Jump to content

Skyrim SexLab and VR


Recommended Posts

Posted (edited)
2 hours ago, kekejd1 said:

Well, yes, I've been betting for 2 days after MO 2. I read on the forums that it's much better through it. The only thing is, the Order, can you tell me what the order is, or can I delete mods in the MOD itself, and not be afraid that everything will break?

Ps: I install with MO2 papyrus SE, and then manually throw DLL files inside, but the Sexlab does not see them. HOW?! 

One of the good things about using Vortex Mod Manager is you basically don't have to worry about load order; VMM checks for file conflicts, gives you a choice as to which conflicted mods to load after which other conflicted mods, then calculates the load order automatically.

I don't remember if Mod Organizer does that.

 

Edit: BTW, Papyrus SE doesn't work in VR. You need the papyrus and extender mods specifically for VR. The first reply in this Reddit thread points them out:

   https://www.reddit.com/r/skyrimvr/comments/uru64d/how_do_i_install_papyrus_on_skyrim_vr/

 

 

Edited by Allen Harris
Posted
1 minute ago, Allen Harris said:

One of the good things about using Vortex Mod Manager is you basically don't have to worry about load order; VMM checks for file conflicts, gives you a choice as to which conflicted mods to load after which other conflicted mods, then calculates the load order automatically.

I don't remember if Mod Organizer does that.

I can't install the papyrus - he just doesn't see it. I've already demolished the game 5 times and reinstalled it, clearing the cache, appdata and my duck, I don't understand what could be wrong with the papyrus, I did everything according to the instructions, after I did a little something else, I'm fine, anyway he Papyrus does not see. I put it together with the main one first, added this VR, then I put it without the main one, because it says that the seclub already has papyrus, I ask you to help, I'm finishing the 5th day today to play.

Posted
7 minutes ago, kekejd1 said:

I can't install the papyrus - he just doesn't see it. I've already demolished the game 5 times and reinstalled it, clearing the cache, appdata and my duck, I don't understand what could be wrong with the papyrus, I did everything according to the instructions, after I did a little something else, I'm fine, anyway he Papyrus does not see. I put it together with the main one first, added this VR, then I put it without the main one, because it says that the seclub already has papyrus, I ask you to help, I'm finishing the 5th day today to play.

This is my topic on the issue:

   https://www.loverslab.com/topic/204577-sexlab-and-devious-devices-vr-installation/

Do a clean install of Skyrim VR, then just do the 10 items in Step 1 of my instructions. That should get all the papyrus scripting and VR tools working. So long as you run the game after doing those and don't get any errors, crashes or warnings, you should be good to move on to the next steps (if you're wanting to install Sexlab and Devious Devices).

HOWEVER, a warning: My forum topic was written like 2 years ago, so it's old. It may be out of date. But I looked at it before relaying it here, and at least the Step 1 items look correct to me.

 

ALSO: A recommendation for while you're still figuring out modding Skyrim VR -> Once you do a clean install of Skyrim VR, copy the entire Skyrim directory somewhere else on your hard drive. If you get botched mod installs or too confused, just delete everything in the Skyrim VR directory and copy over your backup. It's WAY faster than uninstalling and reinstalling.

Posted
16 minutes ago, Allen Harris said:

Одно из преимуществ Vortex Mod Manager заключается в том, что вам практически не нужно беспокоиться о порядке загрузки; VMM проверяет наличие конфликтов файлов, предлагает вам выбрать, какие конфликтующие моды загружать после других конфликтующих модов, а затем автоматически рассчитывает порядок загрузки.

Я не помню, делает ли это Mod Organizer.

 

Примечание: кстати, Papyrus SE не работает в виртуальной реальности. Вам нужны моды Papyrus и Extender специально для виртуальной реальности. Первый ответ в этой теме на Reddit указывает на них:

   https://www.reddit.com/r/skyrimvr/comments/uru64d/how_do_i_install_papyrus_on_skyrim_vr/

 

 

I'm shaking your hand through the screen, you're just a magician! It's work!  Reddit TOP :D

Posted
2 minutes ago, kekejd1 said:

I'm shaking your hand through the screen, you're just a magician! It's work!  Reddit TOP :D

Oh, also, one more thing: Many of these mods run SKSE plugins - so, in case you didn't know, you need to start Skyrim VR through the SKVRSE loader or the plugins won't load. It's in the root Skyrim VR folder and it's called "sksevr_loader.exe". When you're in Steam VR, just browse to your Skyrim folder and double click that file.

