reikiri Posted December 3, 2019 Author Posted December 3, 2019 1 hour ago, FurrySpirit said: I was pretty happy with SLLight+VRPatch, but want to try this one instead. As far as I can see in this topic, here is no support of "clone" feature, so the only questions that stop me are: 1. How SL "3rd person" view option looks in VR? Does viewport automatically move to animation position? How to move around your character aftet that? 2. Is it possible to configure it in the way that will show VRIK body only when SL animation is played and hide in other situations (I'm not a fan of VRIK at all)? - It doesn't move the viewpoint, but animation does generally start really close to you to the point that you may need to step away a bit. - You can either walk in roomscale or use the controller normally. Just don't use jump during animation, jumping currently breaks the animation. - I don't think VRIK currently has "invisible body" mode - although I don't know all it's settings. If it did, technically integrating it to SL wouldn't be difficult. I'd never actually considered things outside the SL animations, but I guess it makes sense if you prefer 3rd person view you might also prefer to not have a visible 1st person body at other times.
BakunyuuWaifu Posted December 3, 2019 Posted December 3, 2019 Finally got around to trying this patch and gotta say, great work! Works well w/ Rift S, no issues w/ SLAL, was also able to bind the 'next animation' and 'advance animation' to the right thumb stick and A button. How can I turn off actor resizing in the Sexlab MCM? The option is currently unchecked in the MCM... Yuriana's size is like 1.09 but she shrinks to the size of my player when I start an anim haha.
FurrySpirit Posted December 3, 2019 Posted December 3, 2019 26 minutes ago, reikiri said: - It doesn't move the viewpoint, but animation does generally start really close to you to the point that you may need to step away a bit. - You can either walk in roomscale or use the controller normally. Just don't use jump during animation, jumping currently breaks the animation. - I don't think VRIK currently has "invisible body" mode - although I don't know all it's settings. If it did, technically integrating it to SL wouldn't be difficult. I'd never actually considered things outside the SL animations, but I guess it makes sense if you prefer 3rd person view you might also prefer to not have a visible 1st person body at other times. Thanks a lot for your reply. According to "invisible body mode" there is short line in VRIK 0.7.0 changelog at nexus: > Fixed the enableBody mod-support setting from affecting posture and breaking arm IK Does it relate to some part of VRIK API functionality that may allow to disable a body?
reikiri Posted December 3, 2019 Author Posted December 3, 2019 6 minutes ago, FurrySpirit said: Thanks a lot for your reply. According to "invisible body mode" there is short line in VRIK 0.7.0 changelog at nexus: > Fixed the enableBody mod-support setting from affecting posture and breaking arm IK Does it relate to some part of VRIK API functionality that may allow to disable a body? No, "enable body" is basically the VRIK system handling animations on the body (like when you move, the body walks.. when you kneel down, the body moves accordingly). SL needs to tell VRIK to stop doing it's own animations (e.g. enablebody=0) in order to be able to take control of it.
reikiri Posted December 3, 2019 Author Posted December 3, 2019 39 minutes ago, BakunyuuWaifu said: Finally got around to trying this patch and gotta say, great work! Works well w/ Rift S, no issues w/ SLAL, was also able to bind the 'next animation' and 'advance animation' to the right thumb stick and A button. How can I turn off actor resizing in the Sexlab MCM? The option is currently unchecked in the MCM... Yuriana's size is like 1.09 but she shrinks to the size of my player when I start an anim haha. I'll have a look at that. I don't remember doing anything that would actively force resizing, but I've fiddled in so many places to make everything work so far, it's entirely possible I did and just forgot it. ? -- edit -- All the SetScale functions I could find in actor alias are wrapped around condition that goes back to 'Disable Scale' setting in MCM, so if you check the 'Disable Scale' (I don't remember what exactly it's called in MCM), it should prevent all scaling by SL. It should also gray out the 'Scale Actors' option.
prog0111 Posted December 3, 2019 Posted December 3, 2019 Quote I don't think VRIK currently has "invisible body" mode - although I don't know all it's settings. If it did, technically integrating it to SL wouldn't be difficult. Afraid that one's a hard nope from me. VRIK is first and foremost a mod that gives the player a body, and all the features that can come along with it.
