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  1. prog0111
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    I've added a Troubleshooting section and a FAQ to the main description page, and have started listing most common issues there. Look there first to see if there's already an answer you're looking for, and please let me know if there are any questions or solutions you think would be helpful to add!
  2. CylonSurfer
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    Congrats on the new release!! I had a play with it last night and I'm seriously impressed with what you have done, the mod is working really well now and the combat staces are looking better than ever and its not as jarring when entering / exiting combat. It's really at a point where I'm happy to leave it in my mod list and continue playing with it permanently enabled.

    Just a quick heads up (I'm sure it's something you have noticed though), something appears off when the player uses in game funiture peices such as chairs, benches and stools. The player sits on them but often appears out of alignment with the furniture, as in is seated either too far forward or too far back with his/her legs going through the mesh or perched on the edge. I also notice that any head movement on the vertical axis while seated is causing the player to move forwards or backwards on the furniture - is there any way for you to disable this behaviour? As in lock the players position from the waist down when seated but retain the upper body movement?

    A couple of other feedback points:

    I notice that you have removed the head rotation limit option in the MCM, I guess you have a good reason for it but for me personally, I really like being able to look at least 90 - 100 degrees or more while stood still without the player body rotating, it just feels more natural to be able to look at least to a point where I can see my characters shoulders and down my sides, further can be nice if you have a quiver on your back or even swords.

    It would also be nice to be able to configure the distance that you can move your head forward before your new room scale player movement stuff kicks in (which is great by the way). I like to have the players head configured at 0 for the forward position and down quite low so the camera sits quite naturally and provides a good sense of body scale but it's also nice to be able to lean foward a little to get a good view of my characters armor from time to time. The new room scale stuff prevents me from doing this so an option to set the distance you can move your head forward before this kicks in would be really nice.

    Any ways, thanks for your hard work on this. It is a real game changer and from reading your other comments regarding your future plans for the mod things sound very exciting indeed. Hopefully your in that first wave of Index Controller deliveries ;) I know I am!

  3. thasundancekid
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    i dont know if you know it, but the mod creates an issue with the time cycles of ENB.
    It has something to do with the VRScale

    You can read more about it here:
    https://www.reddit.com/r/skyrimvr/comments/ayl6zh/psa_if_youre_using_enb_changing_the_fvrscale_in/
    1. prog0111
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      I didn't know about that, but if that's true, the real problem is that ENB bases it's time calculation on sun distance. A lot of people modify fVRScale even without VRIK, as it's just a normal ini setting. Its one of the most useful settings for VR, too. I added it to VRIK's MCM just to make it easier for users to adjust, but there's nothing I can do if another mod can't support it.

      Unless that gets fixed, the only solution would be to leave VR Scale at the default if they're running ENB and it's causing problems.
    2. thasundancekid
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      Yep i got it working by setting the fVrScale to 73, Created a custom .esp with fSunYExtreme:73 and then set the scale in your mod to 73.

      Thanks and keep up! :)
    3. prog0111
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      Hm, maybe I could make VRIK set fSunExtreme automatically? Hopefully that won't have some other bad side effect though
  4. brentw89
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    Thanks for fixing the issue where the controller appeared after firing an arrow! Love the new features, though I scared myself the first time I saw my own spiky horned shadow.

    Minor issue in v0.5: my body now appears 2-3 inches to the right of center. I have armor with a ridge down the middle, so its easy to spot. Any fix?
    That said, this new version rotates better. Hooray! Also, my arms are beefier and look great.

    Displaying your avatar is a cool new feature, but it needs to be a shout or spell with a simple name like "My Avatar". As it is now, I turn it on in your menu and it gets triggered by accident sometimes (especially when reaching behind to grab an arrow using the MageVR mod). I have the VR Mirror mod that does something similar with a spell, but the spell name is so weird I can never remember the name of it using the Dragonborn Speaks voice mod). Another VR mod displays your avatar automatically when you view the equipment menu. This is the ideal time to see yourself in the game, especially if it updates when you change your equipment. Can't tell you how many times I've been nude in the game from a bad trigger press. haha! I don't use that avatar mod (name escapes me) as people said it was glitchy, so if you made it work, that would be very cool if it had an option to turn on/off via the menu.

    1. prog0111
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      The body has always been slightly off-center - the posture adjustment in V0.5 actually improved that a tiny amount. It's because almost all Skyrim animations have the hips, body, and head rotated to the right, and my posture-correction code does some pretty complex things to adjust this before any IK even happens.

