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2 hours ago, 7osisg4d said:

That sounds awesome!

 

Something must be off with my VRIK, because I get a haptic pulse (and I can feel it get stronger longer if I change the feedback level) but neither my manual binds nor SLs take effect.

 

A toggle for collision would be awesome - I tried binding TCL to a gesture... but TCL impacts a few too many things.

If you get the haptic pulse and it varies depending on SL MCM setting, that means VRIK is recognizing the gesture and passing it correctly to SL - the rest is up to SL. I have no idea how/why it wouldn't work from there. Try a simple gesture 'up' during animation, it should end the animation. If you get haptic for that (one short then one long on both controllers at once), that means you are activating part of the code where literally next line calls "Thread.EndAnimation(true)". SL steals all the bindings during animation, and should restore them after animation finishes - meaning no 'normal' bindings will work during the animation (if you have enabled the gestures in SL menu).

 

Oh.. right.. if you have set "disable victim controls" and are put in victim role in scene, then some of the gestures will not work.. but they shouldn't give haptic pulses either. I'll need to see though if I can remove those gestures on the instruction list during such animations as well, and instead display a notice about it.

 

Not entirely sure what you want from TCL? Do you mean you'd want to be flying around the scene, through walls, floors and ceilings during 3rd person view of the animation? ?

 

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I haven't written any instructions up on the gestures yet.  On non-Vive controllers you push the thumbstick button, move the controller left/right/back/forth/up/down, and release the button.  You don't have to move incredibly far, I usually just click the button and swing my hand a bit before letting go.

 

If you're getting haptic pulses that means that VRIK is recognizing a gesture, but it may not be a gesture that is set up to do anything.  For example, if you just press the button and release - thats the simplest gesture - but if you don't have a press gesture set up, you'll get a buzz.  I'd like to make that a bit more configurable in the future, but my goal was a Christmas release and I'm just plain out of time :)

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8 hours ago, jensern said:

Prog, is the werewolf fix included in this build?

It should be in dev 17. And also in dev 18 which I'll upload in a moment.. along with VR patch 31 ?

 

- moved anim disable/enable for visibility
- added haptic pulse on stage shift in debug mode
- hide gesture info when disabled, clicky to enable them
- always enable collision on game load
- fixed light orgasm whiteout (to actually whiteout, instead of just flashing once or twice)
- push stage auto-advance when enabled, to ensure it actually starts
- gray out disabled controls in MCM in victim role

- adjusted behavior of head height matching, and new speed setting for it in SL VR  MCM menu

 

VR patch 31 is probably the last update this year - while things remain to be done, it feels like it's stable and working fine. The only real glitches I know are:

1) animations props aren't showing up on player

2) you need to delay installing until you are out of Helgen, in Riverwood

 

The 1 is under investigation, but will need to wait until after holidays, and 2 is true with a lot of mods.. the whole Helgen quest arc just breaks a lot of mods, the rule of thumb is to play pure unmodded 'Vanilla Skyrim' until Riverwood, then save and install your mods in there.

 

VRIK dev 18 will also probably become the new 'full release' of VRIK, unless some unexpected issues come up with it.

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13 hours ago, prog0111 said:

I haven't written any instructions up on the gestures yet.  On non-Vive controllers you push the thumbstick button, move the controller left/right/back/forth/up/down, and release the button.  You don't have to move incredibly far, I usually just click the button and swing my hand a bit before letting go.

 

If you're getting haptic pulses that means that VRIK is recognizing a gesture, but it may not be a gesture that is set up to do anything.  For example, if you just press the button and release - thats the simplest gesture - but if you don't have a press gesture set up, you'll get a buzz.  I'd like to make that a bit more configurable in the future, but my goal was a Christmas release and I'm just plain out of time :)

is there a guide how to make a mod so it can register with VRIK to receive gestures?

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34 minutes ago, tangorn said:

is there a guide how to make a mod so it can register with VRIK to receive gestures?

