Dragon on the Web Posted June 3, 2020 Posted June 3, 2020 10 hours ago, reikiri said: Well. I finally got my index controllers, and hopefully next weekend can look into making Skyrim work with them. Then I'll need to refresh my memory about all the stuff that went into this mod.. check if there's new versions of related things I need to account for. But overall - I'll try to have a look at things next weekend, and see if there's something to update. From the posts it sounds like VRIK has had a new version, I'll see if I can make it work with this patch. The knuckles should work out-of-the-box using the Oculus Touch control setup, and already have semi-pose support with VRIK. I would know, been using them for ages now.
koshisan Posted June 6, 2020 Posted June 6, 2020 Anyone playing on Oculus Quest via Link/Virtual Desktop? Everything works perfectly so far, I just cant get the gestures to work... Is there a way to test/debug?
reikiri Posted June 6, 2020 Author Posted June 6, 2020 Surprisingly, getting index controllers to work took about 5 minutes. I grabbed latest vrik bindings from nexus, installed them in MO2, turned on controllers and launched skyrim. Got complaint in VR that it couldn't find manifest, and a controller setup pop-up. Picked latest vrik community bindings from top of the list - and it all worked like that. in mod setup, vrik, controller page, swapped the stick press and touchpad press to make touchpad the primary trigger for gestures - and got gestures to work fine (I imagine they would have worked with the stick press, but I prefer the touchpads). Took a while to start actually remembering the gestures though. I guess next step is to get actually familiar with the new controls - right now I'm still figuring out how all the menus and such work, but I can say I like index controllers a whole lot better for skyrim, compared to vive things. Also the hand animations worked fine, which is a really nice plus (looks like thumb and index fingers are separate, and the three other fingers animate as one). @koshisan - hopefully someone can help, I can only make guesses at best.. the main thing will probably be to figure what vrik recognizes your controllers as (oculus? vive?) and then try using whatever trigger in your actual controllers would correspond to what the recognized controller would use to trigger the gestures. On vive wand - as I recall - it was double tap on the touchpad.. hold on second tap, make gesture, and then release. I'm not sure what the trigger is on oculus controllers. Sounds great though, glad to hear things work (mostly at least) on oculus quest too!
koshisan Posted June 6, 2020 Posted June 6, 2020 Thanks for the quick reply! I didn't realize that they might be recognized as something other than oculus controllers, because the button layout is exactly the same and the controllers behave exactly like rift s controllers in any other PC VR game. But I figured it out, the problem was elsewere: You have to assign the gestures manually to mod action in VIRK, even though the dialog looks "wrong" because SL isn't recognized as mod and there is no list of actions to assign...
prinyo Posted June 6, 2020 Posted June 6, 2020 5 hours ago, reikiri said: in mod setup, vrik, controller page, swapped the stick press and touchpad press to make touchpad the primary trigger for gestures - and got gestures to work fine You mean you didn't need to assign an empty mod action to a gesture in VRIK? This kind of matches my experience where at first the gestures worked fine, then at some point stopped working. Took me some time to see online that I need to assign an empty mod action. I suspect that this happens when you define a gesture in the VRIK menu. Maybe it defaults to mod action if nothing is setup, but if you assign even one gesture there then you will need to assign one for mods. This is just a speculation. But for me this happened when I assigned Candlelight to the right pad.
