Jump to content

Recommended Posts

8 hours ago, prinyo said:

And one more thing - the SL VR patch is been overwritten by SL.

 

So in short drag those mods to the bottom in the left panel of MO so you get them in this order: 

 

- SexLab

- SexLabVR patch

- PapyrusUtil

- XMPSSE

- VRIK

Actually if you look closer the priority order is reversed in the screenshot they posted. I was about to note on that but they have the things up top overwriting the things towards the bottom actually. So that looks correct minus PapyrusUtil.

Link to comment

Thanks everyone it's now up & running. :smile:

 

I did click on the VR versions of Papyrus and Racemenu through Nexus but for some reason I got the SSE versions instead? I did have SKSEVR but it wasn't working and I saw SKSE already in (Don't know how that got in there?) so I thought I'd give that a go but didn't make a difference.

 

Well, doesn't matter it's working now and thanks again. :classic_happy:

Link to comment
6 hours ago, Pornel said:

Thanks everyone it's now up & running. :smile:

 

I did click on the VR versions of Papyrus and Racemenu through Nexus but for some reason I got the SSE versions instead? I did have SKSEVR but it wasn't working and I saw SKSE already in (Don't know how that got in there?) so I thought I'd give that a go but didn't make a difference.

 

Well, doesn't matter it's working now and thanks again. :classic_happy:

I noticed that you had PapyrusUtil installed, but Sexlab's included version is overwriting it. That will cause problems, so you need to fix that. As I stated, the PapyrusUtil included in SexLab is old. You should overwrite it with the latest SE. LE, or VR version, depending on what game you are playing.

Link to comment
8 hours ago, prinyo said:

I don't understand what you mean. And I stand by everything I said. 

What does "the priority order is reversed" mean?

Look at the numbers under the priority column. It's in reverse order (bottom to top, not top to bottom). He had it sorted in ascending order, not descending as most of us do.

Link to comment
41 minutes ago, XenoDrake said:

Look at the numbers under the priority column. It's in reverse order (bottom to top, not top to bottom). He had it sorted in ascending order, not descending as most of us do.

Ah, I see ?

 

One of the screenshot shows SKSE complaining about SexLabUtil.dll, but I didn't pay attention that it is indeed getting it from the VR patch and not from the SL. So it was the wrong SKSE maybe? Anyway, if it is working now then everything is OK.

Link to comment

Noob question. Can we set an offset function to enable third person camera for VRIK?

 

I'm thinking of using the controllers more like wii controllers in zelda rather than vr controllers, where the offset camera tracks in 3d but head and hand tracking still work with VR, disabling tracking for arms while out of combat.

 

Figure I'd ask here before VRIK, since SLVR is closer to 3rd person then the original mod.

Link to comment
2 hours ago, StaticPhobia2 said:

Noob question. Can we set an offset function to enable third person camera for VRIK?

 

I'm thinking of using the controllers more like wii controllers in zelda rather than vr controllers, where the offset camera tracks in 3d but head and hand tracking still work with VR, disabling tracking for arms while out of combat.

 

Figure I'd ask here before VRIK, since SLVR is closer to 3rd person then the original mod.

That's currently not possible on VRIK and there isn't a simple way I could think of to achieve it with external mod. I'm thinking a lot of people would find the experience to be comparable to 'motion sickness simulator' - turning your head around would cause your viewpoint to swing around behind the actual turning point (which would be attached to avatar's head). It wouldn't feel very natural - although personally I'm almost immune to motion sickness from VR, so it might work fine for me (and anyone else who isn't sensitive to it).

 

In practice though, it would need to be done within VRIK code itself, and I think prog isn't very interested in putting in a '3rd person mode' into VRIK (and before anyone points at the 'selfie mode', that one works differently, and wouldn't help with this).

 

-- edit --

the '3rd person mode' of SLVR is handled purely by VRIK, and took - I think - months to polish into it's current form. It works basically opposite to what you're suggesting here though. SLVR 3rd person mode 'unattaches' the body from player's actual position, and places it where the animation is happening. When player moves around, it constantly recalculates the distance and angle the body needs to be moved and rotated to keep it 'locked in place' relative to world.