Posted
2 minutes ago, Allen Harris said:

О, и еще кое-что: многие из этих модов запускают плагины SKSE - так что, если вы не знали, вам нужно запустить Skyrim VR через загрузчик SKVRSE, иначе плагины не загрузятся. Он находится в корневой папке Skyrim VR и называется "sksevr_loader.exe". Когда вы будете в Steam VR, просто перейдите в свою папку Skyrim и дважды щелкните этот файл.

That's what I do, because if I just log in without any support software for mods, sometimes she doesn't see the error. Thank you very mutch !

Posted
3 hours ago, kekejd1 said:

Well, yes, I've been betting for 2 days after MO 2. I read on the forums that it's much better through it. The only thing is, the Order, can you tell me what the order is, or can I delete mods in the MOD itself, and not be afraid that everything will break?

Ps: I install with MO2 papyrus SE, and then manually throw DLL files inside, but the Sexlab does not see them. HOW?! 

While Vortex does take care of your load order, as noted in this thread, It is difficult to have a good overview about how the mods are sorted, and for some reason, with Vortex and VR, I ran, again and again, into an issue where the game would always CTD, even after purging all mods and reverting to a safe profile, and only a clean install would solve it. I never found out why this was, but I also never encountered this issue in MO2. I also never had this issue with Vortex running SSE, just in VR. The fundamental difference between these two mod managers is that Vortex keeps all the installed mods in the game directory, which is convenient, because the game starts immediately, when run. MO2, on the other hand, keeps the game directory clean, and virtually always applies all mods upon start. Which, if you have a lot of voice and high-res texture files installed, depending on your hard drive, can take up to several minutes. I have a fairly quick SSD, and with a lot of stuff it takes a little over a minute.
As for load order, the higher number in the order a mod has, the later it is loaded. If such a mod contains files with the same name and in the same location as another mod, it will overwrite them. Thus, the higher the load order number, the higher the priority of the mod. If, for instance both a mod with the number 25 has a file named test.esp in the Data folder (this is normally the root folder for all mods), and mod 48 also has an instance of test.esp, then the test.esp from 48 will be used, while the one from 25 is completely ignored/overwritten. So if you know what different files are changing, you can then decide which changes are more important, and should take precedence. Sometimes there are also irresolvable conflicts,

Posted
On 11/2/2019 at 10:02 PM, reikiri said:

A patch to make Sexlab SE (version beta 7 and 8 only) work with Skyrim VR

 

-- Installation --

- Install Sexlab beta 7 or 8 as normal, you'll need the normal required things - but use VR versions when available, such as SKSEVR, papyrus utilities VR, SkyUI VR etc.

- You'll also need latest development version of VRIK, which is included in this post

- Install the patch here AFTER Sexlab, and let it overwrite everything (I recommend using MO2, but that's not a requirement)

- Make sure you have the latest VR version of papyrus utils intalled after Sexlab! Sexlab comes with regular papyrus utils, which will NOT work.

- Jcontainers is not necessary for SexLab or this patch, but you'll need it if you want to use creature framework. If you do, make sure you have VR version of Jcontainers as well.

----------------------------------------------------

So, after a few weeks of tinkering and fiddling, things are starting to look a whole lot better. I'm still a bit hesitant to call this "stable", but the fact is the patch is probably working well enough to use in regular play.  Most animations work without issues, although your experience may vary - in general the SL animations were never created to be played from the 1st person view, sometimes all you can see is an expanse of floor.. but that's just how it goes. ?

 

Compatibility with SL mods also kind of varies. SLAL works fine, creature framework, SL arousal redux and many others work. Some mods like Devious Devices have their own issues with VR, but for the most part they can work too. I'm hoping that this patch will help kick things with SL framework in motion, and open a way to have more mods ported for Skyrim VR.