reikiri Posted December 3, 2019 Author Posted December 3, 2019 On 11/29/2019 at 6:50 AM, EphemeralSagacity said: You can fire the estrus animations like so externally if you try it out: Reveal hidden contents int ECTrap = ModEvent.Create("ECStartAnimation") ; Int Int does not have to be named "ECTrap" any name would do if (ECTrap) ModEvent.PushForm(ECTrap, self) ; Form Pass the calling form to the event ModEvent.PushForm(ECTrap, act) ; Form The animation target ModEvent.PushInt(ECTrap, selectedSpell) ; Int The animation required -1 = Impregnation only with No Amimation , 0 = Tentacles, 1 = Machines 2 = Slime 3 = Ooze ModEvent.PushBool(ECTrap, true) ; Bool Apply the linked EC effect (Ovipostion for Tentacles, Slime & Ooze, Exhaustion for Machine) ModEvent.Pushint(ECTrap, 500) ; Int Alarm radius in units (0 to disable) ModEvent.PushBool(ECTrap, true) ; Bool Use EC (basic) crowd control on hostiles if the Player is trapped ModEvent.Send(ECtrap) endif That launches the following in zzEstrusChaurusEvents.psc: Reveal hidden contents bool function OnECStartAnimation(Form Sender, form akTarget, int intAnim, bool bUseFX, int intUseAlarm, bool bUseCrowdControl) actor akActor = akTarget as Actor Bool bGenderOk = mcm.zzEstrusChaurusGender.GetValueInt() == 2 || akActor.GetLeveledActorBase().GetSex() == mcm.zzEstrusChaurusGender.GetValueInt() Bool invalidateVictim = !bGenderOk || akActor.IsInFaction(zzEstrusChaurusExclusionFaction) || akActor.IsBleedingOut() || akActor.isDead() if !invalidateVictim int SexlabValidation = Sexlab.ValidateActor(akActor) if intAnim == -1 && SexlabValidation != -12 ; Exclude Child Races Oviposition(akActor, false) elseif SexlabValidation == 1 DoECAnimation(akActor, intAnim, bUseFX, intUseAlarm, bUseCrowdControl) else return false endif return true else return false endIf endfunction function DoECAnimation(actor akVictim, int AnimID, bool UseFX, int UseAlarm, bool UseCrowdControl) bool isPlayer = (akVictim == PlayerRef) string EstrusType string strVictimRefid = akVictim.getformid() as string UseECFx = UseFx int EstrusID = AnimID If EstrusID == 1 EstrusType = "Dwemer" Elseif EstrusID == 2 EstrusType = "Slime" Elseif EstrusID == 3 EstrusType = "Ooze" Else EstrusType = "Tentacle" Endif if UseFX If EstrusID == 0 akvictim.placeatme(TentacleExplosion) if !isPlayer akvictim.pushactoraway(akVictim, 2) utility.wait(1) endif Elseif EstrusID == 3 akvictim.placeatme(TentacleExplosion) utility.wait(1) endif endif Armor dDArmbinder if dDLoaded dDArmbinder = dDlibs.GetWornDeviceFuzzyMatch(akVictim, dDlibs.zad_DeviousArmbinder) if akVictim.WornHasKeyword(dDlibs.zad_DeviousBelt) || ( akVictim.WornHasKeyword(dDlibs.zad_DeviousHeavyBondage) && !dDArmbinder) || (dDArmbinder && dDArmbinder.HasKeyword(dDlibs.zad_BlockGeneric)) if isPlayer if EstrusID == 1 debug.notification("A red dot scans over your devious devices and vanishes...") else debug.notification("Something nasty was warded away by your devious aura...") endIf if UseAlarm akvictim.CreateDetectionEvent(akVictim, UseAlarm) endif return endif endif endif If dDArmbinder dDlibs.ManipulateGenericDevice(akVictim, dDArmbinder, false) utility.wait(1) If !akVictim.GetWornForm(0x00010000) as Armor if isPlayer debug.notification("'Something' behind you deftly stripped off your armbinder...") endIf akVictim.DropObject(dDArmbinder, 1) Else debug.notification("Something nasty was warded away by your devious aura...") if UseAlarm akvictim.CreateDetectionEvent(akVictim, UseAlarm) endif return Endif Endif if isplayer SendModEvent("dhlp-Suspend") ;EC Scene starting - suspend Deviously Helpless Events endif animations = SexLab.GetAnimationsByTag(1, "Estrus", EstrusType) sexActors = new actor[1] sexActors[0] = akVictim RegisterForModEvent("AnimationStart_" + strVictimRefid, "ECAnimStart") RegisterForModEvent("StageEnd_" + strVictimRefid, "ECAnimStage") RegisterForModEvent("AnimationEnd_" + strVictimRefid, "ECAnimEnd") akVictim.StopCombatAlarm() akVictim.StopCombat() if SexLab.StartSex(sexActors, animations, akVictim, none, false, strVictimRefid) > -1 if !zzestruschaurusVictims.IsRunning() zzestruschaurusVictims.start() utility.wait(0.5) endif int VictimRefs = zzestruschaurusVictims.GetNumAliases() while VictimRefs > 0 VictimRefs -= 1 If (zzestruschaurusVictims.GetNthAlias(VictimRefs) as ReferenceAlias).ForceRefIfEmpty(akVictim) (zzestruschaurusVictims.GetNthAlias(VictimRefs) as ReferenceAlias).RegisterForSingleUpdate(5) VictimRefs = 0 endif endwhile if isplayer && UseCrowdControl zzestruschaurusSpectators.start() OnUpdate() endif endIf if UseAlarm akVictim.CreateDetectionEvent(akVictim, UseAlarm) endif endFunction and it registers the animations with sexlab in zzEstrusChaurusAnims.psc: Hide contents Scriptname zzEstrusChaurusAnim extends sslAnimationFactory SexlabFramework Property Sexlab Auto zzEstrusChaurusAE Property me Auto function LoadAnimations() Debug.Notification("$EC_ANIM_CHECK"); SexLab = SexLabUtil.GetAPI() If SexLab == None Debug.MessageBox("Estrus Chaurus Animation registration failed: Sexlab is none.") EndIf Slots = sexlab.AnimSlots RegisterAnimation("EstrusTentacleDouble") RegisterAnimation("EstrusTentacleSide") RegisterAnimation("DwemerMachine") RegisterAnimation("DwemerMachine02") RegisterAnimation("SlimeCreature") RegisterAnimation("OozeCreature") endFunction So the EC I found has nioverride and racemenu listed as requirements. Since Expired is working on racemenu (and a number of fixes and improvements on other things), I'm not going to worry about that for the moment. On the other hand EC also has Estrus as requirement - and Estrus itself has a VR version. So that's a good place to start. Estrus seems to work fine when used on NPCs in VR (and apparently has nothing to do with SL), but it did seem to me it doesn't show all the props correctly when used on player (and again has nothing to do with SL). Also didn't seem to advance stages when used on player. I'll look into this a bit further when I have a chance, but based on that my initial impression is the invisible props are not directly an issue of SL, but rather something that's related to VRIK body itself. -- edit -- Looking further into this, it's possible the issue with Estrus (and by proxy Estrus Chaurus I think) may be different. The mod doesn't provide sources, so what I can do is pretty limited. Estrus has a dll, so you'll have to use the VR version - and VR normally doesn't have a player body to use, so the problem may simply be related to fact that VR version - in order to work at all - had to disable a bunch of things. And ironically, it would work with clone because clone is just an NPC, not player.
prinyo Posted December 3, 2019 Posted December 3, 2019 2 hours ago, prog0111 said: Afraid that one's a hard nope from me. VRIK is first and foremost a mod that gives the player a body, and all the features that can come along with it. That was what I was talking about earlier - as VRIK is now needlessly forced as a requirement in order to experience SL in VR there will be some backlash. I don't think it is against the mod itself, but more against it been forced for no reason. Quote In my own opinion, the more details you decide to fit in, the better. I'm going to provide links to other tutorials and guides for the different steps. As most of the things are the same as in Flatrim this will be the best option.