Check the VRIK.psc of VRIK mod for some documentation on the API, and sslActorAlias.psc of the VR patch to see how the gestures are used - the whole thing is done in that one script.

RegisterGestures() will register (and unregister with parameter 'false') the gestures

It uses another function RegisterGesture to set up each of the gestures (it registers the gesture for VRIK, and registers the mod event that will be triggered).

All of the mod events are set up to call one function, VRHandleGesture. It gets 4 arguments, but generally you only need the first one that tells the name of the gesture that was triggered.

Most of the stuff in VRHandleGesture is just creating the haptic pulses on the controllers to give feedback on the gestures (HapticPulse is another function on the same script, and calls VRIK to handle the feedback).

 

That's one way to handle the gestures - the 'vrikbegingestureprofile' will disable all the standard gestures and reserve them for that single mod's use. Remember to call the vrikendgestureprofile when you're done. The other way is to use the addgestureaction system to register possible actions on vrik, which will then show up in the VRIK MCM menu, where player can assign them to gestures. That's the better option if you want the actions to be constantly available, rather than during specific situations (like SL animations). In that case you'd give two parameters - first one is the name of the mod event you want the gesture to trigger (e.g. "DScastDrainHealth"), the second one is the name of the action that will be displayed in VRIK MCM menu (e.g. "Cast Drain Health"). That would make a gesture action "Cast Drain Health" show up on VRIK gesture MCM menu, which player could assign to some gesture.. and the gesture would then trigger a mod event "DScastDrainHealth" that you could register in your mod.

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18 hours ago, reikiri said:

If you get the haptic pulse and it varies depending on SL MCM setting, that means VRIK is recognizing the gesture and passing it correctly to SL - the rest is up to SL. I have no idea how/why it wouldn't work from there. Try a simple gesture 'up' during animation, it should end the animation. If you get haptic for that (one short then one long on both controllers at once), that means you are activating part of the code where literally next line calls "Thread.EndAnimation(true)". SL steals all the bindings during animation, and should restore them after animation finishes - meaning no 'normal' bindings will work during the animation (if you have enabled the gestures in SL menu).

I'm only getting the VRIK haptic (single pulse on the controller that gestured) at all times.  Since the VRIK gestures aren't triggering anything beyond the haptic pulse I think the problem may be on that side?

 

18 hours ago, reikiri said:

Not entirely sure what you want from TCL? Do you mean you'd want to be flying around the scene, through walls, floors and ceilings during 3rd person view of the animation? ?

Yes! I used the free camera mode all the time in pancake.  Sometimes I try to get an angle and bump into the models.

 

Prinyo mentioned it when I asked for a comparison of vorpx/oldrim vs vr:

On 12/19/2019 at 4:31 AM, prinyo said:

However I still believe for a "porn" experience Oldrim + VorpX is still better, because VR has no free cam mode. In VR your camera view is depending on your RL head and there are only so many positions and angels you can achieve. With Flatrim you have full control over the camera. So as long as the VR version doesn't have a free camera mod I believe Flatrim + VorpX is the better option for "porn" experience. 

https://www.loverslab.com/topic/112984-sexlab-mods-that-work-in-skyrimvr/page/5/?tab=comments#comment-2845721

 

 

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Reikiri basically summed up how to make a mod gestures with VRIK probably better than I could.  The basic mod action gestures are simple, you just use the usual skse RegisterForModEvent and call a function listed in VRIK.psc to tell VRIK to call you when the gesture goes off.