      I'd like to improve the selfie-mode a bit with each update, but right now it's just a fun debug feature that I've decided to leave in there. I knew it might interfere with normal gameplay, so you can turn it off in the MCM to prevent it from activating by accident. I do need a fast way to activate it without changing spells/shouts for testing, but I'm not really sure what I can do there.
  5. billyro
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    This mod looks very promising - the progress so far is amazing. I'm still waiting on the Valve Index but I'll definitely pick this up once it's out. :)
    1. prog0111
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      Definitely patiently waiting for my index controller pre-order as well :)
    2. brentw89
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      I have a set on order to (using Vive controllers now). How do you see the Index controllers working better with this mod or for Skyrim in general? Is there special support for the finger tracking or something else I'm unaware of?
    3. prog0111
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      I'm going to have to add support to VRIK for them after I get mine...
  6. fitzy1982
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    I think you might be some kind of genius. I'm astounded by this work. It has made my experience in Skyrim so much more immersive, what a time to be alive.

    Really can't wait to see what you manage with Knuckles.
    1. prog0111
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      Well, I've got one more big release planned before I can start trying to figure knuckles out. That might change as I learn more about what I'm doing, but for now I'm researching how to display extra weapons on the player body so you can grab them.

      I figure you'll need at least one actual in game use for those controllers once they're available.
    2. brentw89
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      It would be incredible to reach out and grasp food and potions with the knuckles and bring it to your mouth to eat or drink. Also, if you ever figured out how to stop the controllers from appearing during dialogue, swimming, etc. that would be great for immersion.
    3. prog0111
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      I actually went out of my way to make them appear during menus (the default behavior)... V0.5.0 adds code that hides them during normal gameplay because they can show up when you use two handed stuff, and that's finally fixed now.

      If you want then gone forever you can just edit the meshes or replace them somehow. I haven't looked into that though so don't have any details..
  7. rainyturtloid
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    You are a legend among men. Skyrim VR has never been so immersive for me before, and your mod is revolutionary. I can't wait to see what else you have planned!
    1. prog0111
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      Thank you :) If you dig through the comments below, I blathered a lot about visible weapon holsters and knuckles support. I'm bad at keeping my plans secret...
  8. lisalionheart
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    Whatever you do do not try out the mod "Shake It!" and cast the dance spell on yourself ... the experence is ... nausiating
    1. prog0111
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      LOL! I want to get that stuff to work well someday, but right now it's pretty well designed around the vanilla animations. The posture correction systems and so on might really mess up a cool dance animation - but I wouldn't be surprised if one ended up working OK either.
  9. Kindt
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    I don't know if you take requests, but could it be possible to make a mod that changes the power attack mechanic to be dependent on the swing orientation instead of the direction of movement? It together with VRIK would improve the game drastically.
    1. prog0111
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      That's actually one of my original inspirations to start doing a VR mod... Right now the only reliable way to do directional power attacks in VR is to use the keyboard and mouse. Once VRIK is in a better state, I'm planning to move on into more gameplay oriented features, and that exact idea has been on my list from the start.
    2. Kindt
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      Great to hear that it's something you want to do one day. I'm sure I'm not only one excited to see it happen. I'm very happy with your work and I'm looking forward everything you have to offer in future. Can't wait to test new VRIK build once it's finished. Skyrim VR is just so much more immersive and pleasant to play with this mod.
    3. prog0111
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      Thanks for your kind words :)
      If you're curious, the next big feature in V0.5 is a dynamic walking animation system so the body won't have to slide around when you turn or move anymore. After that, I want to do something like visible favorites where you can unholster your weapons by grabbing them from your body, and then it's on to knuckles/index controller support. This is where VRIK will finally start being more than just a graphical mod imho.
    4. StarScribe
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      If you do end up releasing a "visible favorites and holsters feature" can you please make sure that it will be compatible with MageVR because it does similar thing and I know many people also love that mod. Just thought I ask early on, better safe than sorry later. :)
    5. prog0111
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      I definitely want MageVR compatibility. It's holsters are all behind the back where you can't see though, and I was thinking more of having visible weapons equipped to the hips and maybe the legs. There will eventually be more overlap in features between VRIK and other mods though, but I don't think that's a bad thing.
    6. LaMuerteX
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      Sounds good but please make it add an invisible/hidden, immersive option, I do not want to see illuminated ui backpack indicators on your waist, please.
    7. prog0111
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      That would be horrible... I hate distracting UI stuff in games, lol... I want the actual weapons displayed, with no glow, no silly outlines, no UI - just the weapon visibly on your body. To use it you grab it by the handle and draw it, and you sheath it again physically when you're done. That's what I'm aiming for anyway...
    8. LaMuerteX
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      Relieved to hear, thanks
    9. Socratatus
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      I`ve just installed mageVR. I`m a pure melee guy and am a little disappointed that I can`t pull my swords from my belt, only my back (which isn`t very realistic). No one in history pulls their sword off their backs for a good reason, despite what the Witcher shows us.