 

Doing a 3rd person mode for movement and combat though, would instead require the body to be shown where the player actually is (because you need to be able to interact with objects, and be affected by wall/door collision etc), while casting your viewpoint away from that position. I'm not sure if that's technically possible within the game engine, or if the viewpoint and the location where game thinks the player is, are locked together (and perhaps more importantly, whether the interaction point is locked to match where game engine thinks the controllers are positioned).

Link to comment
3 hours ago, reikiri said:

 'motion sickness simulator' 

Heh, it would be fun to see that in action. I've actually never experience motion sickness, just eyestrain at fast movement. And yea, I'm definitely not suggesting using the selfie, that's like a doppleganger right? 

But, I actually got it to work in 3rd person, I just couldn't control the camera following. Unlocking the camera from the tracking allowed me to basically watch my character run off a cliff. Which gave me the idea if there was some way to simply detatch position tracking of the VR headgear but keep angular tracking on, and then lock the position at an offset from the head but also do something like OnEvent WeaponDraw Function:SexLabVR First Person to renable the controllers again. Maybe use a 360 run mod to help with the swinging camera?

But, if you say it's not feasible, no way this script noob is going to attempt it.

Link to comment
1 hour ago, StaticPhobia2 said:

Heh, it would be fun to see that in action. I've actually never experience motion sickness, just eyestrain at fast movement. And yea, I'm definitely not suggesting using the selfie, that's like a doppleganger right? 

But, I actually got it to work in 3rd person, I just couldn't control the camera following. Unlocking the camera from the tracking allowed me to basically watch my character run off a cliff. Which gave me the idea if there was some way to simply detatch position tracking of the VR headgear but keep angular tracking on, and then lock the position at an offset from the head but also do something like OnEvent WeaponDraw Function:SexLabVR First Person to renable the controllers again. Maybe use a 360 run mod to help with the swinging camera?

But, if you say it's not feasible, no way this script noob is going to attempt it.

I'm not really sure about it. Maybe it would be possible - like, perhaps using nioverride to transform position of some node, or something similar to that. It really depends on how the viewpoint is actually attached.. and whether it's 'player attached to viewpoint' (in which case moving the interaction point would be difficult) or 'viewpoint attached to player' (in which case it would be more feasible). But as far as I remember, VRIK uses both 1st and 3rd person bodies, I think it might have been by mirroring the 1st person arm position into 3rd person body (the latter being the visible one), I don't think it ever actually alters the 1st person arm positions, and I would think the interaction with objects would be based on that same position - which means even if your body would be racing down the cliff, you would still grab objects based on your viewpoint position. In other words, the body you are seeing, wouldn't be able to f.ex. interact with a door. Also not sure where a drawn weapon would be attached - I would guess on the 1st person arms because those are what vanilla skyrim uses, in which case your weapon wouldn't display at the body's position either.

Overall I see a lot of potential issues trying to do it outside VRIK, and implementing it into VRIK would probably be too complicated when it doesn't really match with it's original intent (basically projecting player's body into the VR) - although that's of course up to prog, I'm really just trying to guess/anticipate the response.

Link to comment

Apologies if I missed the answer to this somewhere. Unfortunately there's a lot of moving parts plus it's Skyrim VR, so maybe you guys can help! Anyway, I use CBPC collisions + HDT/SMPE for SSE/VR in conjunction with the CBBB body, and it's glorious (and also VRIK ofc). Unfortunately, I'm running into a problem where partway into a save file, collisions inexplicably stop working for all but CBPC mode. On a new save I can point the SMP spell at an npc and it works like a charm. Trouble is, I play for a few hours, give it a try sometime later, and my hands don't collide at all in SMP mode. Any ideas? I think I've mentioned all the relevant mods, but I'd be happy to provide any more info. 

Link to comment
On 11/19/2020 at 10:10 PM, Gro_Lak said:

Apologies if I missed the answer to this somewhere. Unfortunately there's a lot of moving parts plus it's Skyrim VR, so maybe you guys can help! Anyway, I use CBPC collisions + HDT/SMPE for SSE/VR in conjunction with the CBBB body, and it's glorious (and also VRIK ofc). Unfortunately, I'm running into a problem where partway into a save file, collisions inexplicably stop working for all but CBPC mode. On a new save I can point the SMP spell at an npc and it works like a charm. Trouble is, I play for a few hours, give it a try sometime later, and my hands don't collide at all in SMP mode. Any ideas? I think I've mentioned all the relevant mods, but I'd be happy to provide any more info. 