 

I fixed an issue where Vrik was doing haptic pulses for gestures that had no action assigned today.  The quick spell gestures also weren't working great when trying to store spells - a bug forced you to have to do those double press / triple Vive tap gestures really slowly and deliberately.  There were a bunch of other issues uncovered by friends as well, with certain spell gestures not working and base spells (Flames, Healing) not being listed.  Plus the entire system was broken in left handed mode :)

 

That's not even counting all the stuff I fixed after work last night.  I'm pushing back the real release to tomorrow at least, once every single thing tests and works for me.  It's always like this at the end of a big release cycle on VRIK haha

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On 12/20/2019 at 7:38 PM, reikiri said:

Probably means you are getting Skyrim SE papyrusutil.dll from sexlab or some other mod. Install papyrusutils VR version, make sure that one overwrites all other versions. Although SexLab should already give a message about that, if that's not happening then something else is wrong as well. Do you have the VR version of SkyUI installed (from GitLab) instead of the SE version?

 

I just started a new mod profile for simplicity, and you were right about papyrus. Things more or less just work now, although sexlab animations have me facing the opposite direction I'm supposed to; rotated around my stomach. I haven't tried anything from third person yet, but first person isn't fixed by reposition actors as far as I've tried.

I also CTD whenever I try to visit Sanguine's dreamworld, but that's likely SD+ being picky about versions,  and is a different issue. I should have known better when I saw that his altar was an untextured purple blob than to sleep in front of that eldritch nightmare of chains and faceless faces.

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skyrim crashes on startup if i enable VRIK (installed with MO2). If i don't enable it, the game starts and i can load a savegame. The SLVR patch then states that i am missing VRIK. This is strange cause i played before with VRIK working. any ideas what could cause the instant crash to desktop when i try to start the game?

 

i did some additional testing:

game also crashes with the VRIK 080 version and also with VRIK V0.8.1 In-Dev Build 4.

it does NOT crash with VRIK 070 version. of course SLVR patch states it wants a more recent version.

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1 hour ago, lionmike said:

skyrim crashes on startup if i enable VRIK (installed with MO2). If i don't enable it, the game starts and i can load a savegame. The SLVR patch then states that i am missing VRIK. This is strange cause i played before with VRIK working. any ideas what could cause the instant crash to desktop when i try to start the game?

 

i did some additional testing:

game also crashes with the VRIK 080 version and also with VRIK V0.8.1 In-Dev Build 4.

it does NOT crash with VRIK 070 version. of course SLVR patch states it wants a more recent version.

Are you using Open Composite?  This is the number one thing breaking people right now.  Here's a special build with my initial workaround fix https://drive.google.com/open?id=1NaoFCCPuLzTnUhle2QF7jRQKurM1hKsJ

 

This was a rather tough bug.  We found it it appeared with In-Dev build 11 way back when, but it only got noticed after the official release.  I have a better workaround being made in progress, as well as some improvements to hand-pose stuff for both Rift and Index controllers.

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6 hours ago, prog0111 said:

Are you using Open Composite?  This is the number one thing breaking people right now.  Here's a special build with my initial workaround fix https://drive.google.com/open?id=1NaoFCCPuLzTnUhle2QF7jRQKurM1hKsJ

 

This was a rather tough bug.  We found it it appeared with In-Dev build 11 way back when, but it only got noticed after the official release.  I have a better workaround being made in progress, as well as some improvements to hand-pose stuff for both Rift and Index controllers.

EDIT:

 

YAY, i managed to get it working! the crashing was because of an *.ini file (skyrimvr.in, skyrimprefs.ini) in combination with a later version of VRIK then 070. i deleted all *.ini files and let the game/mod organizer create new ones and now i can launch with VRIK V0.8.1 In-Dev Build 6!

 

i'm not sure what caused the *.ini files to break - ill keep a look out while adding new mods.

 

ORIGINAL POST:

 

sadly it does not fix it for me, game still crashes on startup with VRIK V0.8.1 In-Dev Build 6.

i don't use Open Composite - i use the Valve Index (hmd + controllers + lighthouse)

i continue trying....

