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Skyrim SexLab and VR


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Posted
3 hours ago, reikiri said:

I don't know the technical side of what's changed in VRIK, it's possible that it needed to save some new defaults for the gestures before it started working. Either way, glad to hear it's working fine now. ?

I'm not actually sure. There's still the problem of animation props not appearing for player, but I'm not sure if I can do anything about that on VR patch side. Prog may or may not be able to fix it on VRIK, or I can try to have another look at it once NiOverride is released for Skyrim VR - or maybe SKSEVR will have a fix for it eventually.. or possibly someone will figure it out and make a mod/patch for it. Either way I think it's probably going to have to be fixed in a dll plugin, and I haven't looked into writing those so far.

 

As for something I can do though.. the TODO list on the first post is getting kind of slim, but I do want to make an option that lets you save default view mode (3rd person vs 1st person) per animation, and possibly per stage - because some animations work really well in 1st person, and others really need 3rd person view. I do have some ideas about how to make it work, but still need to decide on a few things.. and then will need some free time to actually work on it. There's a couple more things I'd like to see implemented, but unfortunately those would need to be done on VRIK side, so it's out of my hands, and they'd be far from trivial to do - and Prog kind of has his plate full for a long time I think.

 

Originally I set out to make a patch that lets SL full work properly in VR, with all the major features.. and I think that's pretty much accomplished by now. That doesn't mean I couldn't add more things in - I might, but I also want to keep it simple and contained enough that it won't be too difficult to update when new versions of SL Full are released. I'm not intending to make this a separate branch of SL, my intention is still just to make a patch on top of it, and to update that patch to always work with the latest build of SL Full. Well, it also means that if SL implements new features, I'll see if I can make them work in VR as well.

 

I'll also need to make a new pass over things once Expired finishes RaceMenu VR - and probably/hopefully also fixes SkyUI to work fully in VR. At minimum there's things like NiOverride high heels support I'll need to re-enable when it becomes possible, possibly some other things.

NiOverride is already available in the form of RaceMenu VR alpha builds, available through patreon - you can grab Alpha 2 for free, although the latest RaceMenu alpha (Alpha 3) is locked to $5+ patreons until February 1st.

Posted
23 hours ago, ansfrr932 said:

NiOverride is already available in the form of RaceMenu VR alpha builds, available through patreon - you can grab Alpha 2 for free, although the latest RaceMenu alpha (Alpha 3) is locked to $5+ patreons until February 1st.

I'm ok with waiting in this case - not everyone's going to be patron, so I couldn't include anything that required it.. and the actual dev build is still going through major things literally daily, so I'll need to wait until the publicly available version becomes stable enough to actually use in playthrough. Like, I can't enable HH support if it's going to cause problems for 90% of users. Honestly I think the bigger thing will be how the eventual release will affect other mods that use SL, and are currently broken in VR due to 1) SkyUI, 2) RaceMenu/NiOverride and 3) SKSEVR issues. Best case 1) will include working 'point-and-trigger' menus and UI elements that actually aren't broken, 2) would bring all sorts of things that use body morphs and slap-on textures, and together with 3) things like fully functional devious devices frame work.. and potentially almost everything SSE has available now - depending on if authors of anything with .dlls will want to / be able to recompile them to VR build. Well that's best case - and going on with optimistic scenarios, it would all just work with the patch. It remains to be seen what'll actually happen.

 

But I think I may start looking more seriously into what racemenu will do at earliest on Feb 1st, and at latest when public release goes into beta. One day, eventually, I may even get a chance to actually play Skyrim again. ?

Posted

To be honest alpha 3 so far seems to be stable except it crashes for me when I try to select a different race - I fixed it by removing it, selecting race, re-adding it, and going from there, but you might still wait a bit longer before making racemenu a requirement. Though the crash may be specific to my mod combination (I have lots of mods).

Posted
On 1/26/2020 at 9:06 PM, jensern said:

reikiri, could you share your hacked Defeat?

I've resaved Defeat for SSE, but it has "Marking system" that marks nearby NPCs and can't be turned off. And this system decreases relationship level with any NPC that is marked. Relationship becomes worse and worse after each markimg until NPCs become hostile. So seems like defeat is not fully compatible with Skyrim VR =(

Posted
12 hours ago, FurrySpirit said:

I've resaved Defeat for SSE, but it has "Marking system" that marks nearby NPCs and can't be turned off. And this system decreases relationship level with any NPC that is marked. Relationship becomes worse and worse after each markimg until NPCs become hostile. So seems like defeat is not fully compatible with Skyrim VR =(

I've been running Defeat (the SSE port I grabbed in the conversion tracking thread a while ago) for a good long while now. No issues whatsoever with people turning aggressive for no reason. The only feature I know of that is supposed to decrease relationship rank is actively *taunting* them by using the action key with a weapon drawn, not anything automatic. You shouldn't even be able to trigger that mechanic intentionally without using the keyboard or a Dragonborn Speaks Naturally command since it only uses a keyboard key and not VR controller buttons/actions.

