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.
I'm having animations from some mods play a few feet in the air. Depending on the cell I'm in this can clip me out of bounds. Someone kindly suggested that it sounds like a collision problem. Has anyone experienced something similar?
Can you be more specific? What animations, from what mods? Do you have any clip or screenshots of the issue? Provide as much information as you can please.
First of all, thanks for the amazing mod. Skyrim VR doesn't feel like an actual VR game without the PLANCK, HIGGS, VRIK combo.
One thing has been bothering me - is there a way to disable NPC on NPC collisions? I had 3 bandits running to me in a tight formation, and were constantly bending around eachother's weapons like dancing aeromen. Things like this look really awkward and immersion-breaking...
"You can set doBipedNonSelfCollision to 0 in activeragdoll.ini to disable npc vs npc collisions for now." from 3 years ago still works?
I recently start new playthrough and notice there's like 50 50 chance the horse thief will be missing on the cart from the intro scene.
I think it may have to do with physical collision that kills him, because every time the wake up intro scene starts I hear a dying scream from some guy. and then after the black shroud is unveiled, look the horse thief is missing. the conversation later on would just skip him as if he's not there.
I have the standard mods for VR like VRIKPlanck, HIGGs, spellwheel and such. I wonder anyone encountered this and know a solution? Thanks.
I use Next-Gen Decapitations with naturally with this mod in VR. Problem I am having of late is that decapitated limbs (Heads specifically) most often are stuck to the floor and even though I can highlight them with the selection beam they will not come to me (they used to), if I was to try grabbing them with hand I can not lift them at all from the ground.
From the continued testing I think its something to do with player hand interaction with weighted items.
I can move and flick decapitated heads around whilst holding a weapon with ease. I try though to pull with beam and grab most heads even directly and they are just to heavy and will not move from ground level. oddly only Draugr heads can be picked up in my game.
Unfortunately I can't get next-gen decapitations to work. I am using dismemberment framework as well. Without next-gen decaps, decapitation works fine and their head comes off, and grabbing feels fine. With next-gen decaps, the head doesn't come off, only the collision with their head stops but the head is still attached. I don't know why. This happens even with basically no other mods (other than the requirements) installed. So I am unable to get the mod to work, so I can't try and reproduce this / see why the heads might behave that way.
Is there a reason i can add NPC Head [Head] to the footNodeNames and i can Ragdoll NPC same as the foot yank with their head, but if i put NPC Neck [Neck], it doesn't work? I tough maybe cause that bone is not proximal enough, but the spine bone do work, so that's not it. I'm really looking forward to grabbing Nazeem by the neck and toss it off the walls next time he mention cloud district...the satisfaction.
I think I know why. There is a step in higgs when grabbing where the ragdoll bone (really, the physical rigidbody) is determined by which node contributed the most to the skinning of the triangle you grabbed. I went through a few examples, and I'm pretty sure most armor/etc does not skin to the neck bone at all. Going through the list of skinned bones in some armor, I don't see the neck included. So nothing is skinned to the neck, and therefore higgs will never pick the neck rigidbody to grab. It will either pick the head or spine2 if you grab around the neck area.
Tks for looking into it. That explain a lot, and also tell me that this is beyond my level for making this to work for neck. Sad, it would have been a awesome immersion, but i can live without.
Your mods are the sole reason I play Skyrim VR! That being said, I had an thought about using HIGGS and PLANCK to implement "piercing" in VR.
Obviously I didn't make this mod so I dont know the inner-workings of it. But it seems like piercing has the same mechanics as HIGGS/PLANCK grabbing system. It would just turn off collision when piercing and adds the same grab physics handle to "grab" that part of the body that was stabbed. And as a mechanic to make it more compatible, you could make it only be triggered by a power attack that aligns with the weapons forward.
I love the work you're doing and literally just had this thought to round out your VR mechanics!
I'd like to do it at some point. Maybe only on killing blows? It might be weird to e.g. stab someone in the head and have your sword lodged in there, but they're still alive with like a ton of health.
Lol! Yea exactly! Without a locational damage system it could look weird. Actually "onlyKillingBlows" would be a great ini setting though. Cuz givin dragons a few stabs while fighting would be cool too!
Also I was looking at pics from your Visual Collider -it doesnt look like the game differentiates between Helmet/Armor and rest of body at least in those diagrams. Are these items even hitbox specific or just a general Hit Point enhancer?
I've been trying to use this in conjunction with location damage mods, and none of them work. Are they incompatible? How do I get location damage working?
Hi, thank you for making and maintaining the great mod. I have found functions ApplyHitImpulse and ApplyYankImpulse in the source code. Do these functions manipulate physical forces to be applied to a selected portion of an NPC's ragdoll? If so, would you please include them in the C++ api and papyrus api? I believe these functions would be very useful for mod authors in making mods that control NPCs behaviors in less awkward and more lifelike ways.
1664 comments
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.
Provide as much information as you can please.
One thing has been bothering me - is there a way to disable NPC on NPC collisions? I had 3 bandits running to me in a tight formation, and were constantly bending around eachother's weapons like dancing aeromen. Things like this look really awkward and immersion-breaking...
"You can set doBipedNonSelfCollision to 0 in activeragdoll.ini to disable npc vs npc collisions for now." from 3 years ago still works?
It absolutely works.
I think it may have to do with physical collision that kills him, because every time the wake up intro scene starts I hear a dying scream from some guy. and then after the black shroud is unveiled, look the horse thief is missing.
the conversation later on would just skip him as if he's not there.
I have the standard mods for VR like VRIKPlanck, HIGGs, spellwheel and such.
I wonder anyone encountered this and know a solution? Thanks.
I use Next-Gen Decapitations with naturally with this mod in VR. Problem I am having of late is that decapitated limbs (Heads specifically) most often are stuck to the floor and even though I can highlight them with the selection beam they will not come to me (they used to), if I was to try grabbing them with hand I can not lift them at all from the ground.
Any reason this may be the case ?
I can move and flick decapitated heads around whilst holding a weapon with ease. I try though to pull with beam and grab most heads even directly and they are just to heavy and will not move from ground level. oddly only Draugr heads can be picked up in my game.
https://youtu.be/4xtTYNmjuR0
So I am unable to get the mod to work, so I can't try and reproduce this / see why the heads might behave that way.
I tough maybe cause that bone is not proximal enough, but the spine bone do work, so that's not it.
I'm really looking forward to grabbing Nazeem by the neck and toss it off the walls next time he mention cloud district...the satisfaction.
I went through a few examples, and I'm pretty sure most armor/etc does not skin to the neck bone at all. Going through the list of skinned bones in some armor, I don't see the neck included. So nothing is skinned to the neck, and therefore higgs will never pick the neck rigidbody to grab. It will either pick the head or spine2 if you grab around the neck area.
Your mods are the sole reason I play Skyrim VR! That being said, I had an thought about using HIGGS and PLANCK to implement "piercing" in VR.
Obviously I didn't make this mod so I dont know the inner-workings of it. But it seems like piercing has the same mechanics as HIGGS/PLANCK grabbing system. It would just turn off collision when piercing and adds the same grab physics handle to "grab" that part of the body that was stabbed. And as a mechanic to make it more compatible, you could make it only be triggered by a power attack that aligns with the weapons forward.
I love the work you're doing and literally just had this thought to round out your VR mechanics!
Also I was looking at pics from your Visual Collider -it doesnt look like the game differentiates between Helmet/Armor and rest of body at least in those diagrams. Are these items even hitbox specific or just a general Hit Point enhancer?
EDIT: I believe I fixed it with the ini settings