Added a new version with an MCM. If you're using a Steam VR remap, make sure to take that into account when choosing your activator button. In the case of VRIK's Steam Bindings, I'm pretty sure picking stick click will make the A button your activator, but trigger should work regardless unless you've done something crazy with your mapping.
Troubleshooting: if the quiver equip isn't functioning, go into the mcm, use the toggle to disable the mod, leave the MCM, go back into it and re-enable the mod, and that might fix the issue.
DOUBLE CHECK REQUIREMENTS! If the mod isn't functioning correctly, make sure you have the most recent versions of all required mods.
READ THE STICKIES! There's some voodoo magic going on, and maybe one of the stickies will fix it for you.
I just spent two hours screwing around with my load order and I found two "rules" for getting this mod to work, centered around the fact that for some reason the plugin is sensitive to its position in the load order. I see a lot of commenters are having mysterious issues getting the mod to work and this may be a workaround.
1: Simple Realistic Archery VR.esp has to be at or above position 127 in your load order (mod index 7F if you're using MO2). This is bizarre but reproducible in my setup. There's some sort of logic to it since 128 is a power of 2, and 127 is the 128th position if your count is 0-indexed. I have no further insights but empirically, moving the ESP to position 7F made it work.
2: If the ESP starts at a position lower than 7F, the game is saved, and then the plugin is moved to 7F, it will work but only if the mod is deactivated and then reactivated through the MCM. If the plugin starts at 7F or higher at the start of a new game, then deactivation/reactivation is not required and it works right away.
Hope this helps people. I love this mod now that I have managed to make it work in my large load order.
Thank you so much for posting this fix. I can verify that I got the mod to begin working by moving it much higher in my load order. Unfortunately Loot automatically sorts SRA VR near the bottom of my load order, so any time I update it will have to be manually repositioned. I'm very happy to have it working nonetheless! Great mod!!!
Very very odd, all of my testing was done either with an empty load order, or with this at the bottom of about 250 plugins, but if your solution works, then it works, I'll pin it.
My system crashed, and wiped my load order a couple months ago, so I'm a little demoralized from modding, but if I find the motivation, I'll see if I can find out why your voodoo black magic of a fix works. (seriously how did you even find a solution like this?)
Tried everything but I can't get the mod to function correctly. The bow keeps unequipping and reequipping itself everytime I grab an arrow.
------------------------------------- *EDIT* Got it working. Had to following the guide here https://www.reddit.com/r/WindowsMR/comments/cjlltl/native_thumbstick_click_remapping_is_real_there/ After that, I only had the SteamVR menu bound to holding down the left joystick, nothing else. So then I had to go into the Skyrim configuration settings and bind the joysticks to "Button A." I'm on a Samsung Odyssey+ (WMR) so I don't have an A Button, making it an easy choice.
Once in the game, I rebound the "Draw Arrow" action to "Button A", allowing me to use the right joystick as I draw arrows, removing the issue I was experiencing entirely.
Only issue I have now is with VRIK deciding to pull out my equipped weapon rather than grabbing my sheathed weapon.
*EDIT* 2 Went ahead and swapped the right Joystick press with "Right Grab" instead, then bound "Button A" to the Right Grab key in the Skyrim Controls Config. This prevents me from busting my joystick via archery, and stops me from constantly casting my shouts on accident. I now use the Left Grab key to back out of menus now, plus the Right Grab key still functions perfectly with MageVR as it's control setup is dependent on Steam's Controller Config, rather than Skyrim's.
Figured I would mention this here, because I know I'm probably not the only one pulling their hair out over the Odyssey's poor controller setup. The Headset itself is AMAZING, darkest blacks I've ever seen, but the controllers are shit.
Is there a chance you could add a feature where arrows do not auto-equip with bows?
Today the VRIK mod is the gold standard for VR play, and it has a feature where you can holster your bow on your back, and draw it that way. This is really immersive when combined with your mod.
However, VRIK does a "player.EquipItemEx" call to equip the bow, which automatically puts an arrow in your other hand. With your mod's natural way of drawing arrows, it would be amazing if this first arrow didn't auto-equip, and you had to manually draw it, but apparently this is not in the VRIK mod's responsibility.
So i am making a modlist on a new pc, and this is one the first mods i've added. When trying to shoot, the arrow is locked at a 90 degree angle to the bow, and it cant be changed. Anyone got any ideas or solutions. It looks like its from flatrim. It cant be xpmse, bacause i installed this beforehand, so no animation changes.
If you ever revisit this mod (which is fantastic btw) then please consider this another +1 for equipping a bow without automatically having an arrow ready the first time - wandering around with just the bow in your hand is something I really like.
Guys, im not sure is workint or not. When I draw an arrow from the quiver and place it on the bow, the arrow is unnaturally attracted to the bow—too unnaturally, in fact. To draw the string, I first have to release the trigger and then press it again. This issue appeared when I installed the mods manually. Previously, when I was using MGO 3.5, this didn't happen. Back then, when I drew an arrow from the quiver, I could immediately pull the bowstring. Could this just be a setting in the MCM? We're talking about Skyrim VR. P.S. Thanks for any information, best regards!"
Im using Vortex and my MOD Is abt on Half list mods.