reikiri Posted December 3, 2019 Author Posted December 3, 2019 59 minutes ago, prinyo said: That was what I was talking about earlier - as VRIK is now needlessly forced as a requirement in order to experience SL in VR there will be some backlash. I don't think it is against the mod itself, but more against it been forced for no reason. No, I don't think that's needless and no reason. Cloning the player apparently can cause different kinds of things to break - and I'm honestly not surprised.. the game is supposed to have only one player object. The only really reasonable way to enable 'no-vrik-clone-mode' I can see, would be to make it fully disconnected from player. Not even try to make some kind of hybrid mode that is-and-isn't-player, but simply create a temporary NPC stand-in, and play the animation purely on that NPC with no ties to player. I'm not entirely sure how that NPC could be made into perfect PC lookalike, but I'm sure it would be possible. Cloning worn objects would probably not be a good idea because there's always the chance that one of those items is from a mod that will break if you clone multiple copies - maybe enabling a special actor alias for some properties of the object, that's supposed to be player-only f.ex.. or just assuming the object is unique, and only have one actor alias on a quest. Every mod that wants to run any animations on player, would then need to take special steps to allow for that possibility as well. For some it would be relatively easy, for others difficult to the point of being 'not worth it'. And I'd need to explain that "yes, you can use this patch without VRIK, some SL mods may work without it, some will not, some might do nothing, and some could just crash your game because they felt it's not worth it to go the extra mile". Overall, using clone approach without visible body, I feel would just break too many things. Mod compatibility. SL journal/diary. Any permanent effects on player body from SL events. That said, there's spells that make player invisible, so I'm pretty sure a magic effect that hides the body is possible to do if someone feels strongly enough about it - and given the strength of motivation SL related things tend to instill, it's highly likely that sooner or later something like that appears. Whether I bake something like that into SL or not, for an external mod it should be simple enough to register for SL hook 'start animation' to make the body appear, and 'end animation' to make it invisible again. So.. I don't currently see that as being too big of an issue. Maybe there are other potential solutions, but one thing I'm pretty sure of is, none that are simple to implement, and without significant maintenance overhead. Frankly, an external plugin would probably be the easiest to implement, and work with least overall problems and complications.
reikiri Posted December 3, 2019 Author Posted December 3, 2019 1 hour ago, prinyo said: I'm going to provide links to other tutorials and guides for the different steps. As most of the things are the same as in Flatrim this will be the best option. I think it kind of boils down to: Install SexLab normally. Install VR patch, let it overwrite. Install latest Papyrus VR, let it overwrite. Make sure nothing overwrites Papyrus VR. That's should be pretty much all there is to it. Bigger issue is all the 'support mods' like SoS, Aroused, Creature Framework, MNC, SLAL, others too many to list or even remember. Some of them like SLAL should work easily out of box. Others like SoS will need VR specific versions. And others still like Defeat simply will not work fully at the moment (touching any animation settings in Defeat will instantly CTD Skyrim - this is as far as I can tell an issue with UI extensions). Listing out what works, what doesn't, what are the limitations and workarounds.. would probably be a pretty big project. Things will probably improve once Expired gets Racemenu VR done, along with other fixes, and NiOverride VR becomes a thing. There's that list somewhere that shows the status of conversion of SL related mods.. that's probably going to be really helpful - and hopefully gets updated once things start to work in VR too.