reikiri Posted June 6, 2020 Author Posted June 6, 2020 On 6/6/2020 at 9:58 PM, prinyo said: You mean you didn't need to assign an empty mod action to a gesture in VRIK? This kind of matches my experience where at first the gestures worked fine, then at some point stopped working. Took me some time to see online that I need to assign an empty mod action. I suspect that this happens when you define a gesture in the VRIK menu. Maybe it defaults to mod action if nothing is setup, but if you assign even one gesture there then you will need to assign one for mods. This is just a speculation. But for me this happened when I assigned Candlelight to the right pad. Possible, I only did quick cursory testing, and I haven't defined any gestures in the VRIK menu. I tried it a bit more today, and noticed I wasn't able to get the "next scene" and "previous scene" gestures to trigger, but the "next stage" and "previous stage" worked without any problems. This was with latest SKSEVR and also with latest VRIK dev build (0.81 build 23), which I haven't put up here yet - since I have no idea whether it works better or worse than the one that's up now.. but the one up there has been around for a long time now and the thread isn't exactly flooded with bug reports so I'm assuming it's doing pretty good job. Back when I posted those versions that are up right now though, it all worked fine with vive wands as far as I remember, so the basic mechanics should be fine - and if there's issues with index controllers, it should be either specific for them, or something related to new SKSEVR. About that - when using the new SKSEVR, apparently the action bindings need to be disabled in the SKSE.ini, at least when using combination of index controllers + rift-index-bindings mod (from nexus VRIK page) and the community bindings - the action bindings haven't been implemented, and as far as I know aren't going to in near future. On 6/6/2020 at 5:48 PM, koshisan said: Thanks for the quick reply! I didn't realize that they might be recognized as something other than oculus controllers, because the button layout is exactly the same and the controllers behave exactly like rift s controllers in any other PC VR game. But I figured it out, the problem was elsewere: You have to assign the gestures manually to mod action in VIRK, even though the dialog looks "wrong" because SL isn't recognized as mod and there is no list of actions to assign... This sounds like the same thing too. At least under some circumstances, apparently you need to have some mod actions bound to the gestures for them to 'activate' in VRIK, and SL can only override them after they are active. I don't know why or how, and I'm not sure what - if anything - I can do about it, because it's unlikely to be an issue in SL VR patch (it has no rift- or index-specific code whatsoever, it has no idea what controllers are used.. and it works fine with vive wands). -- edit -- Looks like the gestures are working for me after all. Maybe I just wasn't doing the gestures quickly enough before - it was specifically the 'double gestures' I had trouble with (like left-right and right-left for changing to previous and next animation).
prinyo Posted June 6, 2020 Posted June 6, 2020 1 hour ago, reikiri said: the new SKSEVR, What are the benefits of the new SKSEVR? I'm still using the older one, am I missing something?
reikiri Posted June 6, 2020 Author Posted June 6, 2020 20 minutes ago, prinyo said: What are the benefits of the new SKSEVR? I'm still using the older one, am I missing something? I know the old sksevr code was a serious mess. Lots of functions missing or broken. Expired went through the SKSE code, fixing things while working on the racemenu, but I don't know how many of the fixes went into the new release - I've been out of loop for a while now. I'm also unsure if/which plugin mods need to be updated in order to work with the new skse. Chances are they work fine since the game engine is still same version - I'm still running the same sexlabutil as with the previous sksevr, and it seems to work fine.. but I can't say anything for certain. I'm pretty sure when racemenu vr is released it's going to need the new sksevr, but I don't know about how close to release that one is either.
reikiri Posted June 6, 2020 Author Posted June 6, 2020 On 4/24/2020 at 9:36 PM, Cristhalion said: There's a crossbow bug in VRIK that is fixed in the current non-SL version of VRIK. Specifically the crossbow bolt floats in the air to the right of the crossbow. I tried non-SL VRIK 0.8 from Nexus and it is fixed in that build. Of course I get SL errors from the lack of the SL VR patch appropriate version. Is there any chance of an updated patch that includes this VRIK fix? Here's the VRIK dev build update notes: Build 16: https://drive.google.com/open?id=1-1a26bqFtkxo0lC33FCE6gFRpNqOGd72 --- Fixes several archery and crossbow related bugs I really appreciate this mod by the way. I started doing VR with VORPX on Oldrim and it sure has come a long way through SL Light and SL full, so thanks very much for all your hard work here. I picked VRIK 0.8.1 build 23 and will post it here after I've done some testing and possibly fixing on SL VR patch side of things. It might take a while. On 4/30/2020 at 4:23 PM, Apone3k said: Could someone please help me! I cannot stop npcs scaling to my height on starting of a scene. e.g. my much shorter elf follower will be the same size as my large Orc character. Reloading a save doesn't help and the elf will still be large. I have to quit the game, reload and then she will be normal size (until the next sexy times). I only have the essential MODs for sexlab installed at the moment and I have double checked the setting