I have the mod as part of the FUS mod list. I've unchecked the time limit. But it's still use. I get the little light and I can't draw the bow. Any fix for this? 🙏🏻
Could've been really good! Unfortunately after you shoot an arrow You need to click on your quiver to get another arrow and click /again/ to nock the arrow. If it was one smooth motion- click quiver, hold trigger through nock, pull back and release, it could've been a game changer !!
Hi Closeded, there's a bug where the Attribute Costs feature is disabled on game load as others have described. I changed the Init function in sravrPlayerAliasScript and the bug went away: Function Init() GoToState("AttributeCostDisabled") EndFunction
to:
Function Init() GoToState(_AttributeCostState) EndFunction
I think the only other place GoToState() is called is when the MCM option is changed, while Init() is called every game load and resets the state.
I uploaded a patch on the Nexus, but if you wanna integrate it I'll just hide mine: https://www.nexusmods.com/skyrimspecialedition/mods/118410
185 comments
Troubleshooting: if the quiver equip isn't functioning, go into the mcm, use the toggle to disable the mod, leave the MCM, go back into it and re-enable the mod, and that might fix the issue.
DOUBLE CHECK REQUIREMENTS! If the mod isn't functioning correctly, make sure you have the most recent versions of all required mods.
READ THE STICKIES! There's some voodoo magic going on, and maybe one of the stickies will fix it for you.
1: Simple Realistic Archery VR.esp has to be at or above position 127 in your load order (mod index 7F if you're using MO2). This is bizarre but reproducible in my setup. There's some sort of logic to it since 128 is a power of 2, and 127 is the 128th position if your count is 0-indexed. I have no further insights but empirically, moving the ESP to position 7F made it work.
2: If the ESP starts at a position lower than 7F, the game is saved, and then the plugin is moved to 7F, it will work but only if the mod is deactivated and then reactivated through the MCM. If the plugin starts at 7F or higher at the start of a new game, then deactivation/reactivation is not required and it works right away.
Hope this helps people. I love this mod now that I have managed to make it work in my large load order.
My system crashed, and wiped my load order a couple months ago, so I'm a little demoralized from modding, but if I find the motivation, I'll see if I can find out why your voodoo black magic of a fix works. (seriously how did you even find a solution like this?)
The bow keeps unequipping and reequipping itself everytime I grab an arrow.
-------------------------------------
*EDIT*
Got it working.
Had to following the guide here https://www.reddit.com/r/WindowsMR/comments/cjlltl/native_thumbstick_click_remapping_is_real_there/
After that, I only had the SteamVR menu bound to holding down the left joystick, nothing else.
So then I had to go into the Skyrim configuration settings and bind the joysticks to "Button A."
I'm on a Samsung Odyssey+ (WMR) so I don't have an A Button, making it an easy choice.
Once in the game, I rebound the "Draw Arrow" action to "Button A", allowing me to use the right joystick as I draw arrows, removing the issue I was experiencing entirely.
Only issue I have now is with VRIK deciding to pull out my equipped weapon rather than grabbing my sheathed weapon.
*EDIT* 2
Went ahead and swapped the right Joystick press with "Right Grab" instead, then bound "Button A" to the Right Grab key in the Skyrim Controls Config.
This prevents me from busting my joystick via archery, and stops me from constantly casting my shouts on accident.
I now use the Left Grab key to back out of menus now, plus the Right Grab key still functions perfectly with MageVR as it's control setup is dependent on Steam's Controller Config, rather than Skyrim's.
Figured I would mention this here, because I know I'm probably not the only one pulling their hair out over the Odyssey's poor controller setup.
The Headset itself is AMAZING, darkest blacks I've ever seen, but the controllers are shit.
thank you for this wonderful mod!
Is there a chance you could add a feature where arrows do not auto-equip with bows?
Today the VRIK mod is the gold standard for VR play, and it has a feature where you can holster your bow on your back, and draw it that way. This is really immersive when combined with your mod.
However, VRIK does a "player.EquipItemEx" call to equip the bow, which automatically puts an arrow in your other hand. With your mod's natural way of drawing arrows, it would be amazing if this first arrow didn't auto-equip, and you had to manually draw it, but apparently this is not in the VRIK mod's responsibility.
Make sure the esp is NOT part of your smashed patched. Doing this let me finally use this great mod.
When I draw an arrow from the quiver and place it on the bow, the arrow is unnaturally attracted to the bow—too unnaturally, in fact. To draw the string, I first have to release the trigger and then press it again.
This issue appeared when I installed the mods manually. Previously, when I was using MGO 3.5, this didn't happen. Back then, when I drew an arrow from the quiver, I could immediately pull the bowstring.
Could this just be a setting in the MCM?
We're talking about Skyrim VR.
P.S. Thanks for any information, best regards!"
Im using Vortex and my MOD Is abt on Half list mods.
I've unchecked the time limit. But it's still use. I get the little light and I can't draw the bow. Any fix for this? 🙏🏻
Function Init()
GoToState("AttributeCostDisabled")
EndFunction
to:
Function Init()
GoToState(_AttributeCostState)
EndFunction
I think the only other place GoToState() is called is when the MCM option is changed, while Init() is called every game load and resets the state.
I uploaded a patch on the Nexus, but if you wanna integrate it I'll just hide mine: https://www.nexusmods.com/skyrimspecialedition/mods/118410