Skyrim Special Edition

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FlyingParticle

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  1. FlyingParticle
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    I've added a Troubleshooting section to the main page with some common issues that have been reported. Please check there to see if you have a similar issue before posting!

    If you have an issue, please provide as much detail as you can, and be as specific as you can.
    Ideally, include steps to reproduce the issue. The more information you can give, the more likely it is for me (or anyone else) to be able to help and/or fix the issue. Screenshots and/or video clips of the issue help a lot.
    If your issue includes a crash, use Crash Logger and include your crash log.
  2. MatthewR1996
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    don't suppose you could make a version of this mod for Fallout 4 VR?
  3. SanityFlippers
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    don't know what mod it is, got a few, but everytime i touch an NPC they are like "STOP THAT, DONT DO THAT" e.t.c then they kill me after a few times, anyway to stop this please?
    1. FlyingParticle
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      It's PLANCK. See the "Aggression" section on the planck mod page for settings you can tweak regarding that.
    2. q10isarobot
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      Thanks that seemed to fix it, im not sure if plank or higgs is causing this but I have also noticed something weird where if im grabbing an NPC, and my hands are drawn, If I move my hand too fast it counts as "hitting" the same NPC im currently grabbing in that same hand (in ragdoll usually). This does not happen with objects like a breakable for example wont break in my hand instead You can hit with it. 
      I will get a video clip of this for you when I get a chance for troubleshooting section

      im trying to learn SKSE myself to try and fix some of the VR brokenness but I think a great idea (that Im going to try and work on myself) is a requirement to have the grip pressed to be allowed to swing weapons (llike grabbing it in real life) and grip+trigger required for unarmed punch (like making a fist) no more accidental slap.
    3. SanityFlippers
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      Forgot to comment yesterday, thanks for the answer @Flying! :) resolved my issue!
  4. liludev
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    great thank you!
  5. Haurrus
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    Hello FlyingParticle,

    I'm not sure which .ini file needs to be modified to eliminate physics when holding an object. Currently, when you hold something, there's a sensation of weight. How can I adjust this to make it more arcade-like and less realistic ?

    Additionally, regarding a more arcade-like experience, how can I change the handling of two-handed weapons ? For example, when I move my right hand, the rotation is restricted by the position of my left hand. This only occurs when using a weapon. When I pick up a weapon (not equipped), I can rotate it freely, but when it's equipped as a weapon, I can't.Which .ini file is responsible for this ?

    Edit : you already answered of one of my concern for the two handed weapons :

    OffhandAffectsTwoHandedRotation = 1
    twoHandedHandToHandAlignmentFactor = 1.0
    twoHandedHandToHandRotationFactor = 0.5
    1. FlyingParticle
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      You can increase the linear/angular forces of the grab with grabConstraintLinearMaxForce and grabConstraintAngularToLinearForceRatio.

      Technically you can fallback to the old grab if you set ForcePhysicsGrab to 0, but you'll lose certain features like being able to two-hand the held object or have it collide with static objects. I might also remove the old grab in the future if it becomes too cumbersome to support both. There are already several places in the code where things have to be done differently for the old vs new grab.
    2. Haurrus
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      Ok thanks for the anwser :)

      Your work is amazing and I'm glad you did all of this !
  6. CurvingFyr3
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    I'm disappointed to see that change in how 2 handed weapons are handled. Takes away so much uniqueness of their handling - not to mention realism. the second hand is where ALL the leverage irl comes from. If this change persists, please make it a toggle.

    edit: while I'm here actually, I'm petitioning to allow spellsword 2 handing for 2 handed weapons as well. Justice for paladin builds.
    1. FlyingParticle
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      The ini has all the same settings it had before.
      You can get the same behavior as in the previous version by setting
      OffhandAffectsTwoHandedRotation = 1
      twoHandedHandToHandAlignmentFactor = 1.0
      twoHandedHandToHandRotationFactor = 0.5
      (or you can play around with setting them to something in between).

      It's nice that you prefer the original behavior, as I saw nothing but complaints before.
      I think my personal preference is in favor of the new behavior, because it provides something the old method didn't, which is consistency. Since the offhand positioning is fully dynamic, the previous method didn't ever give you consistent handling of the weapon unless you were really deliberate. It also does make it harder to swing a weapon, even if it is more true to real life. Our controllers aren't actually physically connected and I guess people find it hard to "act out" how your hands would be placed if they were.
      I can't please everyone with whatever the defaults are, I can only hope that more people prefer the new defaults to the old ones.
    2. CurvingFyr3
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      Oh, I didn't realise that was toggleable, my bad. My preferences there come from HEMA experience. Nothing serious, but I do tend to be pretty specific in what my VR should replicate.
    3. CurvingFyr3
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      Any thoughts on allowing an offhand spell with greatswords/waraxes/warhammers? It's a playstyle I've wanted for a long time.
    4. FlyingParticle
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      I think you can use a mod like Unlocked Grip to toggle twohanders between two handed and one handed.
    5. CurvingFyr3
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      You can, and I do in the skygerfall playthrough I'm experimenting and mod testing in - but it works almost precisely half the time.
    6. Gamblore2014
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      I can't see, to find the following lines in my ini file, very confused,
      is the default location for the ini file in SkyrimVR folder in main game location or in Documents? I have checked both, very confused and I would like to revert back to the original two handed dynamic as the new one does not allow me to smash people in the face with the handle of my two handed weapon. Would really appreciate some help with this.