 

Credits for Ashal on creating and hosting Sexlab, Prog for making the awesome VRIK mod to let people have a body in Skyrim VR, Prinyo for making the original VR patch for Sexlab Light version - and countless others for all the related mods using and used by the framework.

 

Please keep one very important thing in mind: while this mod for Sexlab seems to work pretty stably now, Sexlab does NOT officially support playing in VR at the moment. While Ashal is aware of this patch, and was kind enough to provide his own beta version of Sexlab VR for testing (and I've bundled the Sexlab Utils DLL from that test version with this patch), his focus is in making Sexlab work in Skyrim SE, and as of writing this, he has neither time nor means to offer support for using Sexlab in VR. So please be considerate and don't bug Ashal for VR support.

 

This patch is NOT "SexLab VR", I don't intend to branch this off from SL as a separate thing. But while I'm hoping that eventually Sexlab can officially support VR, that's not in foreseeable future - and meanwhile this unofficial patch is meant for making the SL framework compatible with VR. Hopefully it'll remain compatible enough that many of the SL mods will be able to function with it.

 

================ TODO ===================

Not an exhaustive list in any sense, but rather what I feel is currently lacking, or are 'need to have' features. The purpose of the mod was to get SL working in VR in playable capacity, both 1st and 3rd person, with it's major functions available in some form, with ability to support as many mods as it reasonably can, and without what I'd consider game breaking issues. This isn't a mission statement, so much as some overall thoughts on what I wanted to achieve. There's some things I feel are either missing from reaching this, or are things I feel would be nice to have.

 

  • Add 1st/3rd person view per-stage default that saves along with custom offsets. This requires some thinking - in how to handle the per stage value vs the one set in MCM
  • Props are not showing up on animations, cause unknown - this needs to be investigated and fixed somehow
  • Generally clean up the code

 

- one of the first things to do when installing new VR patch version, is to set the 'reset defaults' preset, once. It should set reasonable defaults to any new properties/features included in the new build.


-- version 35 --

  • added NiOverride high heels support (requires racemenu VR) to work

-- version 38 --

  • reverted the check that prevented actor from starting another animation while still held by previous thread (may make actor available for next scene faster)
  • enabled debug spells (self and target) and repurposed them as actor selectors / animation starters, more in notes at bottom of page
  • tweaked the actor scalings to work with VRIK scaling, and hopefully give more consistent results - experimental, this may require further work
  • enabled taking control of NPC animations (change stage, change animation, adjust positions etc) - experimental, generally works but I've seen it break the animation
  • fixed position change during animation, it should now always move selected actor in same direction the controller is moved
  • added checkbox to define if player should prioritize active (usually male) or passive (usually female) position in animation (not all mods will follow this setting, usually this is relevant when f.ex. two females play MF animation, to determine which position player will assume)

 

IF YOU ARE USING INDEX CONTROLLERS, MAKE SURE TO GET THE BINDINGS FILE TO HELP YOU SET UP CONTROL BINDINGS - OTHERWISE GESTURE CONTROLS WILL NOT WORK. Vive/oculus won't need them, they are only for valve index controllers.

 

Get index bindings from VRIK mod page at nexus (for valve index controllers only)

 

Known issues:

 

- animObjects won't show when attached to player (this may be a generic issue with Skyrim VR)

 

It seems SL / VR patch may break things at the start of the game, in particular during the Helgen story. I recomment waiting until you reach Riverwood before installing SL, VR patch and any mods that depend on them. Probably the issue comes from SexLabUtil.dll, so it may be enough to just leave VR patch uninstalled until Riverwood. If it's caused by the dll just being there, there's not much I can do about it - but I'll check it later after holidays when I get the chance.. but meanwhile it should be fine to just delay installing VR patch.

 

If you have VRIK, CBPC and SMP installed, and are having issues with game CTD on load, try renaming VRIK.dll into 01-VRIK.dll to make it the first dll file that loads ( Data/SKSE/Plugins/VRIK.dll ).