in the mcm menus. I've tried different follower mods etc and they all scale to my size. If anyone can help me fix this I will eternally grateful. P.S. I've install all the same mods onto flat special edition (minus the vr parts of course) and everything works perfectly. So it must have something to do with the VR side of things. Disabling scaling should normally let actors retain their original size and proportions during animations. If that doesn't happen, I suppose it's possible there's either something non-standard with the actors, or there's something wrong in the code. I'll have a look at it and see if I can figure something out. Normally though you do want to match the actor scales during animations, because most animations work poorly without matching scales, since you can only align those actors properly at a single point. A simple animation with two actors standing and kissing - if the proportions are not matched, then you can either align them at mouths.. in which case the shorter actor will be floating in air, or the longer one will sink through the floor - or you can align their feet to the floor, in which case the taller one might be kissing the other on forehead.. or the air above that actor's head. On 4/30/2020 at 9:59 PM, l1nkler said: I noticed a bug though and I can't find it anywhere else. Every time a SexLab animation ends where the Player was involved, physical sneaking gets disabled in the vr settings. VR patch is supposed to disable physical sneaking during animation, and it's supposed to restore the original setting after animation finishes. If it doesn't restore the state, then something is wrong. I'll have a look at this. -- tried this out, and could easily reproduce it, so will look into fixing it. On a side note though, physical sneaking doesn't work for me with VRIK in the first place. On 5/12/2020 at 12:38 PM, alain31 said: hello,i try this mod in skyrim vr,all work really great but the sex scene don t work with the npcs from teen dolls mod while it work with the sexlab framework from the skyrim se. I have a black screen and i m teleport elsewhere. why it doesn t work? thanks. I'm not familiar with that mod, so can't say what might cause the issue. -- did a quick search, and couldn't find the mod - although I saw a few with similar names. On 5/13/2020 at 8:39 PM, alhemix19 said: If someone have a problem with scale i upload this compiled file. Just put it in scripts (make backup before) I hope i didnt broke any rule (i'm unfamilliar with any kind of license). This is your code and i respect your job, i just cut one thing. If this is against rules please tell me and i wont do this kind of things in future and i will remove it I don't mind, just keep in mind that using that file on any version other than the specific one it's compiled for, will have a high chance of breaking things - with anything from minor glitches to straight out CTD. So if you post a change like that, it would be great if you marked clearly what version it was made for, and/or possibly took it down once a new version comes out (same reason why I'm spelling it out in the original post, that this VR patch works only for SL beta 7 and beta 8). On 5/15/2020 at 7:13 PM, Bothanzo said: would anyone be able to give me a hand with a small problem i've got? all my mods work absolutely perfectly, however whenver i load my save i get a popup saying unsupported rollback detected 16008>16007 or something like that, when i haven't actually rolled anything back Without knowing what changed, it's hard for me to catch on what exactly causes that pop-up. I didn't find text like that on the files I've patched on VR patch, but then it's possible it's from translation files. For all I know it's possible it's from another related mod that doesn't like the SKSEVR version, papyrus version, or something else. On 5/23/2020 at 6:58 AM, Gravo said: Is there a fix to floating in the air or spinning when an animation starts? Not sure about this, but could happen if sexlabutils dll from VR patch isn't overwriting the one from original sexlab. Could be a number of other issues - but this shouldn't happen in correct installation, I don't think it's a bug in the mod itself. On 5/24/2020 at 1:38 AM, whiclx said: Hi all - has anyone run into and resolved the CTD associated with having too many custom animations in FNIS? I've got the VR SSE Engine fixes loaded since FNIS recommends it as a fix for the limit in SSE, but I'm still crashing when I load enough to get FNIS to "CTD 100%". Might just be a hard limit at this point. I'd like to enable ZAZ 8 for the number of other mods which draw on it, but dunno I can justify the 1600 animations it includes given I'm not a BDSM person. All the best to everyone, the work you've put into the VR game has turned it into something quite extraordinary. I believe there's long explanation of this on FNIS page at nexus, including why the CTD is unavoidable if you hit the 100% mark.. along with some pointers on how it may be possible to reduce the load of some animations (fixes are not trivial).
reikiri Posted June 7, 2020 Author Posted June 7, 2020 On 4/30/2020 at 9:59 PM, l1nkler said: I noticed a bug though and I can't find it anywhere else. Every time a SexLab animation ends where the Player was involved, physical sneaking gets disabled in the vr settings. Fixed for next release. It's workaround though, this is symptom of a bigger issue I'll need to look into fixing. The physical sneaking not working for me is likely because I have the loading room disabled in settings - it apparently can cause all sorts of issues.. but kind of had to disable it to avoid getting locked into pop-up notification that doesn't get focus so I could click it away.