prinyo Posted December 4, 2019 Posted December 4, 2019 14 hours ago, reikiri said: I think it kind of boils down to: Install SexLab normally I was thinking the same until I wrote the post and realized almost all files I linked to are VR related. And can be confusing for people who are new to all of this. But I want to make it clear when something is VR specific and when it is not. My problem is that because I have never used tutorials I don't know which ones are considered the best to link to. For example - what is the best tutorial for SKSE or FNIS? I guess a STEP tutorial is always the safest bet. Also "install sl normally" means nothing for the group of people who have never modded Skyrim and are discovering LL because of VR. 14 hours ago, reikiri said: And others still like Defeat simply will not work fully at the moment (touching any animation settings in Defeat will instantly CTD Skyrim - this is as far as I can tell an issue with UI extensions). Listing out what works, what doesn't, what are the limitations and workarounds.. would probably be a pretty big project. There are mainstream and niche SL mods. I consider all mainstream mods working in VR. Yes, Defeat has this issue, but it still will affect a very very small part of people who use it and literally everything else works. So for the mainstream mods it is easy to make a list, but it already exists. For some niches like creatures or "inflation" mods probably separate tutorials are a better idea. I have noticed sometimes people ask for "general" tutorials but have in mind specific niche mod(s) that they are ashamed/afraid to directly ask about.
prinyo Posted December 4, 2019 Posted December 4, 2019 18 hours ago, reikiri said: No, I don't think that's needless and no reason I respect your right to decide what functionality goes in the patch and what not. I also appreciate all the work that went into making the 3rd person VRIK implementation. But that doesn't change the fact that there is no single real, objective, technical reason for excluding the clone option. And that forcing VRIK as a requirement to use SL in VR will inconvenience more people than it would help. You are punishing the majority of users because of handful of specific use cases. 18 hours ago, reikiri said: Cloning the player apparently can cause different kinds of things to break Can you give some examples? I have been using the clone options in FG and the SL light patch for many months now with no problems. The worst that can happen is you can be called a skeever butt. 18 hours ago, reikiri said: NPC with no ties to player. I'm not entirely sure how that NPC could be made into perfect PC lookalike, but I'm sure it would be possible. The clone is a NPC with "no ties" to the player. It is a copy of the player but it is a standalone NPC. The solution you are suggesting is already existing in the clone option. 18 hours ago, reikiri said: Every mod that wants to run any animations on player, would then need to take special steps to allow for that possibility as well There are handful of mods that would really need that. Most people do not care about things like incorrect Journal, or Aroused correcting the values for a wrong person or some very specific case in DD. Because of those few specific use cases everybody gets denied this popular option. 18 hours ago, reikiri said: Overall, using clone approach without visible body, I feel would just break too many things. Mod compatibility. SL journal/diary. Any permanent effects on player body from SL events. The need to patch mods is a strange reasoning to not include something in a patch... As the point of a patch is to patch things. The SL diary and most other mods can easily be patched. That's what patches are for. And there is no real need to patch everything - just say that mods like DD work only with the 3rd person VRIK. And let the users who do not care about DD use the option they prefer. As I said, I respect your right to choose what to include and what not, but as I also said earlier I expect the user feedback to return the clone back in the patch and to add it to the API function. Because, as I said, there is no single objective reason against this and many in support of it. And it will only create tension and confusion like the situation above. In short: you can say that you have excluded the clone and have made VRIK a requirement because you don't want to deal with it. But if there is a real technical reason I haven't seen it yet.