 

SL VRpatch Beta8 38 - test.7z 456.99 kB · 128,671 downloads VRIK V0.8.1 In-Dev Build 28.7z 431.15 kB · 22,301 downloads

SL VRpatch hotfix for v38.7z 15.73 kB · 80,387 downloads (fixes MCM menus not showing when NPC selected by NPC selector mod)

MEGA link to v38 hotfix

- install the hotfix right after VRpatch Beta8 38 - or you can merge it into the vrpath.

 

In case you have trouble downloading these links, here's alternate links to mega. You need BOTH files (VRIK and VR patch) - either from SL links above or from mega below:

 

VRIK V0.8.1 In-Dev Build 28 @ MEGA

SL VRpatch Beta 8 38

 

Note!

Expired has published SKSEVR 12 on his patreon page for everyone. It has fixes for menus and widgets, which should make f.ex. Defeat MCM and UI extensions (f.ex. for EFF) work.  VR patch 38 should still work without it, but it may become a requirement on following releases.

 

Misc:

Control gestures

SLSO patch

 

Notes:

- VRIK 18 has "close and open fist to cast spell" feature for index controllers, and ability to hide compass and display by turning your palm up (must be enabled in VRIK settings)

- VR Patch 31 'height adjust' thing needs a bit of explanation: When you set the snapback threshold to really low number (1 or 0), your viewpoint will be tightly matched by head position of animated player body (in 1st person view mostly). This now also affects the height of the head, not just position. The height speed setting affects how fast the height is 'corrected' to match the head, the default is 1.0 which you barely notice during animation - but higher than that may cause motion sickness with some people, so 1.0 will remain default. However if you are not sensitive to motion sickness, I recommend trying the snapcback tolerance and distance at 0 and height speed at 4.0 to see what it does - it's easier to experiment than explain.

 

Actor selection at version 37+

From version 37 on, debug spells are automatically enabled for player. There's 'self' and 'target' spells. 'Target' spell can be used to select an NPC for MCM menu options, for SL this lets you select voice, and look at NPCs journal stats. This will also send the selection for Schlongs and Aroused mods to use in their MCM options (f.ex. select NPC schlong on SoS and the puppeteer actions on aroused). Finally, the NPC selection will be sent to NPC selector mod if you have it installed, which will then further enable it for any mod it supports, f.ex. EFF.  SL will also maintain internally a list of up to 5 NPCs you've last selected (the list will be emptied and any selected target wiped, if you haven't selected another NPC within 60 seconds. The selection will remain though as long as you have MCM menu opened). Last, but maybe not least - if you use the Debug (target) spell on an NPC that's participating in SL animation, you'll get a dialogue to take control of the scene (if selected, you can move stages / change animation / align actors, as if you were involved in the scene).

 

You can use the Debug Self spell to start a random animation with up to 5 of the last selected NPCs. Casting the spell once, will have the NPCs start an animation after 5 seconds. If you cast the spell a second time during those 5 seconds, the 5 second timer will reset, and you will be added to the actor list.. so in 5 seconds you and up to 4 previous NPCs will start an animation. Casting the spell for 3rd time during those 5 seconds, will cancel the start and wipe the list. If you cast the self spell twice without any NPCs selected, it will start a solo animation for you in 5 seconds - you can cancel the start by casting it for a third time.

 

For a quick test: cast the 'debug target' on NPC of your choice, then cast the 'debug self' spell twice - this should start a random animation between you and the selected NPC.


 

That AFTER in capital letters when talking about papyrus end a 2 days warrioring with my mods. ;)

  • 2 weeks later...
Posted

Hey, I don't quite get the switching from 1st to 3rd person thing (gestures). Im on Pc/Quest. How does this work? Thanks in advance!

Posted (edited)
13 hours ago, 0test1 said:

Hey, I don't quite get the switching from 1st to 3rd person thing (gestures). Im on Pc/Quest. How does this work? Thanks in advance!

When Sexlab scenes trigger, you become disembodied and watch the scene play put in 3rd person. I think you can disable that in one of the settings, but I'm not sure.

Edited by Allen Harris
Posted
8 hours ago, Allen Harris said:

When Sexlab scenes trigger, you become disembodied and watch the scene play put in 3rd person. I think you can disable that in one of the settings, but I'm not sure.

You misunderstood me. I want to know how I can switch during a scene with my vr controllers (gesture).

