reikiri Posted November 27, 2019 Author Posted November 27, 2019 Overall yes, setting near clip to 1 can help, but it's also risky - because the smaller you set, the more likely you start seeing all sorts of visual glitches. Below 1, you'll probably break Skyrim. 2 or 3 is usually safe.. and 1 still generally works. You can use the.. 'relaxed'? whatever the second preset was named, it allows you a bit of movement, so you can find a better position. I set it's tolerance to 10, but I should probably reduce it to 8 or 6 in future because 10 goes a little too far from the body. Ran into some problems with making the 3rd person option work - short version: when you set AI enabled, you can't move.. when you set AI disabled, things begin to break. I can sort of make it work, but if you jump, the jump animation will override the SL animation, so I should really find a way to disable jumping, and maybe sprinting - same thing I think DD does in some situations. It mostly works, though.
reikiri Posted November 27, 2019 Author Posted November 27, 2019 Uploaded version 27 - first version of working 3rd person mode (I hope) without clone. A couple other fixes I put in along the way. Make sure to get the dev build 11 of VRIK too. 3rd person view works by setting the snapback distances above 100 (preset sets them to 500, which you probably want, as well as setting the snap speed to 1000). Don't jump during 3rd person animation, since that will transfer to VR body, and break it out of animation. If you do that accidentally, you can try going to SL MCM menu, VR page, and using 'reset positions', it might put you back into animation - although I'm not really sure. If anyone knows of a way to disable jumping without disabling movement entirely - that isn't a hack by putting a collision plane above player.. it would help.
timstertimster Posted November 28, 2019 Posted November 28, 2019 On 11/24/2019 at 1:09 PM, prinyo said: All that said, I think we need to shake the lurker tree. ? 50 - 60 people have downloaded the patch and so far there are only few people providing feedback. Now is the moment for people to share their experiences. If you are happy with how it works - say so. If you experience a problem - now is the moment to ask about it. No need to be scared, shy or something. Alright, I'll bite. After spending the entire afternoon finally getting SL and SLAL to work on pancake SE version, I came here in hopes of making it work in VR. First problem: the links to the attachments in the first post are broken. So already as an end-user, I'm not even sure if the patch 1.63Beta7 is an okay one to use. In SE, SL complains about the skyrim game version a lot and refuses to cooperate if there is even a slight mismatch. One of the things that always strikes me as odd in the community is how much the mod authors take for granted in terms of end user understanding. For example, the SL pancake threads are loaded with repetitive commentary from end users that can't work out how to fix their problems, not because they're not reading the FAQ, but because the manuals are omitting key aspects that are apparently so taken for granted by the authors that they don't even think of mentioning it. And then they end up spending hours answering questions in the forums. It took me several hours to find out that the MCM installation menu has to show a green "OK" next to all items listed there. I kept installing and wondering why it's not working. Such a basic detail, but not mentioned anywhere. So my suggestion - humbly and gratefully - is to spend a little bit of time writing not a technical installation guide, but rather a detailed end user progression guide. 1. list exact compatibility match for Skyrim VR - SKSE - VRIK -SexLab patches and describe a little what the purpose of each actually is, for your own benfit so people dont pollute threads with basic questions. 2. describe exactly how installation progression is supposed to work: first SKSE, SKUI, then VRIK? or First FNIS then VRIK? I realize seasoned modders would know this, but if you're trying to reach the 60 people downloading this thing, a little bit of extra information goes along way for those of us that are consumers not developers. 3. What's exactly supposed to happen in-game once installed? What notifications am I supposed to see, in terms of MCM installs, and in terms of MCM menu states? Nobody ever mentions that once correctly installed, SL's MCM menu becomes "alive" with a ton of sub config pages - small details like this have to be described and explained, so people can actually understand what's supposed to happen. Now I'm gonna try this "old" patch for Beta7 and see if this thing can be made to work.
jensern Posted November 28, 2019 Posted November 28, 2019 Skyrim SE Pankake edition just got new CC content, so my guess is all your script extender plug-ins are not working anymore. SL requires quite a few of them.
prinyo Posted November 28, 2019 Posted November 28, 2019 10 minutes ago, jensern said: Skyrim SE Pankake edition just got new CC content, so my guess is all your script extender plug-ins are not working anymore. SL requires quite a few of them. Nah, the power of VR protects us. ?
timstertimster Posted November 28, 2019 Posted November 28, 2019 Alright, @reikiri, I really did try to follow the instructions, but all I'm accomplishing is copying myself when using the debug spell, and being told I'm a skeever butt, a cheese brain, and so on. An army of my own avatars surrounds me Spoiler My installation: PapyrusUtil VR XPMS32 SE FNIS Behavior VR 7.5 XXL FNIS Creature pack SE 7.5 FNIS SPells SE 7.0 SexLab Framework SE v163 beta 8 SexLab 1.63 beta 7 Full patch take3 (from this thread) JContainers SE - I could nnot find an actual VR version anywhere) And because it worked on SE, I also tried loading SLAL and Billyy's animations (both SE versions). Running FNIS for users does not generate any warnings, and lookie there, the installation MCM menu is looking OK Spoiler But even though after clicking install in the panel, I get the notification that SexLab beta 8 is ready, but actually nothing changes in MCM - no new mod sub menus. Alas, no sex for me I would really appreciate some pointers as to what's missing/incorrect. Probably using some incompatible file somewhere.