I don't think I ever actually used SMP mode on NPCs beyond maybe testing it once or twice. I know the smp code took a lot of iterations before it became somewhat stable in VR, so it's possible it's some bug left in SMP itself. VR patch does have one place where it interacts with SMP object directly - if you have not disabled actor scaling in SL settings, then at the start of animation where actors are scaled to match player scale, the SMP item is temporarily removed from npc (because scaling while having that item equiped caused SMP physics to explode). It should be re-equiped after scaling.

...
now that I think about it... I didn't do the same when restoring the original scale, which could possibly cause some issues. It's a long shot.. and unfortunately I don't have any way to currently test things, my graphics card stopped working, and I had to put in the old one which isn't powerful enough to even run the VR room, much less Skyrim itself, and it'll be some time before I can get my hands on a new 3080 - I'd intended to upgrade to one of them, but not quite on this kind of schedule.

 

It might make sense though.. if the SMP item ends up wrongly sized for the NPC after running an animation, it's possible it no longer works - although removing and reapplying it should fix the issue in that case. If that doesn't work, then I'm not sure. I can try to throw together a kind of a hotpatch, and you can try if it works for you.

Link to comment

...

On 11/19/2020 at 10:10 PM, Gro_Lak said:

...
On a new save I can point the SMP spell at an npc and it works like a charm. Trouble is, I play for a few hours, give it a try sometime later, and my hands don't collide at all in SMP mode. Any ideas? I think I've mentioned all the relevant mods, but I'd be happy to provide any more info. 

Here.. try extracting this, and replacing the sslActorAliax.pex on the VRpatch Beta8 38 with this file (under scripts subfolder). You may want to first copy the original somewhere safe so you can replace it, although I don't expect anything to break by using this. I have no idea if it fixes things either, though, since I can't test it.

sslActorAlias.7z
-- edit --
..at least in theory, if it fixes things, it should fix them in an older save as well if you finish an animation with an npc that has stopped working with SMP collision - on the other hand just switching the NPC to CBPC and back to SMP should do the same thing (I think), so maybe this wasn't the issue to begin with. Either way this should be a fix for potential issues in the code, though.

Link to comment
19 hours ago, reikiri said:

...

Here.. try extracting this, and replacing the sslActorAliax.pex on the VRpatch Beta8 38 with this file (under scripts subfolder). You may want to first copy the original somewhere safe so you can replace it, although I don't expect anything to break by using this. I have no idea if it fixes things either, though, since I can't test it.

sslActorAlias.7z
-- edit --
..at least in theory, if it fixes things, it should fix them in an older save as well if you finish an animation with an npc that has stopped working with SMP collision - on the other hand just switching the NPC to CBPC and back to SMP should do the same thing (I think), so maybe this wasn't the issue to begin with. Either way this should be a fix for potential issues in the code, though.

Thanks for putting this together! I will give it a shot, but I had already started a new game (trying to work out all these kinks, heh heh, before actually doing a full playthrough). I think I know how to break it though in order to test, and you may be on to something about the object and npc scaling. The reason I say that is because after it breaks, the physics are still there, and there's still some measure of collision, but it's all off, almost as if the collisions are mismatched, but I can't be certain. I will try this out and get back to you.

 

UPDATE: Might be back to the drawing board on this one. I went back to try to break it, and it broke before any animations were involved at all. Based on Reikiri's comments, I tested it from the player character perspective, and it broke collisions on myself and npcs right away. I'm figuring it's a problem with the skeleton. I tried reinstalling the CBBB body and XPMSE skeleton which screwed up the save and also broke SMP hand collisions. I'll just have to be careful to not do that once I've started a playthrough.

Link to comment

Does skyrim VR currently work with the creature framework? I've tried numerous times to get it to work and have had absolutely zero luck. This is with the CF v1.1.0p2a standalone version matched with MNC 12.5 as well as trying it just with the MNC12.3+CF2.0 bundle on the MNC dl page. No matter what I try CF always shows no animals in the animals tabs and re-registering animals does absolutely nothing at all. This is with the latest JContainersVR plugin as well... has anyone managed to get this to work? if so, what configuration did you need to use?