Posted (edited)
5 hours ago, 0test1 said:

You misunderstood me. I want to know how I can switch during a scene with my vr controllers (gesture).

I don't think there's a way to do it during the scene; there are options in the MCM for one of the mods that will let you choose 1st or 3rd person (I think it's the VRIK mod, but I can't remember) - but I think that only takes effect when you restart the game, and I think SexLab's VR module overrides the settings during a sex scene.

Try playing around with the MCM settings for VRIK Player Avatar.

 

Edit: It's *possible* that there are options for that in the MCM for SexLab. I don't remember - you could try looking in that MCM as well.

Edited by Allen Harris
Posted
On 1/8/2023 at 9:47 AM, Skullered said:

I had a go at editing sslActorAlias and implementing the furniture thing, so AnimObjects show up on the player, and much to my surprise it kind of works.

Even more surprising is objects seem to get swapped correctly during the course of an animation as the player remains in the furniture state after the first stage.

 

I was even able to get Estrus Chaurus' animations to play the tentacles correctly, and it correctly progresses as the animation plays.

 

  Reveal hidden contents

20230108170657_1.thumb.jpg.b9c9ff6b49995b938a0b0dcdf01b671f.jpg

20230108172251_1.thumb.jpg.75062fe1178e5d68435f0c4bae79880a.jpg

 

I've attached the edited script below, however for the majority of animations it's not plug & play. Sorry for the wall of info coming up, but this is not a definitive fix.

 

My method involves spawning an invisible chair in RefreshActor(), making the player activate it, and immediately deleting it again. It doesn't always work consistently, and only does it automatically on Stage 1.

If the objects doesn't show up, the player may not have entered the chair correctly, using "Reset positions" in the SL VR submenu should fix it.

You also cannot change animation in an active scene, or you will need to use "Reset positions" again if the objects don't show up.

 

 

Besides that, here's the really bad news.

As mentioned before this is not 100% plug & play for the majority of SL animation packs.

AnimObjects require a NiStringExtraData block to parent the object to a node on the character, otherwise the object will stick to the player's actual position and angle. This isn't a problem in "flatrim" because the player's character is correctly centered on the player's origin, but with VRIK the player's character is manipulated to different positions and angles than from the player's actual origin.

 

Example of AnimObject misaligned in "Billy Pillory Fuck 1", the object is centered and angled where the actual player's position is and not where the VRIK character is.

  Reveal hidden contents

20230108165034_1.thumb.jpg.b5f073e380e048586447ee3e25ad625d.jpg

 

This is because the pillory .nif is missing a NiStringExtraData block with 'PRN' as its name, that tells the game to parent the object to a character's node.

  Hide contents

bad_ao.PNG.c46ddfeb1d44c8c52a66228f5bec2e24.PNG

 

In order for the object to be correctly attached to the player character the .nif MUST contain a NiStringExtraData block with "PRN" as its name, and the String Data set to the node to parent to. Typically "NPC Root [Root]" seems to work for this, but this can slightly or majorly offset the expected position, and you will need to manually edit the shapes' position so they fit the animation again.

  Hide contents

fixed_ao.PNG.98e6bb24686e61d49040a1b8d39935a3.PNG

 

After editing the AnimObject with this, it is now properly positioned on the player character again.

  Reveal hidden contents

20230108170049_1.thumb.jpg.4fda0a82eb5ac7940562bc90f6e42e45.jpg

 

Many animation packs do not have the required NiStringExtraData PRN block, typically this is only used for things like handcuffs, wrist rope or other restraints.

You will have to manually check an animation pack's AO's to see if they contain a NiStringExtraData block with PRN as its name, if they don't you need to manually add it yourself and modify the shape's position to match.

 

Due to permissions, I can't upload my edited meshes here, you will have to make these edits yourself, or seek permission from the original author.

 

Psyche Animations' objects should work out of the box, as well as Estrus Chaurus and BakaFactory (I think).

But many others like Billy, Anub, Leito and Nibbles will have limited or broken objects and need to be edited.

 

 

Along with this edit I've also muted footstep sounds when the player is involved as VRIK can often cause footstep sounds to go bonkers.