reikiri Posted December 4, 2019 Author Posted December 4, 2019 3 hours ago, prinyo said: You are punishing the majority of users because of handful of specific use cases. Majority of people wanting to use SL in VR want to specifically only use it in 3rd person AND don't want to have a visible 1st person body, or any other VRIK options? I think that's a very specific use case. 3 hours ago, prinyo said: Can you give some examples? Shirya mentioned earlier being kicked out of guild (several times if I read it correctly) and having NPCs complain about missing friend? 3 hours ago, prinyo said: The clone is a NPC with "no ties" to the player It's cloned from player base object, that's not 'no ties'. That's how it inherits player race, appearance etc. It's not just copied over, it's literally a cloned player that also happens to be an npc. 3 hours ago, prinyo said: The need to patch mods is a strange reasoning to not include something in a patch... I think it's pretty big reason if it means creating incompatibility that requires patches on mods that otherwise wouldn't need it. 3 hours ago, prinyo said: there is no single real, objective, technical reason for excluding the clone option "Extra work" is the technical reason that can be objectively measured in hours spent making an maintaining. It would require ripping VRIK away from every part of the mod, and making it conditional everywhere.. implementing alternative options everywhere. Skipping any direct references to it in used code. Disabling player from taking part in scenes when VRIK is not installed, changing the actor alias to reference a special npc instead. Expecting mods to not break when that swap happens. (And I'm talking here about using an actual NPC for clone functionality, not one created out of player base). Some mods are simple enough that they probably don't care, but I think many do have player-specific options that deal with involving player in animations, and I think many of those would probably break - although I have no way of predicting how badly. Probably it would vary from mod to mod.. from simple 'not working' to CTD (and people coming to thread to write how the patch is making their game CTD). That said "extra work" is the main reason, I know the time I can put into this is limited, and it's going to be more limited starting next year. I want to get things working as well as I can, while I can, and hopefully get to point where I mostly just need to do some occasional fixes, and maybe tinker in something new some weekend when I happen to have some extra time. Hopefully somewhere in middle of it I'll actually find the opportunity to play through Skyrim for the first time - usually it happens that I always stop somewhere in the middle to tweak some small thing.. that leads into bigger thing.. that leads into writing a custom race, or.. well, something else. And honestly if someone wants a version that doesn't use VRIK at all, just the clone option - it's better to make that an entirely separate mod. It would work on entirely different concept, one that doesn't involve player avatar at all in animations.. while what I've been doing here is trying to find ways to specifically allow player avatar (by definition, the vr body) to interact with them. If someone wants to do that, I have nothing against them pulling whatever they can from this mod, and creating a 'vr clone patch'. The most useful part would probably be the SexLabUtils.dll though. I might have some time free this coming weekend, I can see if I can strip away everything else from build 26 and leave only the clone option - which I think worked relatively well in that build. It should then be a working "clone only" patch for SexLab, without VRIK. I won't put time into maintaining it further, but as long as there's no major changes in SL it will probably work.. and if someone else wants to pick it up and keep updating it, I have nothing against it. I have nothing against clone option in principle, more options is always good - it really just boils down to work of maintaining it. And I'll repeat this: I believe cloning the stand-in directly from player will probably cause problems. Trying to make it directly stand in and pretend to be player, will probably cause problems. The safer way to do it, would be to really make it purely an NPC (similar in concept to SexLab Solutions follower replacer, just use a special NPC that copies player appearance). I'm also not sure if that clone will copy player appearance modified by racemenu, once it becomes available in VR. It may, or may not.
prinyo Posted December 4, 2019 Posted December 4, 2019 50 minutes ago, reikiri said: "Extra work" is the technical reason that can be objectively measured in hours spent making an maintaining. Extra work is not a technical or objective reason. But is a valid reason why a mod author would want to exclude functionality. I'm not trying to make you put the clone back, I'm just against the statement that there is a real reason for removing it. Quote Majority of people wanting to use SL in VR want to specifically only use it in 3rd person AND don't want to have a visible 1st person body, or any other VRIK options? I think that's a very specific use case. By " punishing the majority of users " I meant taking away their options and choices. 50 minutes ago, reikiri said: And honestly if someone wants a version that doesn't use VRIK at all, just the clone option - it's better to make that an entirely separate mod. OK, I can do that. So far I have done everything in order to prevent confusion and fragmentation. But if you think this is the best way then no problems. Even if I find it disturbing and a bad idea.
