Nevermind, I played myself. For anyone else who needs this, it's fActivateRolloverWandScale in skyrimVR.ini Edit: I double played myself, it doesn't work for the hand rollover. It's still tiny.
If you have any perks that increase or reduce your carry weight, these are not reflected in the interface when picking up items. Any ideas on how to fix this?
Is it possible to get some sort of on-screen enemy health bar that I can see all the time that isn't too large but also displays enemy name because I always have this problem with defeating larger enemies and not being able to see the health bar at all whatsoever? (Not above the enemy head but literally like above the compass or something?) It would be an incredible add on and I know you have done something similar before with your non-VR moreHUD mod so I'm just wondering if it's also a possible thing.
Thanks for the mod, ahzaab. Do you expect the VR version to eventually get all the same features as SE version? I'd especially like to see enemy health numbers.
As is tradition the moment you hit 'send' you realise you've made a mistake! I just checked the version number I was using and I've been using V1.0.3(!) and after directly swapping it out with V1.1.0 I'm no longer able to recreate the issue, so it seems that you've managed to fix the issue, so congratulations, you're doing a great job :)
If I run into any instances of this new version crashing I'll be sure to let you know and give a decent run-down of how to recreate it.
Original message: Just to help you diagnose the CTD issue I'll throw what I've seen into the pile too.
I had just left the Reachwater Rock cave(I don't have a cell ID for the area), jumped down into the water by the bridge and entered combat with a mudcrab by using my left hand to cast sparks at it(though on subsequent attempts it doesn't only happen when using sparks in my left hand, it can be triggered when the mudcrabs(or possibly my follower?) initiate combat) with nothing in my right hand. It didn't cause a CTD when using a bow to enter combat, though I only tried that once. However it doesn't seem entirely consistent as there are times it would sometimes crash when I initiated combat but not other times under the same conditions. However it does seem that the crash occurs at the start/initiation of combat as there were several times that I didn't initiate combat and it still CTD'd. The first time it happened I'd just had the autosave trigger when exiting the cave and it is fairly re-producible after loading that file.
I've attached(what I hope is) the autosave file of when I exit the cave. To reproduce make sure to go down the waterfall, under the bridge and two mudcrabs will be in the river on the right side of the bridge, they float down the river to the left of the bridge and I usually zap them there and it'll crash pretty consistently(but not every time). I've got DyndoLOD and a 100 or so mods so I'm not sure how easily you'll be able to recreate the load order but hopefully it'll give you a better starting point for debugging.
Save: https://ufile.io/4by5ekr8 If this isn't the save where you're exiting the cave let me know, I've backed up all 3 autosaves and two manual saves which I can provide if needed.
Thank you SO MUCH for this update, I can't wait to install and jump back in with this, I was eagerly waiting to see if it would get another update, this mod is hands down the BEST VR enemy display available right now, and of course those other handy display options, fantastic!
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Edit: I double played myself, it doesn't work for the hand rollover. It's still tiny.
Any ideas on how to fix this?
If I run into any instances of this new version crashing I'll be sure to let you know and give a decent run-down of how to recreate it.
Original message:
Just to help you diagnose the CTD issue I'll throw what I've seen into the pile too.
I had just left the Reachwater Rock cave(I don't have a cell ID for the area), jumped down into the water by the bridge and entered combat with a mudcrab by using my left hand to cast sparks at it(though on subsequent attempts it doesn't only happen when using sparks in my left hand, it can be triggered when the mudcrabs(or possibly my follower?) initiate combat) with nothing in my right hand. It didn't cause a CTD when using a bow to enter combat, though I only tried that once. However it doesn't seem entirely consistent as there are times it would sometimes crash when I initiated combat but not other times under the same conditions. However it does seem that the crash occurs at the start/initiation of combat as there were several times that I didn't initiate combat and it still CTD'd. The first time it happened I'd just had the autosave trigger when exiting the cave and it is fairly re-producible after loading that file.
I've attached(what I hope is) the autosave file of when I exit the cave. To reproduce make sure to go down the waterfall, under the bridge and two mudcrabs will be in the river on the right side of the bridge, they float down the river to the left of the bridge and I usually zap them there and it'll crash pretty consistently(but not every time). I've got DyndoLOD and a 100 or so mods so I'm not sure how easily you'll be able to recreate the load order but hopefully it'll give you a better starting point for debugging.
Save:
https://ufile.io/4by5ekr8
If this isn't the save where you're exiting the cave let me know, I've backed up all 3 autosaves and two manual saves which I can provide if needed.
Crashlog:
https://pastebin.com/nu0gC3Rj