I've also set actors in SL scenes to be "ignored" by PLANCK so your hands wont bump into characters in scenes, this does mean you can't smack people around if you we're doing this before.

 

I can't stress this enough, this is not 100% plug & play, nor is it a fully functioning fix. Do not install this expecting everything to work smoothly.

 

I have only tested this briefly, your player could potentially be put in a bad state, so remember to save your game in case something bad happens.

You also cannot move around to look at your character if using the "3rd person" preset, the "furniture state" locks the player in place. You can still turn though.

If objects aren't showing up, use "Reset positions" in the SL VR MCM submenu.

Objects must have a NiExtraStringData block in their .nif as mentioned above, or it will be misaligned.

 

 

V2 Changes:

-Animations will now automatically attempt to reset if it detects animobjects aren't working, so the fix is reapplied.

-Changed the furniture that is used for the fix to one from Skyrim.esm. SexLab_VRPatch.esp from the previous version is no longer required.

SexLab VR AnimObject proof of concept fix.zip 44.12 kB · 65 downloads

SL VRpatch Beta8 38 - test - AnimObject fix v2.zip 47.8 kB · 36 downloads

Can you make a more in-depth explanation on how to get it to work, not on how it works, just how to make it work for someone who doesn't know how. I know you did  some explaining but its not enough for someone like me, and I still put in enough effort to find the program your using and do the listed steps. I know this is a bit much to ask but i just want this to work for me.

Posted
5 hours ago, Owan1 said:

Can you make a more in-depth explanation on how to get it to work, not on how it works, just how to make it work for someone who doesn't know how. I know you did  some explaining but its not enough for someone like me, and I still put in enough effort to find the program your using and do the listed steps. I know this is a bit much to ask but i just want this to work for me.

Start by downloading and installing SL VRpatch Beta8 38 - test - AnimObject fix v2.zip that is attached to that post.

Then open the game, start a SexLab animation that uses AnimObjects on your own player character (the animation may automatically reset multiple times before it plays out normally), and see if the AnimObjects now load and are correctly attached to your character.

 

If they are, then you don't need to do anything else.

 

 

But if you find that an AnimObject is floating, disconnected from your player character, and always facing the direction you are looking at; that AnimObject's .nif file will need to be manually edited by you.

 

This requires you to have NifSkope installed.

 

    1.  You need to find and open the .nif file of the AnimObject that you want to fix. These are typically placed in meshes/animobjects/<Name of animation pack>. 

Capture1.JPG.d9400876b62cf43efe261fbb181b544d.JPG

    2.  In NifSkope, check the Block List, and see if there is a block called NiStringExtraData.

  • If there is one, click it, and look at the Block Details at the bottom in NifSkope.
  • If the Name value is set to PRN [<Number>], then that AnimObject should already be VR compatible. You don't need to do anything else.Capture2.JPG.ec87c9775e8bbff3992962c9dca8d5dd.JPG
  • If the Name value is set to something else:
  • Right click on the NiStringExtraData block in the block list, then select Block > Copy Branch, then right click the block at the very top of the list (that has the number 0), and select Block > Paste Branch. This should insert a duplicate NiStringExtraData block that you need to edit later.

 

  • If you *can't* find an existing NiStringExtraData block in the Block List: (Skip if you made a new block using the previous step)
  • Open a different .nif file until you are able to find a NiStringExtraData block in the Block List, then copy it using the previous step. (NifSkope lets you copy and paste between open windows)

 

  • (Advanced) You can also insert a block manually:
  • Right click on the block at the very top of the Block List (number 0) and select Block > Insert > NiS... > NiStringExtraData. Make note of the number of the new block you just inserted.
  • Then click on the block at the very top of the Block List (number 0), and look at the block details.
  • Find Num Extra Data List and add 1 to its value (if 0, set to 1. if 2, set to 3. if 4, set to 5, and so on).
  • Expand Extra Data List (you may need to click the refresh icon), and find the value that says None inside that list.
  • Edit it, and change it to the number of the NiStringExtraData block you inserted earlier, and hit enter. It should then change to <Number> [NiStringExtraData].