 

Actually, come to think of it... did you rebind it while in the MCM somehow? I know the keybindings in MCMs don't really work well at all if you reassign them in game and have all kinds of weird glitches, so if you changed the action key from the default "g" while in game somehow, that would probably be why...

 

Personally, I just leave the action and surrender keys default and use DSN voice commands to trigger the keypresses, and that works fine for everything except the ambush knockdown and prostitution/handover features out of what I tried. Taunt (both player and follower), mark follower, and command follower all work just fine.

Posted
On 1/26/2020 at 9:06 PM, jensern said:

reikiri, could you share your hacked Defeat?

I think these were all the changes I made. It may or may not work for you - I didn't make it 'distribution safe'. At the least, make backup of your script files, and be prepared to go back to previous save ?

It's intended to work with player victim role enabled on Defeat, and with creature animations enabled - and with at least one animation installed for every possible creature type in Skyrim - because it disabled any checks about creature race being allowed.

 

I haven't seen any relationship reducing impact from using Defeat either - but I also don't have player as aggressor enabled.

 

DefeatSSEchanges.7z

Posted

Is it possible to bind choose actor key (hotkey n on keyboard) so u can go then to strip editor and choose which clothes should remain?

Thank you all for your hard work its amazing

Posted
2 hours ago, yapeth said:

Is it possible to bind choose actor key (hotkey n on keyboard) so u can go then to strip editor and choose which clothes should remain?

Install this. It adds a spell Select NPC for MCM. After you target a NPC with it he/she will be selected in the SL MCM menu.

 

  • 2 weeks later...
Posted

I'm using latest versions of SL SE (with VR patch), VRIK ja SOS VR and schlong position in most scenes is wrong (in animations packed with SL). Is there other way to fix it than manually fiddling with SL animation editor or has anyone made preset for it that works? Schlong is either too upwards or downwards and sometimes it's bend to left too much (in first person).

If I set myself (male) or male NPCs masturbate, the schlong is not correctly aligned with hand. Since it affects NPCs too, I'm guessing it has nothing to do with VRIK.

 

I know there's also schlong angle setting (up/down) in SL (which doesn't work with VR since it requires key presses).

I noticed there's animation editor tab in SL MCM that lets user tweak the schlong position for individual animations and their scenes, but it would be shitloads of work to do it myself, so I'm wondering if someone has file for it. I don't know what else would be cause of this.

Posted
On 2/19/2020 at 8:16 PM, Laakeri said:

I'm using latest versions of SL SE (with VR patch), VRIK ja SOS VR and schlong position in most scenes is wrong (in animations packed with SL). Is there other way to fix it than manually fiddling with SL animation editor or has anyone made preset for it that works? Schlong is either too upwards or downwards and sometimes it's bend to left too much (in first person).

If I set myself (male) or male NPCs masturbate, the schlong is not correctly aligned with hand. Since it affects NPCs too, I'm guessing it has nothing to do with VRIK.

 

I know there's also schlong angle setting (up/down) in SL (which doesn't work with VR since it requires key presses).

I noticed there's animation editor tab in SL MCM that lets user tweak the schlong position for individual animations and their scenes, but it would be shitloads of work to do it myself, so I'm wondering if someone has file for it. I don't know what else would be cause of this.

You can use gesture controls to alter schlong angle too. It's still per animation (or optionally per stage), but easier than using animation editor. Character models have differences, which animations cannot account for, that's one thing that can cause many animations to have various alignment issues (including schlong position/angle) - animation creators generally use their own preferred model, which may or may not align properly with any particular model people use in their game. And since different animators use different models, it's essentially impossible to make all the animations align properly 'out of box'. In many cases it's impossible to align an animation fully correctly - if the character model you use has different proportions. For example say your model has slightly longer arms. You could align the model so the hands touch on shoulders like they are meant to - but then the hips would align too low. Or you could align the hips right - and then the hands would hover above the other actor's shoulders.

  • 2 weeks later...
Posted

For some reason the gesture controls for SL are not working for me at all. I am using Beta8 of SL,  0.8.1 of VRIK and VR patch 33.