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5 hours ago, lionmike said:

  

EDIT:

 

YAY, i managed to get it working! the crashing was because of an *.ini file (skyrimvr.in, skyrimprefs.ini) in combination with a later version of VRIK then 070. i deleted all *.ini files and let the game/mod organizer create new ones and now i can launch with VRIK V0.8.1 In-Dev Build 6!

 

i'm not sure what caused the *.ini files to break - ill keep a look out while adding new mods.

 

ORIGINAL POST:

 

sadly it does not fix it for me, game still crashes on startup with VRIK V0.8.1 In-Dev Build 6.

i don't use Open Composite - i use the Valve Index (hmd + controllers + lighthouse)

i continue trying....

i know now what causes the CTD and can reproduce it:

 

if i start and play the modded game with the index controllers, everything works and is fine. when i quit skyrim and start it again, it launches perfectly.

if i start and play the modded game with an xbox controller, it works ONLY ONCE. the next time i start skyrim it CTD. i have to delete the skyrimprefs.ini in order to get it working again.

 

i'm not really "playing" skyrim with an xbox controller, just using it for quick testing when adding new mods to see if they work.

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On 12/19/2019 at 7:49 PM, reikiri said:

On a side note, I never managed to get SMP working without breaking the game on longer sessions - unless I force steam vr into motion smoothing being always on. Physics always exploded for me within about half an hour, if not sooner.

 

Yes, I get the slideshow as well (0.5 FPS).  But until then it's amazing.  

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On 12/21/2019 at 4:10 PM, reikiri said:

The other way is to use the addgestureaction system to register possible actions on vrik, which will then show up in the VRIK MCM menu, where player can assign them to gestures. That's the better option if you want the actions to be constantly available, rather than during specific situations (like SL animations). 

Awesome, it works, i can show "hello world" box any time i want now :) Lots of thanks to you and prog0111. Now off to try something more useful with it...

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4 hours ago, tangorn said:

Awesome, it works, i can show "hello world" box any time i want now :) Lots of thanks to you and prog0111. Now off to try something more useful with it...

Let me know if you need help.  The V0.8.0 release is a bit rocky, there were quite a few issues no one caught or reported that had slipped through.  I expected that a bit, but I also wanted to hit a Christmas release target - and the best way to get people reporting all the things is to drop an official build.  I don't own a Rift or WMR, so I'm finally getting tons of feedback on how to make those work better.  I'm hoping to get a V0.8.1 out relatively quickly to address as many things as I can.

 

16 hours ago, lionmike said:

i know now what causes the CTD and can reproduce it:

 

if i start and play the modded game with the index controllers, everything works and is fine. when i quit skyrim and start it again, it launches perfectly.

if i start and play the modded game with an xbox controller, it works ONLY ONCE. the next time i start skyrim it CTD. i have to delete the skyrimprefs.ini in order to get it working again.

 

i'm not really "playing" skyrim with an xbox controller, just using it for quick testing when adding new mods to see if they work.

I don't (and really just can't) support Xbox controllers with VRIK.  I'm told they can "kinda-sorta" work, but I don't own one to test with.  I usually recommend to disable VRIK with gamepads, as there's not much point in having an IK-body if there's no motion-controller to move the hands.  All of the major features like holsters and gestures are totally geared for a room-scale VR gaming setup.  I don't think you'll break anything if you just uncheck VRIK in MO2 when trying with a gamepad - especially if its causing breakage.

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6 hours ago, prog0111 said:

Let me know if you need help.  The V0.8.0 release is a bit rocky, there were quite a few issues no one caught or reported that had slipped through.  I expected that a bit, but I also wanted to hit a Christmas release target - and the best way to get people reporting all the things is to drop an official build.  I don't own a Rift or WMR, so I'm finally getting tons of feedback on how to make those work better.  I'm hoping to get a V0.8.1 out relatively quickly to address as many things as I can.