reikiri Posted June 7, 2020 Author Posted June 7, 2020 On 5/15/2020 at 7:13 PM, Bothanzo said: would anyone be able to give me a hand with a small problem i've got? all my mods work absolutely perfectly, however whenver i load my save i get a popup saying unsupported rollback detected 16008>16007 or something like that, when i haven't actually rolled anything back Found this test from original SL files, it's the version update check. Since the patch is technically at version beta 7, it complains that 'current version' is beta 7 (the patch) and 'old version' is original SL (beta 8). I updated the versioning of the patch to beta 8, so this will be fixed for next update. However it may cause side effects for anyone using this on actual SL beta 7, so I'd recommend updating to beta 8 for anyone who hasn't yet.
reikiri Posted June 8, 2020 Author Posted June 8, 2020 On 5/13/2020 at 8:39 PM, alhemix19 said: Actually this is a bug. Not a feature. This should work as before. I used beta 31. It worked almost as a charm (just hands during animation was broken). Now hads work correctly but this is total mess at actor heights. Can you shut down this "feature"? When i didnt use any options, my character is big as hell. When i try to use CTD fix, now my custom npcs are big (works good for vanilla ones). When i try to use even actor heights, it almost help. But this isnt what i wanted. Both of them are enormous xD It really works good before. Now you messed this Can you just add option "no vrik default scale"? I think these options were for using them. When you try to make shortcuts for a large group of consumers, sometime for 1% of group things will broke. Anyway good job. Your patch is awesome. Just dont make shortcuts Aand thank you anyway! Edit: Found it in script file. Just cut the lines: " ;VRIK.VrikLog(Utility.GetCurrentRealTime()+" ========== Reset VRIK scales ==========") VRIK.VrikSetSetting("bodySize", 1.0) VRIK.VrikSetSetting("armSize", 0.9) VRIK.VrikSetSetting("handSize", 0.85) VRIK.VrikSetSetting("armLength", 1.1) " Aaaand work like a charm! Thaaanks! If someone have a problem with scale i upload this compiled file. Just put it in scripts (make backup before) I hope i didnt broke any rule (i'm unfamilliar with any kind of license). This is your code and i respect your job, i just cut one thing. If this is against rules please tell me and i wont do this kind of things in future and i will remove it. edit 2: As requested by author i add some info. This compiled sslActorAlias is for SL VRpatch Beta8 33. If you use it for other versions things can broke. Thank you soo much! I have now plenty of fun with this wicked world of skyrim. Thanks to you! Well setting VRIK scales to reasonable defaults when you have scaling enabled is certainly not a bug. I can imagine though if you have scaled the body then the height might change when it's scaled to default - and that may cause some issues. I'm not going to even try to guess what it might do for animations that expect you to have a skeleton scaled to default size. Anyway, it's easy enough to make the VRIK scale reset into toggle option in MCM menu, so I'll put that in into next version. It'll cause the page to have a scrollbar, which I want to avoid, so I'll probably either remove some preset in the future, or more likely turn them into pulldown menu.. but I'll leave it like it is for now.
reikiri Posted June 8, 2020 Author Posted June 8, 2020 Added new versions to OP, both SL VR patch and latest VRIK dev version. I'll add VR patch changelog and mega links later when I have time.. just wanted to put them up there for anyone who wants them for now. -- edit -- added change notes and mega links to OP. Note: Racemenu VR beta is now available on Expired's patreon, also to non-supporters. It's not a requirement for VR patch at this point, but depending on what exactly is causing the anim objects to not show up on player (assuming there IS a fix in the first place), it may eventually become at least a soft requirement (which means you'd need to have it installed for some of the features to work). So far I still don't know what's causing that issue, so I don't know what would fix it either. 1
reikiri Posted June 10, 2020 Author Posted June 10, 2020 Added new version (build 35) to OP. This one adds NiOverride high heels support. I restored the 'remove heels effect' checkbox (or whatever it was called) into animation settings, and the related code in SL - and added something VRIK viewpoint specific into it. This does two things: Firstly, if you are wearing NiOverride enabled high heels (tested with celes mercy heels), and they aren't removed during animation, this setting removes the heels effect temporarily, to hopefully let you align properly in the animation Secondly, I made a shameless hack that polls player's NPC node height NiOverride adjustment once per second. If it detects changes, it applies that change to VRIK height setting. What this does in effect is, if you wear or remove NiOverride enabled heels, your viewpoint is shifted up or down the appropriate amount (with up to 1 second delay). It seemed to work for me, but I didn't test it extensively. These are the only changes in build 35, so if you aren't using NiOverride heels, there's no particular reason to update to it - build 34 will work just fine, so I left it up as well for now. I consider the second feature to be a temporary hack, probably this will eventually be somehow handled directly between nio and vrik, and I can then remove it from the patch - it doesn't really belong there, but I kind of wanted to have that effect, right now. ^.^ I also might have a problem there with alignment, if you wear the heels during the animation.. I'll need to recheck that tomorrow. -- edit -- Note that this is specifically NiOverride heels support, not the older HDT heels support (not sure if the latter exists in SE/VR or not). Any boots using HDT heels should be fairly easily convertable to using NiOverride version instead however.