reikiri Posted December 4, 2019 Author Posted December 4, 2019 On 12/4/2019 at 6:23 PM, prinyo said: Extra work is not a technical or objective reason. But is a valid reason why a mod author would want to exclude functionality. I'm not trying to make you put the clone back, I'm just against the statement that there is a real reason for removing it. By " punishing the majority of users " I meant taking away their options and choices. OK, I can do that. So far I have done everything in order to prevent confusion and fragmentation. But if you think this is the best way then no problems. Even if I find it disturbing and a bad idea. That's mega link to clone-only version with zero ties to VRIK. As far as I can tell it works (tested it without VRIK installed, but not extensively) I really think keeping it separate creates -less- confusion, because it literally has nothing to do with the current build. It doesn't use any of the VRIK settings in MCM, it doesn't use any of the modes that current patch uses, it doesn't have the "setup" function because there's nothing to set up (since there's no VRIK). It doesn't use the current system of locking the body via VRIK. It doesn't have the blackout system because no blackout is needed. There is no extra options in MCM because those were all based on VRIK. I left in the 'scene control' options there that appear when clone is involved in animation (so you can advance stages, swap positions etc). And the code is kept much cleaner for maintenance without all the extra branches that VRIK would have brought in - this is purely for people who absolutely don't want to install VRIK, but still want to use SL full in VR. It was still relatively easy to just delete everything that has to do with VRIK from build 26, but that wouldn't be possible in later builds anymore. Build 26 had still several glitches that were fixed in later versions - but those were not connected to the clone mode, so it should be fully functional. This version will *always* enable the clone mode when player is involved. It may simply work with some mods, but may also cause issues - since this is the version that uses the npc cloned directly from player base (the only way I ever had it working). -- edit -- dropped the link since this now has it's own thread at 1
reikiri Posted December 4, 2019 Author Posted December 4, 2019 On 12/3/2019 at 7:02 PM, FurrySpirit said: Thanks a lot for your reply. According to "invisible body mode" there is short line in VRIK 0.7.0 changelog at nexus: > Fixed the enableBody mod-support setting from affecting posture and breaking arm IK Does it relate to some part of VRIK API functionality that may allow to disable a body? The mega link in previous post should have a version that works for what you want - clone option only, without VRIK. It's branched from older version of the mod that still had the clone option, but had glitches in other modes (1st and 3rd person) that rely on VRIK. Those options have been stripped away from it so it works with clone only. It's fully functional for that purpose as far as I know, but please note that I don't have plans or time to keep developing or updating it further, and it may very well have compatibility issues with other mods.
Shirya Posted December 4, 2019 Posted December 4, 2019 i only used clone option, cuz first view dont feet so much for girls view. Was my fav setting since flowergirl. But the 3st view beta option from VRIK and this mod work 98% like a clone. I can't use roomscale, and i worried about clone removing cuz of that. But reikiri done a realy nice work with the 3st view, giving us the samething. Now im using the beta view and im just happy to dont see 5 clones popping anymore ^^ Just give a try 3st view approved for me ^^ for now i only see a little glitch at animations transitions, my char pop on me for 0.5s for all next stages of animation. nothing dramatic for me.
FurrySpirit Posted December 4, 2019 Posted December 4, 2019 Thank you. The only but really critical issue I have with VRIK is body movement lag for couple of frames on strifes back/side in teleportation movement mode, so time to time I can see my back or flying hands. And yep, I have really weak vestibular apparatus, so even wrong position of VRIK body legs makes me feel bad. So VRIK absolutely not an option for me. I'm not sure if it really frequent issue for other. I'm sorry that my post led to so warm argument. Make love ppl, not war.
prinyo Posted December 4, 2019 Posted December 4, 2019 20 minutes ago, FurrySpirit said: I'm sorry that my post led to so warm argument. Make love ppl, not war. That's what we are doing. ? You can see that the discussion is very constructive and civilized and is always on point - never deviating into personal attacks or something similar. I have a great respect for Reikiri and for what he did in order to get this patch to where it is now. The discussion is about how to make it even better.
prinyo Posted December 4, 2019 Posted December 4, 2019 1 hour ago, reikiri said: That's mega link to clone-only version with zero ties to VRIK. I'll make a proper version in the next few days. With a fix for the diary and with an API function that mirrors the one you made so patching mods can be universal.