      OffhandAffectsTwoHandedRotation = 1
      twoHandedHandToHandAlignmentFactor = 1.0
      twoHandedHandToHandRotationFactor = 0.5
    7. FlyingParticle
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      It's the higgs ini file, not the game's ini file. It is located in your Skyrim directory under Data/SKSE/Plugins/.
      If you are using MO2, mods are inside the mods folder under MO2, each within their own folders. You can also right-click the mod in MO2 and select "Open in Explorer" on the left side.
    8. Gamblore2014
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      Thank you very much
    9. HardstyleRaver2
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      Thank you for this. The previous default setting is absolutely perfect for polearms; while, the new default made polearms extremely awkward to use.
    10. FlyingParticle
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      Do you think it would be useful to have it so that it uses the current (new) behavior when you grab around and below the hilt, and the old behavior if you grab sufficiently above the hilt (e.g. the blade or further up the weapon)?
      Or are you saying you prefer the old behavior even if you're grabbing below the main hand with your offhand?
    11. Domek97
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      personally, i prefer the old behavior for the aforementioned polarms, as well as being able to block with two handers by bringing my hands to the opposite site of my body rather than angling on the same side (I'm sorry that was a horrible explanation). If wielding right-handed I want to raise the hilt to the left instead of the right. It just feels like a more natural movement.
    12. FlyingParticle
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      Which mod adds polearms? I could potentially use the old behavior for them specifically (like is done right now for crossbows) if there is a way to distinguish them, but they won't be a separate weapon type since they're not in vanilla.

      For regular weapons like swords, I think the new behavior is generally better for actually swinging at people. I do see what you mean about blocking, but my issue with the old method that uses the positioning of the hands relative to each other to rotate the weapon is that it makes it way more clunky to actually swing around and hit people, which I think is more important.
    13. Domek97
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      hi, sorry for the late reply. That would be Heavy Armory.
    14. Hewhothinksnothing
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      Also any weapon with a pole. As a lover of two-handed axes, the new settings felt really, REALLY bad. Not criticizing them being a thing, but definitely not for everyone.

      Since this is a "To taste" kind of issue, maybe you can include a simple MCM allowing you to set some basic things up in game like the two-handed system, looting on/off, gravity gloves, etc? 
    15. FlyingParticle
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      I'm thinking maybe I should do something like:

      • Use the new behavior (driven by the main hand) for two-handing 1-handed weapons and potentially 2-handed swords
      • Use the old behavior (combining both hands) for the rest of the 2-handers (axes, crossbow)
      My reasoning is based on how far apart your hands are likely to be. If your hands are very close (like when two-handing a normal sword), then combining both hands can get very muddy. If your hands are farther apart (like on polearms) then it might make more sense to go with combining the hands.
      Which is also why I'd consider still using the new method for 2-handed swords. If I do that, then I'd need to also check the keywords on the weapon for if it's a polearm added by heavy armory since some of those weapons are actually 2-handed swords under the hood, but that's doable at least for heavy armory since it adds keywords like OCF_WeapTypePole2H_Thrust to its weapons.

      Regarding an MCM, that would end up with me having to create a combinatorial explosion of ini files (2 to the power of # of choices) for every update, and I really don't want to do that.
  7. q10isarobot
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    Is there still an option to disable aggro from from throwing objects at NPCs? personally I fint this just breaks my immersion when something barely taps someone and suddenly the town wants to kill me, or my follower decides to kill someone bc I bump them with an object. accidental hits already happen enough in vr having it happen while weapons are sheathed is just extra ennoying. maybe its PLANCK causeing this but I searched all through the INIs and cant find a way to disable the aggro system from objects being thrown at NPCs. I dont want to change the threshold I want to turn it off. I disabled "do aggression system" in plank so I believe Higgs is causing this.
    1. FlyingParticle
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      It's planck, but it's not planck's own aggression system - it's a separate process where a thrown object hitting an NPC will count as if you hit them.
      It's the planck ini you want to edit. There are two options, collisionDamageMinSpeedPlayerInflicted and collisionDamageMinMassPlayerInflicted for minimum speed and mass of the thrown object for it to inflict damage to the NPC.
      You can raise these to whatever you want for it to have less/no effect.
  8. NeoTheChosen0869
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    Bom cara, já formatei o computador para funcionar seu mod novamente, e nada até agora, aquele maldito erro, higgs esp não existe, não sei como configurar, alguém pode me ajudar?Bom cara, já formatei o computador para funcionar seu mod novamente, e nada até agora, aquele maldito e Bom cara, já formatei o computador para funcionar seu mod novamente, e nada até agora, esse maldito erro, higgs esp não existe , não sei configurar, alguém pode me ajudar?
    Bom cara, já formatei o computador para funcionar seu mod novamente, e nada até agora, aquele maldito erro, higgs esp não existe, não sei como configurar, alguém pode me ajudar?

    rro, higgs esp não existe, não sei como configurar, alguém pode me ajudar?
  9. NeoTheChosen0869
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    Ola queria uma ajuda com o HIGGS , o plugin esp n esta funcionando, como faço para faezr ele funcionar?
  10. MonsterMod69
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    I am having an instant crash to desktop when grabbing a mod added NPC, I have not crashed with any vanilla npcs. I have tried grabbing one other mod added NPC and had no issue, so I think its an issue with this specific NPC. The affected NPC is not a vanilla race.

    Edit: I should be in the planck page instead. sorry
  11. WinterCoin9212
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    just wanted to ask for a feature if you are able in the future. Blocking and staggering with weapons. Like if I parry or smack an enemy weapon it counts as a parry and causes them to stagger.
    1. FlyingParticle
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