Allen Harris Posted January 27, 2023 Share Posted January 27, 2023 6 hours ago, jayjay4lust said: In case anyone missed it the tutorial is here: I had some trouble getting it to work; but I did manage to put together some instructions of my own. I *think* it got them all working, and it's pretty detailed without being too verbose: I think the trouble I had was your reinstall step, which didn't seem to work. So I tried reinstalling the VR patches instead, and it worked. I think mine is pretty close to yours, but please feel free to let me know. Link to comment
thementalforge Posted February 15, 2023 Share Posted February 15, 2023 Hello, i need help.. When i try to use the debug spell but nothing happens.. So there must be a problem? I am using a Qwest 2 btw. And vortex mod manager. I added all the other vr mod dependency's like FINIS, XP32 Maximum Skeleton, SkyUI VR, SKSEVR 12, and did small play testing and everything worked fine. I thought i have everything running perfect and it seams like it was. I could install sexlab se vr and all the patches seamed to work, i had a small problem with papyrus util and only forgot the vr patch and after i added that things seamed fixed. The sexlab se vr mcm opened and installed nicely and were not showing any other dependences needed. i loaded FINIS and no problems or errors showed up there. But when i try the debug spell nothings happens. In vortex it has small errors of racemenu and skyui wanting normal skse but i have skse vr and pritty sure I did all the vr compatibility things needed for those two and sholud not/ didn't have any issues. I dont know what to do. ? Link to comment
OneBlackSheep Posted March 23, 2023 Share Posted March 23, 2023 I've been trying to get SL to work for days now, and I keep getting a DLL error, would putting the DLL from this patch into SL fix the problem? Link to comment
jayjay4lust Posted March 24, 2023 Share Posted March 24, 2023 On 1/26/2023 at 8:10 PM, Allen Harris said: I had some trouble getting it to work; but I did manage to put together some instructions of my own. I *think* it got them all working, and it's pretty detailed without being too verbose: I think the trouble I had was your reinstall step, which didn't seem to work. So I tried reinstalling the VR patches instead, and it worked. I think mine is pretty close to yours, but please feel free to let me know. Yes, it looks very similar. Link to comment
tweetbotter Posted April 1, 2023 Share Posted April 1, 2023 Has there been any effort to identify animations that work well in SkyrimVR in 1st person mode? I was wondering if it were possible to just put together a limited SLAL pack of just a few good 1st person friendly animations. Ironically, when I played SkyrimLE with IFPV, it seemed easier to find ones that worked well. Link to comment
Laakeri Posted April 3, 2023 Share Posted April 3, 2023 Has anyone got SL VR work with PLANCK? NPC-NPC scenes explodes completely and you can grab actors with invisible hands when you have set hands to animated ones. Link to comment
Skullered Posted April 5, 2023 Share Posted April 5, 2023 On 4/3/2023 at 3:55 PM, Laakeri said: Has anyone got SL VR work with PLANCK? NPC-NPC scenes explodes completely and you can grab actors with invisible hands when you have set hands to animated ones. Try this edited script. You must have PLANCK V0.4 or above. It should stop NPCs and your hands from colliding with each other while animating. Additionally mutes footstep sounds while you're in an SL animation as they sometimes go completely crazy for me. SL VRpatch Beta8 38 - test - PLANCK patch.zip 2 Link to comment
Laakeri Posted April 6, 2023 Share Posted April 6, 2023 13 hours ago, Skullered said: Try this edited script. You must have PLANCK V0.4 or above. It should stop NPCs and your hands from colliding with each other while animating. Additionally mutes footstep sounds while you're in an SL animation as they sometimes go completely crazy for me. SL VRpatch Beta8 38 - test - PLANCK patch.zip 43.38 kB · 1 download Thanks, man. That works just like I had hoped. Link to comment
unwashed biomass Posted April 6, 2023 Share Posted April 6, 2023 Anyone know what causes wolfes loose their eyes during animations? Or how to fix that? I'm fairy convinced it is vr specific bug (more or less same mods i have in SE and VR). Link to comment
Laakeri Posted April 8, 2023 Share Posted April 8, 2023 Has anyone figured out how to make SOS Full schlong to not bend left/right during animations? Link to comment
