this mod fixes the strange runes to appear where the spells are in VR MISVR fixes the spells to be casted in the correct angle, you don't need both, and MISVR have a lot more useful features
1. U can correct the castle angle, position and more in the ini files (fMagicRotationPitch, fMagicHandRotateX/Y/Z, fMagicTranslateX/Y/Z and FStaffMagicTranslateX/Y/Z. So u dont need MISVR to fix the position/angle. 2. This mod is only for appearance. 3. The only added value of MISVR is the dual casting. 4. U can use both if u use the optional file (runes will be in the palm of your hand) 5. I use MISVR and I don't use this mod. 6. I am developing a mod similar to this one with another approach and more 3d.
there's always a risk of a simpler fix becoming redundant when something more robust is released later down the line maybe it could use "open hand to cast" from VRIK instead, but that's not up to me
Exactly, it depends on each person, for example, I like to play at 90 fps, so I don't usually install mods that add more polygons, ai (with the exception of combat pathing revolution) or SKSE (remember that is a SCRIPT extender). And I do that because I prefer to prioritize mods like CWO and WARZONES - Civil Unrest, where Skyrim may not look so pretty, but I participate in battles of more than 60 npcs without my CPU dying.
Please keep us posted on that strange runes alternative - and god I hope it includes an option that will let you opt out certain (mod added) spells from the floating runes. Not all of them match the vibe ya know? That's my only problem with strange runes (flatrim)
Edit: I just realized you're the guy who made CHOVR, is this project gonna be related?
. U can correct the castle angle, position and more in the ini files (fMagicRotationPitch, fMagicHandRotateX/Y/Z, fMagicTranslateX/Y/Z and FStaffMagicTranslateX/Y/Z. So u dont need MISVR to fix the position/angle.
incorrect, the vanila configuration doesn't allow to change yaw / roll, only allows to change pitch so you actually need MISVR to configure the angle
(I'm only trying to clear any misconceptions, not trying to attack you or your knowledge)
So it seems that this mod no longer works with the recent papyrus extender update? The SE version of this mod has had a few updates, would it be possible to also update this VR version to make it work with the latest pyparus extender and also be compatible with Mysticism? I'm currently using the SE version in VR, it works fine but the runes appear in the palms, which feels a bit weird as magic is shot from the fingers.
For newcomers: the optional file is great with Magic Improvements for Skyrim VR, which has impressive improvements and can let you aim with your palm: https://www.nexusmods.com/skyrimspecialedition/mods/55751
For now I decided to run the NON VR version of this with the requirements. To do this i am using Papyrus Extender VR. This makes powerofthree's Papyrus Extender work in VR and be up to date with his Strange Runes non vr version. DISCLAIMER: It apparently CTD if you dual cast so im refraining from dual casting til we get a proper VR port/patch for MISVR but besides that it seems to be working fine. I will suggest some edits to pitch and yaw in MISVR to match the runes but its pretty close default.
That sounds good, I'll give this a try too. Given the comment below, there might be only a few edge cases that need to be sorted out, like the werewolf transformation.
47 comments
I think it would look cool if they were bigger
Otherwise, love the mod, cant play without it!
MISVR - Magic Improvements for Skyrim VR
MISVR fixes the spells to be casted in the correct angle, you don't need both, and MISVR have a lot more useful features
1. U can correct the castle angle, position and more in the ini files (fMagicRotationPitch, fMagicHandRotateX/Y/Z, fMagicTranslateX/Y/Z and FStaffMagicTranslateX/Y/Z. So u dont need MISVR to fix the position/angle.
2. This mod is only for appearance.
3. The only added value of MISVR is the dual casting.
4. U can use both if u use the optional file (runes will be in the palm of your hand)
5. I use MISVR and I don't use this mod.
6. I am developing a mod similar to this one with another approach and more 3d.
maybe it could use "open hand to cast" from VRIK instead, but that's not up to me
And I do that because I prefer to prioritize mods like CWO and WARZONES - Civil Unrest, where Skyrim may not look so pretty, but I participate in battles of more than 60 npcs without my CPU dying.
Edit: I just realized you're the guy who made CHOVR, is this project gonna be related?
Dont will be related with CHoVR
so you actually need MISVR to configure the angle
(I'm only trying to clear any misconceptions, not trying to attack you or your knowledge)
i'm looking for it
For newcomers: the optional file is great with Magic Improvements for Skyrim VR, which has impressive improvements and can let you aim with your palm: https://www.nexusmods.com/skyrimspecialedition/mods/55751
hope this helps some of yall!
How did you change the angle of the runes? I'd like to tweak the newest version.
Thanks!