The biggest issue i see right now is that i can have exact same script, and sometimes it registers with VRIK and sometimes it does not, and it took me a while to figure out why. I put my minimod after VRIK in load order, but it does not seem to matter. What seems to matter is how long i spend in the main menu. When i rush to see how my changes work through "continue" option (which i naturally want to do), it does not register. When i take my time and slowly pick a save to load, then it registers fine... 

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9 hours ago, tangorn said:

The biggest issue i see right now is that i can have exact same script, and sometimes it registers with VRIK and sometimes it does not, and it took me a while to figure out why. I put my minimod after VRIK in load order, but it does not seem to matter. What seems to matter is how long i spend in the main menu. When i rush to see how my changes work through "continue" option (which i naturally want to do), it does not register. When i take my time and slowly pick a save to load, then it registers fine... 

SKSE mod events need to be registered both in OnInit and in OnPlayerLoadGame.  Double check you're doing it in both places the same way.  VRIK itself should remember the registration forever either way, but SKSE's mod event system is a bit more finicky

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I think I am just a notch short of the goal: replace a hotkey for actor selection with a gesture, but my papyrus debugging skill hit a wall. I can use one gesture to cast an invisible spell. I can use another gesture to show the stats of a target (or player if no target is selected). I just fail to pass the actor from one script to the other. Here is the piece:
 

Scriptname SLAtSelectTargetScript extends ActiveMagicEffect Hidden 
{selects target for stats display/manipulation}

SLAttractionMainScript Property SLAttractionMain Auto

Event OnEffectStart(Actor target, Actor caster)
	SLAttractionMain.TargetRef = target
	Debug.Notification("Selected " +  target.GetBaseObject().GetName())
	Debug.Notification("Passed in to " +  SLAttractionMain.TargetRef.GetLeveledActorBase().GetName())
endEvent

the first message shows the name properly, the second shows empty name. According to what I see on the web it should work, I am missing something totally stupid. 

 

Edit: and indeed I did. Forgot to set properties in CK. Works now.

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On 12/22/2019 at 8:57 PM, prog0111 said:

VRIK V0.8.0 is released in time for Christmas.  Here's the announcement post over on the SkyrimVR Reddit with more details: https://www.reddit.com/r/skyrimvr/comments/eeee0g/vrik_v080_mod_support_gestures_touch/ 

 

No mod actions available, am I missing a step for registering them? also how do the hotkeys work? is it just the order listed in the ini?

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26 minutes ago, Silatuyok said:

No mod actions available, am I missing a step for registering them? also how do the hotkeys work? is it just the order listed in the ini?

You probably do. The example is in VRIK.psc. Here is a snippet how I do it:
 

Event OnPlayerLoadGame()
	Maintenance()
EndEvent

Function Maintenance()
	Debug.Notification("SexLab Attraction is starting...")
	UnregisterForAllModEvents()

	RegisterForModEvent("slatDisplay", "OnSLAtDisplay")
	VRIK.VrikAddGestureAction("slatDisplay", "SL Attraction Stats")
	RegisterForModEvent("slatSelect", "OnSLAtSelect")
	VRIK.VrikAddGestureAction("slatSelect", "SL Select Character")
	Debug.Notification("SexLab Attraction is running.")
EndFunction

naturally you need to add event handlers for every gesture you register.

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1 hour ago, Silatuyok said:

No mod actions available, am I missing a step for registering them? also how do the hotkeys work? is it just the order listed in the ini?

VRIK on nexus currently has a bug that affects the mod actions. I haven't really tested if they only affect gestures defined by mod profile, or if they also affect ones that you make to show up on MCM list - but try the earlier dev 18 version from this thread until the release version gets a fix - see if it works better.

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40 minutes ago, reikiri said:

VRIK on nexus currently has a bug that affects the mod actions. I haven't really tested if they only affect gestures defined by mod profile, or if they also affect ones that you make to show up on MCM list - but try the earlier dev 18 version from this thread until the release version gets a fix - see if it works better.

It does not seem to affect those that show up on MCM list

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