sunhawken Posted May 1, 2023 Share Posted May 1, 2023 On 11/19/2019 at 1:40 AM, reikiri said: Oh, and if you want to test the '3rd person without clone' - it'll need a few changes to work better, but you can get a pretty good idea if you set these settings in SL MCM at VR tab: tolerance 500 (max) distance 500 (max) speed 10 (min) lockhmdtobody [X] (enabled) always translate-to [X] (enabled) track head [ ] (disabled) anim control hands [always] replace player [vrik] I'll need to add another setting to disable the way camera follows the height of the body, you can do it temporarily if you go to VRIK mods own MCM menu during animation and uncheck the 'lock height to body' option (it's dev version of VRIK, it has some debug settings, that's one of them) A short explanation of some of the MCM options: replace player (vrik / clone): kind of self-explanatory. Use either VR body or temporary clone during animations track head: whether head should follow the camera or the body/animation. always translate-to: always use translateto papyrus command to move player, this avoids blackouts, but may have cause some glitches (although haven't seen many in latest version. near clip: sets how close to your face things should still be rendered. More than 3 or 4 can cause bad 'x-ray' symptoms in 1st person animations, less than 3 can cause other issues. Default is 2, which is mostly fine. lock hmd to body: when enabled, camera is locked to vr body and moves along with animation. when disabled, body follows camera, moving away from animations tolerance, distance, speed: these only have meaning with lockhmd enabled. 'Tolerance' sets how far you can move from vr body's head before your view gets pulled back (snapback). When snapback occurs, 'distance' sets how close to head you get pulled. 'Speed' defines how fast the pull is (10 is really slow, 500 is pretty much instant). anim controls hands: Selection with a lot of options. During animation your arms can be either controlled by animation, or controlled by you through the vr controllers. This setting affects which one is in control. "Always" means arms are always controlled by animation. "Never" means you will always retain control of the arms. "Trigger (toggle)" means you can use the trigger of each controller to switch between controlling the hands yourself, or letting the animation control them. "Trigger (hold)" will give control of the hands to animation while trigger is pulled, and otherwise let you control them. "Hover" means you can control the arms yourself, but when your hands get close to position where animation would hold them, they get pulled in and controlled by animation - until you move your hands far enough to pull them free. I might rename that option to 'sticky' in future. : ) The rest of the options are combinations, letting you both use the triggers or hovering near the right spot, to hand over control for animation. F.ex. you can set "Hover or triggers (hold)" for mode where you can use either controller trigger to temporarily snap that hand to position where animation wants it.. and once you know the location, can move your hands near to let the 'hover' option snap them into the animation. These needs to be sticked. Link to comment
vault wanderer Posted May 1, 2023 Share Posted May 1, 2023 Does the patch work with sexlab 1.63 FULL? I cant find a working link to sexlab 1.63 beta 8 anywhere 1 Link to comment
ngumij Posted May 13, 2023 Share Posted May 13, 2023 Wabbajack bought me here. What am I doing? Link to comment
haajasparx Posted May 14, 2023 Share Posted May 14, 2023 (edited) On 5/1/2023 at 5:07 PM, vault wanderer said: Does the patch work with sexlab 1.63 FULL? I cant find a working link to sexlab 1.63 beta 8 anywhere Bumping this since Sexlab added a TON of fixes to the Beta 9 and official 1.63 release which could solve a lot of issues, but I don't want to risk breaking my game if the VR patches don't support the full version. Here's the list of all the changes they added from the Beta 8 to the current version: https://github.com/eeveelo/SexLab Edit: Also I "may have" found a link to download the Beta8 here if this helps, and users there reported the full 1.63 with VR patches not working unfortunately, so we'll just have to wait for a Sexlab VR Patch update for the full SE 1.63 by the grace of the gods Edited May 14, 2023 by haajasparx 1 Link to comment
haajasparx Posted May 18, 2023 Share Posted May 18, 2023 (edited) Any chance of this VR patch getting updated for Sexlab SE 1.63 Full? There are lots of fixes & improvements since Beta 8 that VR users could really use for error fixes & general quality of life. Edited May 20, 2023 by haajasparx Link to comment
reallysuspectstuff Posted May 20, 2023 Share Posted May 20, 2023 soooooo where is version 7 or 8 download? Kind of useless if its not provided anywhere. Link to comment
haajasparx Posted May 21, 2023 Share Posted May 21, 2023 6 hours ago, reallysuspectstuff said: soooooo where is version 7 or 8 download? Kind of useless if its not provided anywhere. Just tested the Beta 8 I have linked in a comment right above, it works very well so far with everything. Link to comment
Skullered Posted May 25, 2023 Share Posted May 25, 2023 Update on that animobject fix I was working on: I figured out a way to detect and automatically use "Reset positions" if the script detects that animobjects aren't working correctly. This should make the animobjects show up much more consistently, if not 100% of the time. Spoiler Changes: -Animations will now automatically attempt to reset if it detects animobjects aren't working, so the fix is reapplied. -Changed the furniture that is used for the fix to one from Skyrim.esm. SexLab_VRPatch.esp from the previous version is no longer required. If you want more info about this "fix" you can read about it in my wall of text. Keep in mind none of the previous limitations have changed: -Animobjects require a NiStringExtraData [PRN] node in the .nif to parent the object to the