      Would be great to see you fix that issue.
    10. prog0111
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      Heh, the old "sword on the back" trope. I'm no expert, but I understand its not historical. Here's a fun video showing how it could be done though: https://www.youtube.com/watch?v=0EWi2DnDoaI

      Personally I'm all for options, and I might even support holding weapons on your back or behind your hip with VRIK eventually - I just need to be careful that I'm not breaking MageVR. The trouble is that you can't see them, and I really want to be able to look down and grab my sword by the handle...
    11. brentw89
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      I'm totally in favor of holstering weapons on the hip or back. That would be so awesome. Making you draw your arrows from your back would make a ton of sense as bow speed is way overpowered in VR. Drawing your bow from the back also makes sense to me as they're too long to hang from your hip. Hanging classes of potions from your hip would be amazing (like a configurable slot where it draws out the most appropriate healing potion you have in inventory, and a slot for the appropriate stamina and magic would be awesome. Anything that keeps me from going to a menu is so much more immersive).

      In the meantime, I'll have to try MageVR I guess. There was another holstering mod that I could never get to work and the author seemed to stop updating, which was disappointing.

      As for showing something on your waist, I agree that avoiding that should be the priority. At the same time, an OPTION to turn on some kind of visual indicator would be nice if you're going to have a lot of slots.

      For me, I don't think slots for spells is necessary as I use Dragonborn Speaks naturally to summon spells (and weapons). Speaking a word to summon magic seems immersive. Physically drawing weapons (and potions if possible) is more realistic.

      Keep up the great the work!
  10. brentw89
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    Very cool mod! But my bow (called Ebony Bow) disappears a lot when I notch an arrow to fire and move the bow around to aim. This is EXTREMELY immersion breaking since I use a bow a lot. The bow disappears but the arrow stays visible. If I move it some more, the bow will often reappear. I can often duplicate by moving the bow back to the same spot. Is there a fix to this?

    I thought it might be a tracking issue, but when I tried other weapons like a shield, sword, fire, staff, and fire, each worked well. When I swung the shield in the same spot as where the bow had disappeared, it stayed on.

    FYI, I did run calibrate body and size.
    1. prog0111
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      This is the most common issue in V0.4, and it's fully fixed for V0.5 - there's more info in the troubleshooting section. The quick answer is to turn your arm length up to about 1.2 and to make sure you didn't increase the max body rotation angle above about 75°.
    2. brentw89
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      Thanks so much! Setting arm length to 1.2 almost fixed it, but 1.3 eliminated the issue.

      The rest is pretty good, but my arms look scrawny (sadly, they look too much like my real arms). I tried changing Arm size and got them bigger but when I calibrate, they revert back tot he 0.90 size. I tried this multiple times. Suggestions?

      My shoulders also seem too low. I raised my height in the game and with your settings and that made things better, but shoulders are still too low. When I tried lowering my head, that got it pretty close, but then I see through my body, so I had to change it back. Is that normal? (Part of the issue may be I installed a mod last year that reduced how close something can be before it disappears in exchange for improving some other graphical artifact, but I don't recall the mod now)

      To stop character crouching, you told someone "Adjust the height offset for combat stance so you don't drop down as far (or just set it to zero). You can also install animation mods to keep the legs together more, as VRIK uses skyrim's normal animations." Is combat stance height a setting in your menu? If so, do I make that offset more or less? And will the legs still bend without some kind of animation mod? If so, any suggestions? Seeing my knees sticking out when I'm not actually crouching breaks immersion somewhat.
    3. prog0111
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      You normally only want to calibrate height. You should get your body size where you want, then use the height option to adjust how tall you are as needed. I usually do this if I want to sit down and continue playing. This will also prevent it from reverting your arm size.

      Combat stance is a height adjustment option on the right in the MCM. Try experimenting with different numbers to see how it changes the headset position when you draw your weapons.

      You can lower your head, but if you start seeing though your body, you need to turn down the fNearDistance in Skyrim's ini file. Also make sure you've calibrated your height first, as having that wrong can definitely lift you above your body.
    4. brentw89
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      I didn't realize I shouldn't calibrate both. I'll try that on my next session. (Maybe put the height only options with "Height (recommended)" so the user knows not to calibrate both.

      What I don't understand is the relationship between the Skyrim Settings height slider bar and your height adjustment and the calibrate option. How do I know which one to use when my height is wrong? Last time or two I played, the height was off, so I played with the Skyrim settings to fix it, but I have no idea if I should be using your adjustment instead.

      I've also noticed I'm too tall at times because my feet are not level with the floor. I don't think it's your mod, but any idea why that happens sometimes?

      My wife also plays with her character. Are all of your settings separate for each character profile I hope? If not, maybe that's why my height gets out of whack even when the floor is not the issue.
  11. Vonklinkenhoffn
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    I could endorse this a thousand times. Thank you!
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