reikiri Posted December 4, 2019 Author Posted December 4, 2019 1 hour ago, Shirya said: i only used clone option, cuz first view dont feet so much for girls view. Was my fav setting since flowergirl. But the 3st view beta option from VRIK and this mod work 98% like a clone. I can't use roomscale, and i worried about clone removing cuz of that. But reikiri done a realy nice work with the 3st view, giving us the samething. Now im using the beta view and im just happy to dont see 5 clones popping anymore ^^ Just give a try 3st view approved for me ^^ for now i only see a little glitch at animations transitions, my char pop on me for 0.5s for all next stages of animation. nothing dramatic for me. That brief glitch is from the way I unlocked the position before giving it new coordinates - turned out it's not necessary, so I've already fixed that one for the next release.. so it's going away. Biggest issue right now is AnimObjects not displaying for player - they're tied to actors at anim/behavior level as I understand, and there's probably not much I can do about it.. but it's under investigation, and possible that VRIK can enable them. This is connected to what Ephemeral was saying about Estrus Chaurus glitching, but it's really showing on any animation that uses 'extra objects'. It's same tech that's used on many vanilla animations - like sweeping with broom. Right now I'm thinking it's something that's just overall disabled from player in VR, for whatever reason. It works for clone replacer, because it's not player. 49 minutes ago, prinyo said: I'll make a proper version in the next few days. With a fix for the diary and with an API function that mirrors the one you made so patching mods can be universal. I think the diary is supposed to be working on that version - although I'm not sure, it has never worked for me in any of the versions.. but apparently it works for others, so I'm assuming it's just something broken in the save I'm using. I forgot to include the fix for toggle animation page that I posted on original SL thread, guess I'll put that one in and reupload in a moment. -- edit -- Done. There was also possibly another issue with that build.. it shouldn't even have been able to compile - it had some dependencies left for VRIK. Should be fixed too, now.. and reuploaded the new build into the post. 1 hour ago, FurrySpirit said: I'm sorry that my post led to so warm argument. Make love ppl, not war. Don't need to worry about that ?
porn128 Posted December 4, 2019 Posted December 4, 2019 thank you very much for all your hard work Reikiri, Prinyo and all others amazing modders ❤️
Shirya Posted December 4, 2019 Posted December 4, 2019 29 minutes ago, reikiri said: That brief glitch is from the way I unlocked the position before giving it new coordinates - turned out it's not necessary, so I've already fixed that one for the next release.. so it's going away. Biggest issue right now is AnimObjects not displaying for player - they're tied to actors at anim/behavior level as I understand, and there's probably not much I can do about it.. but it's under investigation, and possible that VRIK can enable them. This is connected to what Ephemeral was saying about Estrus Chaurus glitching, but it's really showing on any animation that uses 'extra objects'. It's same tech that's used on many vanilla animations - like sweeping with broom. Right now I'm thinking it's something that's just overall disabled from player in VR, for whatever reason. It works for clone replacer, because it's not player. awww oki, that explain why i can't see objects anymore, i was thinking i done a bad move in my mods lol ^^ hope that can be fixed
prog0111 Posted December 4, 2019 Posted December 4, 2019 AnimObjects not being displayed on the player will probably be a tough one, as will either preventing jumping or blocking the jump animation from playing during 3rd person modes. Those two issues are things I'll have to dig into with the debugger to see if I can come up with a fixes for you guys. I'm trying to push for a VRIK build 13 now, though. Hopefully this build unlocks the gesture system for use by other mods (SL). With that, Reikiri should be able to hook VRIK gestures up to scene controls if he wants to. Right now gestures are working with Joystick buttons on Rift/Index/(probably WMR), Vive Wand Trackpad taps, and the Index Touchpads (Index gets to have twice as many gestures per hand). I also added a quick gesture action to retrieve/store held items, and another to cycle through held items. The outfit gestures should be fully working already in build 12 already. I have also unlocked Rift Touch Controller style input to Skyrim, and got it working on Index Controllers. I probably won't do hand IK until V0.9.0, but I've decided to fully expose that data to mods in the meantime. For Index, users will require the VRIK 2.0 bindings to take advantage of gestures going forward (others compatible bindings can also be made). I don't know if Reikiri will want to put that on the top of the thread or not, but I'll post a link to it here later. There's some SteamVR rebinding that will be necessary to get touchpads working until I get this all finalized, so I'll probably post screenshots of what settings to change if anyone wants to help test. 1
Keifomofutu Posted December 5, 2019 Posted December 5, 2019 Great stuff on the mod so far. I haven't had any problems at all. SLAL seemed to work properly once I put it high on the load order.
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