    3.  Now click on the new NiStringExtraData block you inserted from following the previous steps.

    4.  In the Block Details:

  • Right click Name, then select Edit String Index and type in PRN, then press Ok.
  • Right click String Data, select Edit String Index and type NPC Root [Root], then press Ok.

Capture3.JPG.606d711d611f4c2382c0e326bf887591.JPG

    5.  Save.

    6.  Open the game and test to see if the AnimObject is now properly attached to your player character.

    7.  If the object is attached, but the position looks incorrect:

  • Open the .nif file of the AnimObject again in NifSkope.
  • Right click on the shapes inside the render window (or the Block List) and select Transform > Edit.
  • Edit the position of the shape to compensate for what you were seeing in-game, and repeat for all shapes in the .nif file.
  • Save and test again.

 

 

Sorry that there isn't an easier way to do this currently. Min hinted at the idea of automating this process earlier in the thread, but there has been no updates on that, and I have little to no experience with coding in Python.

 

I could attach my own edited .nif files, or ask the authors of animations packs to include patched versions of the .nifs, but I would have to get in contact with the authors in either case to do that, which I am not really in the mood for at the moment...

  • 3 weeks later...
Posted
On 2/7/2025 at 12:38 PM, Skullered said:

Start by downloading and installing SL VRpatch Beta8 38 - test - AnimObject fix v2.zip that is attached to that post.

Then open the game, start a SexLab animation that uses AnimObjects on your own player character (the animation may automatically reset multiple times before it plays out normally), and see if the AnimObjects now load and are correctly attached to your character.

 

If they are, then you don't need to do anything else.

 

 

But if you find that an AnimObject is floating, disconnected from your player character, and always facing the direction you are looking at; that AnimObject's .nif file will need to be manually edited by you.

 

This requires you to have NifSkope installed.

 

    1.  You need to find and open the .nif file of the AnimObject that you want to fix. These are typically placed in meshes/animobjects/<Name of animation pack>. 

Capture1.JPG.d9400876b62cf43efe261fbb181b544d.JPG

    2.  In NifSkope, check the Block List, and see if there is a block called NiStringExtraData.

  • If there is one, click it, and look at the Block Details at the bottom in NifSkope.
  • If the Name value is set to PRN [<Number>], then that AnimObject should already be VR compatible. You don't need to do anything else.Capture2.JPG.ec87c9775e8bbff3992962c9dca8d5dd.JPG
  • If the Name value is set to something else:
  • Right click on the NiStringExtraData block in the block list, then select Block > Copy Branch, then right click the block at the very top of the list (that has the number 0), and select Block > Paste Branch. This should insert a duplicate NiStringExtraData block that you need to edit later.

 

  • If you *can't* find an existing NiStringExtraData block in the Block List: (Skip if you made a new block using the previous step)
  • Open a different .nif file until you are able to find a NiStringExtraData block in the Block List, then copy it using the previous step. (NifSkope lets you copy and paste between open windows)

 

  • (Advanced) You can also insert a block manually:
  • Right click on the block at the very top of the Block List (number 0) and select Block > Insert > NiS... > NiStringExtraData. Make note of the number of the new block you just inserted.
  • Then click on the block at the very top of the Block List (number 0), and look at the block details.
  • Find Num Extra Data List and add 1 to its value (if 0, set to 1. if 2, set to 3. if 4, set to 5, and so on).
  • Expand Extra Data List (you may need to click the refresh icon), and find the value that says None inside that list.
  • Edit it, and change it to the number of the NiStringExtraData block you inserted earlier, and hit enter. It should then change to <Number> [NiStringExtraData].

    3.  Now click on the new NiStringExtraData block you inserted from following the previous steps.

    4.  In the Block Details:

  • Right click Name, then select Edit String Index and type in PRN, then press Ok.
  • Right click String Data, select Edit String Index and type NPC Root [Root], then press Ok.

Capture3.JPG.606d711d611f4c2382c0e326bf887591.JPG

    5.  Save.

    6.  Open the game and test to see if the AnimObject is now properly attached to your player character.

    7.  If the object is attached, but the position looks incorrect:

  • Open the .nif file of the AnimObject again in NifSkope.
  • Right click on the shapes inside the render window (or the Block List) and select Transform > Edit.
  • Edit the position of the shape to compensate for what you were seeing in-game, and repeat for all shapes in the .nif file.
  • Save and test again.