Link to comment
On 11/24/2020 at 7:56 AM, TheBatDad1989 said:

Does skyrim VR currently work with the creature framework? I've tried numerous times to get it to work and have had absolutely zero luck. This is with the CF v1.1.0p2a standalone version matched with MNC 12.5 as well as trying it just with the MNC12.3+CF2.0 bundle on the MNC dl page. No matter what I try CF always shows no animals in the animals tabs and re-registering animals does absolutely nothing at all. This is with the latest JContainersVR plugin as well... has anyone managed to get this to work? if so, what configuration did you need to use?

I'm using Creature Framework 1.1.0-pre2A-SE and MoreNastyCritters v12RC10SE, they work fine for me.

Link to comment
15 hours ago, reikiri said:

I'm using Creature Framework 1.1.0-pre2A-SE and MoreNastyCritters v12RC10SE, they work fine for me.

Alright, well no luck finding that version in my old SSE mods folder, any chance you could re-upload that version? I'm at a complete loss as to why mine still isn't working.

Edit: noticed in the logs its returning the following when I choose register creatures:

"MNC json creature XX is missing its race or race name" where XX is some number. Do you use the USSEP?

EDIT: FIXED IT!!

The latest JContainersVR (v4.1.13), has issues parsing the json files in the creatures.d folder - rolling back to v4.1.2 in the JContainers github fixed all the issues. So yeah, don't upgrade to v4.1.13 as apparently it breaks things. 

Link to comment
On 11/17/2020 at 10:03 PM, XenoDrake said:

I noticed that you had PapyrusUtil installed, but Sexlab's included version is overwriting it. That will cause problems, so you need to fix that. As I stated, the PapyrusUtil included in SexLab is old. You should overwrite it with the latest SE. LE, or VR version, depending on what game you are playing.

image.png.d61b92ee54c02632228a90bacbb53038.png

 

Yeah for some reason when I clicked on the VR version the SE version came through instead of the VR but I got the VR version now. Thanks. :classic_happy:

Link to comment

Hi all, just revisiting an older topic. On this thread back in August 2020 or so there was some discussion about anim objects (like certain furniture pieces such as thrones in anubs or milky) being invisible in VR just due to the hacked nature of the game. Has anyone found a way to get those working since then?

Link to comment
21 hours ago, Gro_Lak said:

Hi all, just revisiting an older topic. On this thread back in August 2020 or so there was some discussion about anim objects (like certain furniture pieces such as thrones in anubs or milky) being invisible in VR just due to the hacked nature of the game. Has anyone found a way to get those working since then?

not yet, but I had an idea, not sure how feasible - would it be possible to "summon" a dummy NPC/object to hold the anim objects?

Link to comment
On 12/2/2020 at 4:03 AM, ansfrr932 said:

not yet, but I had an idea, not sure how feasible - would it be possible to "summon" a dummy NPC/object to hold the anim objects?

Technically yes, I thought about that earlier.. but the dummy npc would have to essentially be an invisible copy of the PC, placed at exactly same spot, perfectly synced to animate exactly the same animations at exactly same time - because the whole idea of animobjects is that they animated synced to the actor (f.ex. broom used to sweep the floor, or shackles placed on wrists). This would be further complicated by the fact that the position can keep changing, and some animation can be controlled real time (f.ex. taking control of your arms and moving them around). In practice this would be overly complicated, and basically "last resort" if even that. Early versions of VR patch used a cloned npc to replace the PC, which does show the anim objects (because as far as game is concerned that clone is an npc), and worked perfectly fine if you only want the 3rd person view. Back when I moved to fully use vrik, I cleaned up the final "clone version", and posted it up - and prinyo made a separate topic out of it (to keep it from being mixed up with later versions of vrpatch). That version works independently of vrik, shows the anim objects, and misses any features added since then (including the 1st person view).. but it's probably still functional.

 

I've tried a few other things - setting visibility on anim objects, changing their position, changing their scaling, manipulating them in different ways with nioverride when it became available.. but so far nothing I tried has worked, so my current assumption is the game engine loop is at some point simply hacked to ignore animobjects on player controlled actor. I suppose I should at some point try switching the player control into a different object just to see if that changes anything (I don't think that would be an actually feasible solution - even if it didn't immediately crash the game).

Link to comment

Is there a way to prevent SL from adjusting actor scale period? I made sure to leave even actor height disabled but something is still causing that to happen. Also, the height is never restored to the original so reloading my game is the only way to get them back.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use