset's height can be configured to raise or lower automatically when the player runs, sits, etc
  • Head bobbing support can improve the feel of movement gait and sense of speed
  • An in-game VR Scale slider (MCM menu) allows players to adjust how large the game world appears to be

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, overwriting everything.

Setup

Once VRIK is working in game, take a moment to configure it to your liking.
  1. Open the Mod Configuration Menu and adjust VR Scale to change how large the world appears to be.
  2. Adjust your body, arm, and hand sizes up or down to your liking.
  3. Stand (or sit) at a comfortable posture, cast the VRIK Calibration spell, and select Height.
  4. You may wish to repeat steps 1-3 to make finer adjustments.  Don't forget to cast the spell each time.
  5. Make further adjustments to the MCM.  Read over the description text for each setting to learn what's possible.

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
  • Make sure you have SkyUI installed correctly.  If all else fails, you can edit settings directly in SKSE\Plugins\vrik.ini.

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).  Follow the Setup instructions above, focusing on getting the correct VR Scale, Body Size, and Height settings before making any other changes.

My shoulders feel too wide / not wide enough
  • In the Mod Configuration Menu, adjust VR Scale and/or body size sliders up or down a bit.  Use the VRIK Calibration spell afterwards to recalibrate your height.

My arms are too short / too long
  • Find a balance of the VR Scale and Body Size that feels right first.  Next adjust the Arm Size and Arm Length sliders.

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 head or body below me when I run/sneak/sit/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 can see my SkyrimVR hands on top of the VRIK body
  • Move VRIK to the bottom of your install order, or uninstall the mod that adds the hands back in (VRIK overwrites those hand maches with empty ones).

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.  Once I have the body animating about as well as I can, I'm moving on to working on new ways to interact that are possible with a body - like equipping weapons from visible holsters.

What about Valve Knuckles support?
  • When they come out, I plan to do what I can to get them working in-game.

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.  I rely really heavily on SKSEVR to make VRIK possible, and there's no version of this for FO4VR that I can use.

Known Issues

Currently VRIK is in beta.  This mod is known to have the following problems:
  • Only the hands are displayed when the player transforms into a vampire lord or a werewolf
  • Player can slide backwards off the horse by ducking too low (the hips are pushed backwards so the head aligns)
  • Odd forearm twisting is visible in some cases when using two handed weapons or crossbows
  • When firing a staff with the Strange Runes mod, rune graphics on the opposite hand will float away
  • Cart rides display the player body in the wrong location
  • Spells and arrows move up and down slightly when moving with head bobbing

Changelogs
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
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