 

 

Sorry that there isn't an easier way to do this currently. Min hinted at the idea of automating this process earlier in the thread, but there has been no updates on that, and I have little to no experience with coding in Python.

 

I could attach my own edited .nif files, or ask the authors of animations packs to include patched versions of the .nifs, but I would have to get in contact with the authors in either case to do that, which I am not really in the mood for at the moment...

 

If you let us know the modpacks from which you edited the nifs I could try to ask the authors for permission.

  • 2 weeks later...
Posted

Maybe I missed something, but how can I enable a completely free camera, like in OStim

So I see that there is a 3rd person camera, but it is tied to either the height of your character's head or the height of the headset.
I need to be able to freely control the camera with the VR controllers.

Posted
On 3/6/2025 at 1:23 PM, maxdenusenko said:

Maybe I missed something, but how can I enable a completely free camera, like in OStim

So I see that there is a 3rd person camera, but it is tied to either the height of your character's head or the height of the headset.
I need to be able to freely control the camera with the VR controllers.

Yes, by vrik gesture - right hand press button and pul gesture to be exact.

  • 1 month later...
Posted

I went to the gesture comment you left but I'm confused what you mean by right button? I held down every button on my right controller and did a few attempted gestures and nothing works. I'm on Oculus/Quest if that helps.

Posted (edited)
3 hours ago, fightingbear said:

So I'm supposed to hold down the thumbstick button and then gesture? The thumbstick opens the skyrim esc menu though.

you must have changed your controls somehow, since the thumbstick button isn't bound to anything by default.

EDIT: here's an image the default controls for quest.Bindings_general_Vanilla.png

Edited by Dragon on the Web
Posted

Hey guys.

I seem to have a problem with animation tag filtering, more specifically that there is none happening except for aggressive/non-aggressive and Devious Device.

I'm using Diary of Mine for main animation request thru the command wheel that come with that mod, as it's pretty useful in VR to just use a power and go thru the wanted command or request. My issue is that whatever the NPC got their hand bound, is in a furniture or got a gag, the selected animation doesn't seem to take the NPC state in consideration. 

I often gonna have specific furniture animation triggering, like wheel or throne animation, while the NPC was just kneeling on the floor. Or use animation that would fit with a dead NPC instead. 

I'm trying to figure out how the animation filtering work in SL VR so i can try to pin down where my issue is. 

I got DD and this one seem to work really got, whenever the NPC got arm restraint on, the animation filtering seem to select one that at least mind the DD device, but all other consideration for ZAZ or the NPC itself doesn't seem to matter.

Anyone have a clue? 

Thank for the helps.

Posted
On 4/22/2025 at 10:22 PM, Dragon on the Web said:

you must have changed your controls somehow, since the thumbstick button isn't bound to anything by default.

EDIT: here's an image the default controls for quest.Bindings_general_Vanilla.png

Thx for this! Solved so many questions. I'm using the spellbinding option from VRIK. I press the button they label as the gesture button in that config (similar photo to the one you posted) and the motion controls don't work still. My guess would be the mod has hard coded bindings set for motion controls and if it's not those they don't work at all? Just a hypothesis, I pretty much gave up on using them but maybe this info comes in handy in the future.

  • 3 weeks later...
Posted

Does anyone else have problems with some animations taking place above the ground? Like maybe 10 feet or so? I thought I'd ask here since I think it might have to do with VR.

Posted
On 5/17/2025 at 5:07 AM, fightingbear said:

Does anyone else have problems with some animations taking place above the ground? Like maybe 10 feet or so? I thought I'd ask here since I think it might have to do with VR.

 

Only time I've seen that is either attempting to use the sexlab plus version or I had the setvehicle patch that someone loaded a while ago (which is the holy grail to stop spinning but does cause you to be 10 foot up in the air when entering furnitures from DD/Zap)

 

Only other thing I can think of is that your Vrik settings may be a little off? in which case -recalibrate and see it if knows where your head height is at so it can work out where it should be when animations etc.. play. 

 

 

 

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
×
×
  • Create New...