Guest Posted June 17, 2020 Posted June 17, 2020 Does anyone have a viable method to select scenes manually in VR? Everything I search just brings me back Sexlab Tools, which will not work in VR until someone figures out a way to get UIExtensions to work in VR.
Pawper Posted June 18, 2020 Posted June 18, 2020 Is the VR patch compatible with SL Privacy? They conflict in Vortex.
reikiri Posted June 18, 2020 Author Posted June 18, 2020 5 hours ago, Pawper said: Is the VR patch compatible with SL Privacy? They conflict in Vortex. Not without patch, they both modify thread model, and SLP WIP version also modifies actor alias which contains most of the VR patch work. I have no idea what the mod changes, because contrary to description it didn't include the source code - but if someone has the source and wishes to make a patch (keeping in mind that the patch needs to be remade after every update to either mod), I have no objections.
comander5 Posted June 19, 2020 Posted June 19, 2020 So, I'm getting the issue described very early on in the thread. When I hit install in MCM in game, it goes through the motions of installing, but when I go back into MCM after it says it's ready, but the only option is to install still. I've waited until Riverwood to do so, but no change. Nevermind. I fixed that issue by reinstalling some requirements that it wasn't reading right. However, now that I've loaded animations with Slal, whenever I go into the MCM, the notification for the number of loaded anims doesn't go away.
prinyo Posted June 19, 2020 Posted June 19, 2020 2 hours ago, comander5 said: Nevermind. I fixed that issue by reinstalling some requirements that it wasn't reading right. However, now that I've loaded animations with Slal, whenever I go into the MCM, the notification for the number of loaded anims doesn't go away. It will be OK the next time you start the game. When registering animations with SLAL wait for the confirmation to appear before leaving the MCM page or you will need to restart the game if you want to use MCM again.
comander5 Posted June 19, 2020 Posted June 19, 2020 40 minutes ago, prinyo said: It will be OK the next time you start the game. When registering animations with SLAL wait for the confirmation to appear before leaving the MCM page or you will need to restart the game if you want to use MCM again. Ah, cool. Thanks.
Rick Sanchez Posted June 19, 2020 Posted June 19, 2020 Hi, I'm trying to get this working with scenes that occasionally disable player controls and force a move, DFW, PO, DFlow, Maria, etc. At first, what I found was it was trying to leave the head and hands in place, but move the feet. *(I'm assuming the same results on all of these because they handle player movement the same way, but issue is only tested with my ported version of DFW) I did figure out though, that if you apply the passenger SL anim settings to the VRIK MCM, namely, lock HMD position and height, snap to zero and speed to full, it works fine, not 100% on uneven terrain, but passable. However, those settings always revert on a save load, restart, and other than being a PITA to reset, they probably aren't helpful being enabled all the time. So the question is, is there a way to trigger these settings every time a Game.DisablePlayerControls event is triggered, or at least individually patch the movement packages in the individual mods to trigger these settings at begin/end? Any help would be greatly appreciated, despite countless hours spent, I just cannot get my head enough around scripting to attempt something like this.
reikiri Posted June 19, 2020 Author Posted June 19, 2020 3 hours ago, Rick Sanchez said: Hi, I'm trying to get this working with scenes that occasionally disable player controls and force a move, DFW, PO, DFlow, Maria, etc. Do you mean outside any SL animations - just like, some event happens in the mod.. and mod temporarily locks out player's controls, without triggering any SL animations?