Normal gestures for spells/equipment work, the palm up for compass works, when I try to bind a mod action via VRIK it does not show any options and I have tried all gesture settings in the VR section of SL (1-5), none of which seem to make a difference.
I read through the other posts and would like to clarify that I do not get any haptics either, seems like SL and VRIK are simply not talking to each other.

 

Any help or ideas would be appreciated, I'll try to reinstall the whole thing in the meantime.

EDIT: Ok, I'm a retard. Turns out I had to bind an empty mod action to all of the gestures SL wants to use.

  • 1 month later...
Posted
On 3/8/2020 at 1:07 PM, Depravity said:

EDIT: Ok, I'm a retard. Turns out I had to bind an empty mod action to all of the gestures SL wants to use.

If you're a retard, then i'm beyond hope ;)

Could you elaborate with an exemple ?

Thanks.

Posted
20 hours ago, kemet said:

Could you elaborate with an exemple ?

Open the MCM menu of VRIK. Then the last page there - Gestures config.

Create a new gesture: first select Right thumbstick, then Press and then Mod event.

Now you can use the gestures in SL. For example - moving the controller up  while pressing the right stick will end the animation.

 

 

Posted
7 hours ago, prinyo said:

Open the MCM menu of VRIK. Then the last page there - Gestures config.

Create a new gesture: first select Right thumbstick, then Press and then Mod event.

 

 

 

I'm using the dev build 25 of VRIK and i only have the be seated mod options (sit on floor, sit on ledge). Is it a known issue with this build ?

Posted
15 hours ago, kemet said:

I'm using the dev build 25 of VRIK and i only have the be seated mod options (sit on floor, sit on ledge). Is it a known issue with this build ?

Use the version provided in the first post in this thread.

When configuring the gesture leave the mod event undefined. Just - press on the stick triggers a mod event.

  • 2 weeks later...
Posted
On 2/8/2020 at 8:51 PM, prinyo said:

Install this. It adds a spell Select NPC for MCM. After you target a NPC with it he/she will be selected in the SL MCM menu.

 

Does this really work? When I select the npc/follower with that mod, only me appear in the equipment manager, in other mods it works perfectly but in the vr version of sexlab no, is there any other way? Should it work like this?

Posted
1 hour ago, Mediatek said:

Does this really work? When I select the npc/follower with that mod, only me appear in the equipment manager, in other mods it works perfectly but in the vr version of sexlab no, is there any other way? Should it work like this?

If you use MO2 make sure that Select NPC for MCM is after the SL VR patch in the left panel. 

If you use Vortex or NMM reinstall  Select NPC for MCM and let it overwrite whatever it wants to.

 

Where in the MCM of SL are looking to see the selected person? When I tested I was browsing the slots and at the bottom of the page it was telling me what item has the selected NPC equipped on that slot.

Posted
40 minutes ago, prinyo said:

If you use MO2 make sure that Select NPC for MCM is after the SL VR patch in the left panel. 

If you use Vortex or NMM reinstall  Select NPC for MCM and let it overwrite whatever it wants to.

 

Where in the MCM of SL are looking to see the selected person? When I tested I was browsing the slots and at the bottom of the page it was telling me what item has the selected NPC equipped on that slot.

ill try that, thanks! (im using vortex)

Posted
1 hour ago, prinyo said:

If you use MO2 make sure that Select NPC for MCM is after the SL VR patch in the left panel. 

If you use Vortex or NMM reinstall  Select NPC for MCM and let it overwrite whatever it wants to.

 

Where in the MCM of SL are looking to see the selected person? When I tested I was browsing the slots and at the bottom of the page it was telling me what item has the selected NPC equipped on that slot.

The problem I have with vortex and sexlab drives me crazy

Every time I install or reinstall ANY mod, all the configuration of the sexlabVR is erased, so I have to reinstall everything in order again

-Sexlab
-SexlabVRpatch
-Papyrus
-Vrik

-And now select NPC for MCM

 

To make everything work right again

This every time I install any mod even if it has nothing to do with sexlab

 

 

Btw its working, thanks!!

Posted
5 hours ago, Mediatek said:

The problem I have with vortex and sexlab drives me crazy

Every time I install or reinstall ANY mod, all the configuration of the sexlabVR is erased, so I have to reinstall everything in order again

-Sexlab
-SexlabVRpatch
-Papyrus
-Vrik

-And now select NPC for MCM

 

To make everything work right again

This every time I install any mod even if it has nothing to do with sexlab

 

 

Btw its working, thanks!!

That's odd, I've been using Vortex since it was still in alpha and have never once had this problem. Maybe something's wrong with your vortex deployment manifest - try purging the mods (Purge Mods button) and then re-deploying?

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