player character correctly, or it will be misaligned. This is a limitation of the VR game. -You cannot move around if using the "3rd person" mode, but you can still turn, this is a limitation of the current fix. This includes the PLANCK/footstep patch I posted earlier. Off the top of my head, PsycheAnimation, Estrus Chaurus and BakaFactory SLAL animobjects should work fine, but other animation packs may have incompatible animobjects that need to be patched before they work in VR. All the 'bondage gear' animations in Billyy's SLAL Animations should work for example, but the furniture animations may not work. You can read more about it in "my wall of text", but the main thing is animobject .nifs need to have a NiStringExtraData [PRN] node in them before they will work in VR. SL VRpatch Beta8 38 - test - AnimObject fix v2.zip 5 Link to comment
JonasTwitchers Posted June 15, 2023 Share Posted June 15, 2023 Just wanted to say that after some minor troubleshooting I got it to work. It's pretty good and looking forward to seeing what other mods I can get to work. FNIS definitely gave me the runaround a little, but I ran to go lose my cherry to Farkas and Vilkas and it worked great. Link to comment
striker123 Posted June 16, 2023 Share Posted June 16, 2023 (edited) I want to compile an edited version of sslActorLibrary.psc. What source files do I need to compile it? I am getting loads of errors for miscutil.psc and other files when trying to compile with Notepad++. I am using Skyrim Special Edition Creation kit, don't know if that is the issue. I copied the source files from my skyrim VR to my Special Edition VR. Getting errors from below files: Miscutil.psc sslutility.psc sslvoiceslots.psc sslexpressionslots.psc sslactoralias.psc sslthreadmodel.psc sslthreadcontroller.psc sslanimationslots.psc sslcreatureanimationslots.psc sexlabutil.psc sexlabframeword.psc sslsystemconfig.psc fnis.psc sslsystemconfig.psc slamainscr.psc slaframeworkscr.psc slaconfigscr.psc sla_confighelper.psc slaconfigscr.psc SOS_config.psc SOS_addonquest_script.psc SOS_IO.psc SOS_SetupQuest_Script.psc sslactorlibrary.psc Edited June 16, 2023 by striker123 Link to comment
past79 Posted June 16, 2023 Share Posted June 16, 2023 1 hour ago, striker123 said: I want to compile an edited version of sslActorLibrary.psc. What source files do I need to compile it? I am getting loads of errors for miscutil.psc and other files when trying to compile with Notepad++. I am using Skyrim Special Edition Creation kit, don't know if that is the issue. I copied the source files from my skyrim VR to my Special Edition VR. Getting errors from below files: Miscutil.psc sslutility.psc sslvoiceslots.psc sslexpressionslots.psc sslactoralias.psc sslthreadmodel.psc sslthreadcontroller.psc sslanimationslots.psc sslcreatureanimationslots.psc sexlabutil.psc sexlabframeword.psc sslsystemconfig.psc fnis.psc sslsystemconfig.psc slamainscr.psc slaframeworkscr.psc slaconfigscr.psc sla_confighelper.psc slaconfigscr.psc SOS_config.psc SOS_addonquest_script.psc SOS_IO.psc SOS_SetupQuest_Script.psc sslactorlibrary.psc Back in SSE days, I remember I used Papyrus Compiler App for the actual compilation. Hadn't touched it in years, but I managed to set it up for VR and successfully compile sslActorLibrary. Had to add the sources for Racemenu, SKSE (not sure if it was needed but I added it anyway), SkyUI and SOS. And of course the "Scripts.zip" you should get with Creation Kit (I think?) Link to comment
striker123 Posted June 16, 2023 Share Posted June 16, 2023 On 1/27/2023 at 6:10 AM, Allen Harris said: I had some trouble getting it to work; but I did manage to put together some instructions of my own. I *think* it got them all working, and it's pretty detailed without being too verbose: I think the trouble I had was your reinstall step, which didn't seem to work. So I tried reinstalling the VR patches instead, and it worked. I think mine is pretty close to yours, but please feel free to let me know. 2 hours ago, past79 said: Back in SSE days, I remember I used Papyrus Compiler App for the actual compilation. Hadn't touched it in years, but I managed to set it up for VR and successfully compile sslActorLibrary. Had to add the sources for Racemenu, SKSE (not sure if it was needed but I added it anyway), SkyUI and SOS. And of course the "Scripts.zip" you should get with Creation Kit (I think?) I used that tool first, but received an error "could not locate script file". Then I saw a video about integrating Notepad++ with the compiler, and now I see more details about what is wrong. I did manage to link my Skyrim VR, but it is giving a lot of errors specific to this VR patch. That is why I would like to kindly request for the source files that is used for compilation, because I think that is the only solution to this problem. I redownloaded creation kit and throwed it into my Skyrim VR, then linked it to Notepad++. Then I also unzipped that scripts folder under the data directory. The only errors I am getting now is related to sexlab, and I don't know what I am doing wrong. I believe it is my script files, unless my game version is outdated. My creation kit is the latest version at least. Link to comment
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