Rick Sanchez Posted June 19, 2020 Posted June 19, 2020 1 hour ago, reikiri said: Do you mean outside any SL animations - just like, some event happens in the mod.. and mod temporarily locks out player's controls, without triggering any SL animations? Yeah, I'm referring specifically to AI packages that disable the player controls, there are a lot of SL mods that force the player to walk somewhere, but VRIK's default settings don't seem to play nice with it. If you change VRIK's settings (the advanced modder ones that don't save) to match the Sexlab overrides on your MCM tab, the player AI packages work fine. Sorry I don't recall the preset name, but it's the one that fixes the head to HMD, height and location and sets the snapback speed to maximum and snapback distance to minimum. I know it doesn't pertain directly to Sexlab per-se, but it would serve as a great compatibility tool for several mods if it could work automatically when player controls are not enabled, as a lot of modders won't have VRIK. Just off the top of my head, Prison Overhaul, Maria Eden, Sanguine Debauchery, PetProject and Devious Framework all use this technique regularly during gameplay. I can see the solution to the problem staring right at me and even if it couldn't be handled automatically as single plugin, it should be possible to patch the individual mods, but I have some kind of ridiculous mental block when it comes to skyrim scripting, especially when it comes to calling scripts from other mods.
reikiri Posted June 19, 2020 Author Posted June 19, 2020 4 hours ago, Rick Sanchez said: Yeah, I'm referring specifically to AI packages that disable the player controls, there are a lot of SL mods that force the player to walk somewhere, but VRIK's default settings don't seem to play nice with it. If you change VRIK's settings (the advanced modder ones that don't save) to match the Sexlab overrides on your MCM tab, the player AI packages work fine. Sorry I don't recall the preset name, but it's the one that fixes the head to HMD, height and location and sets the snapback speed to maximum and snapback distance to minimum. I know it doesn't pertain directly to Sexlab per-se, but it would serve as a great compatibility tool for several mods if it could work automatically when player controls are not enabled, as a lot of modders won't have VRIK. Just off the top of my head, Prison Overhaul, Maria Eden, Sanguine Debauchery, PetProject and Devious Framework all use this technique regularly during gameplay. I can see the solution to the problem staring right at me and even if it couldn't be handled automatically as single plugin, it should be possible to patch the individual mods, but I have some kind of ridiculous mental block when it comes to skyrim scripting, especially when it comes to calling scripts from other mods. I don't know about doing it automatically, but there is a function in VR patch that does it 'on call'. Look at the source on SexLabFramework.psc - the one that comes with VR patch, not the original from SL. Look for function "SetVrSettings". You can call it with (enabled=true) to override the VR settings (e.g. lock down the player), and (enabled=false) to restore normal settings. The rest of the parameters you can specify, or if you don't then it'll use whatever the player has set on their SL VR page. Usually it should be enough to lock player with: SetVrSettings(enabled=true, trackHands=0, trackHead=0, lockHmdToBody=1) and then release with: SetVrSettings(enabled=false) When you use the release (enabled=false) all other parameters are ignored, so you don't need to set anything else. Make sure you'll call the release in all cases, or bad things happen : ) You can override more parameters in the initial (enabled=true) call, but generally you should assume that players have set their settings to what they are comfortable with - some people might react really strongly to it if you lock the view tightly to the head, while others might want just that. Some people insist using 3rd person setup at all times, others will never touch it. trackHands=0 will disable control of arms, trackHead=0 will do the same to head position, lockHmdToBody=1 will lock viewpoint to follow the body in 1st person view (the other option is to make body follow the viewpoint, and if you want the force the body to move to specific location etc, that's not an option). If player has set 3rd person mode to be default, then the lockHmdToBody will be ignored (unless you force the 1st person mode, which again may not be the best idea). 1
Rick Sanchez Posted June 19, 2020 Posted June 19, 2020 18 minutes ago, reikiri said: Look for function "SetVrSettings". You can call it with (enabled=true) to override the VR settings (e.g. lock down the player), and (enabled=false) to restore normal settings. The rest of the parameters you can specify, or if you don't then it'll use whatever the player has set on their SL VR page. Usually it should be enough to lock player with: SetVrSettings(enabled=true, trackHands=0, trackHead=0, lockHmdToBody=1) and then release with: SetVrSettings(enabled=false) Thanks Reikiri, that sounds exactly like what I need to do. Provided I can figure out how to call it at the on start and on end script events on the AI package. As most mods handle forced moves the same way, once I have the script working it should be trivially easy to add to any other mod, even ones without source scripts, I have tried many times to do this sort of script calling and failed, perhaps this time I'll get it right.
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