reikiri Posted November 28, 2019 Author Posted November 28, 2019 3 hours ago, timstertimster said: Alright, @reikiri, I really did try to follow the instructions, but all I'm accomplishing is copying myself when using the debug spell, and being told I'm a skeever butt, a cheese brain, and so on. An army of my own avatars surrounds me Reveal hidden contents My installation: PapyrusUtil VR XPMS32 SE FNIS Behavior VR 7.5 XXL FNIS Creature pack SE 7.5 FNIS SPells SE 7.0 SexLab Framework SE v163 beta 8 SexLab 1.63 beta 7 Full patch take3 (from this thread) JContainers SE - I could nnot find an actual VR version anywhere) And because it worked on SE, I also tried loading SLAL and Billyy's animations (both SE versions). Running FNIS for users does not generate any warnings, and lookie there, the installation MCM menu is looking OK Reveal hidden contents But even though after clicking install in the panel, I get the notification that SexLab beta 8 is ready, but actually nothing changes in MCM - no new mod sub menus. Alas, no sex for me I would really appreciate some pointers as to what's missing/incorrect. Probably using some incompatible file somewhere. There's a reason why the brief installation instructions list VR VERSION with big, red letters.. and why they say to install jcontainers (vr) and papyrus utils (vr) AFTER sexlab (because you have to let papyrus VR overwrite the one that comes along with sexlab). So yeah, "probably using some incompatible file somewhere". https://www.nexusmods.com/skyrimspecialedition/mods/16495?tab=files That's link to jcontainers vr. The patches sprinkled along the thread are ages old, they may or may not do something, but certainly won't work the way the patch is intended - they were early tests and attempts. What you need is the newest files from the original post - patch v27 and vrik devbuild 11 if I remember right, at the time of writing this. For overall installation, you'll need to consult the original sexlab installation instructions to get in installed.. then install the VR patch after sexlab - shouldn't really matter where as long as it's after SL, but the best place should be to put it right after it. And safest place to install the papyrus utils and jcontainers vr versions is generally as late as possible in your load order, to make sure they will override any other mods that want to install their own version of those utilities. I can't imagine that the links in OP are broken, I see dozens of downloads listed there. Maybe it's some kind of noscript plugin in your browser or something messing it up, I really don't know - but that should be an issue generic to LL site, not anything specific to this mod. Perhaps someone else has had a similar problem and can give pointers - I haven't had issues like that myself. -- EDIT -- A little correction here. It's possible jcontainers isn't even needed. I'll need to doublecheck that, and remove it from requirements if it's not necessary. But you do need to have the Papyrus utils VR installed AFTER sexlab, so it can overwrite the SE version that SexLab has with it. Regardless though, SE version of jcontainers will not work on Skyrim VR, so at best it's useless and at worst will cause you troubles. If you are using MO2, it should also show a warning about any problems it detects, including if some dll is unable to load (which should happen for any SE dlls you try to install - such as jcontainers SE)
reikiri Posted November 28, 2019 Author Posted November 28, 2019 3 hours ago, jensern said: Skyrim SE Pankake edition just got new CC content, so my guess is all your script extender plug-ins are not working anymore. SL requires quite a few of them. 3 hours ago, prinyo said: Nah, the power of VR protects us. ? What prin said - VR dlls are not affected by CC silliness. Though, it also means that any mods that have their own dlls and don't provide VR versions, are likely to not work. SL uses SKSE plugin - SKSEVR works, and it uses SexLabUtils.dll, of which this mod provides a VR compatible version (originally from SL full VR beta), Also papyrus utils, and I think jcontainers dlls both of which you need to install VR versions of. In short, Skyrim VR is different .exe than Skyrim SE, and will need each and every dll you use compiled specifically for the Skyrim VR. Whatever happens with Skyrim SE doesn't matter.
Dragon on the Web Posted November 28, 2019 Posted November 28, 2019 I would like to point out the downloads for the patch v27 and the VRIK beta 11 do not work. The patch v26 and VRIK beta 10 ones do work, so it's definitely not a problem on my end.
reikiri Posted November 28, 2019 Author Posted November 28, 2019 On 11/28/2019 at 5:23 PM, ansfrr932 said: I would like to point out the downloads for the patch v27 and the VRIK beta 11 do not work. The patch v26 and VRIK beta 10 ones do work, so it's definitely not a problem on my end. I don't know what to tell to you - I just downloaded v27 and extracted it to test - and it downloaded and opened just fine. There's been over 200 downloads of v27 by now, and over 120 of dev build 11, so I'd say it's fair to say they aren't broken. If they don't work for you.. I have no idea why. I'll add copy of both of them to this post in case it helps.
Shirya Posted November 28, 2019 Posted November 28, 2019 Quote Sorry, there is a problem This attachment is not available. It may have been removed or the person who shared it may not have permission to share it to this location. Error code: 2C171/1 I can't download them
reikiri Posted November 28, 2019 Author Posted November 28, 2019 Doing a quick google search on that error code, seems it's not specific for these files or even to LL forums - although apparently there's other users who have had similar issues. I'll probably move the files into an actual d/l thread soon, since they're getting to point of being out of 'experimental' phase. Perhaps that'll help. Meanwhile I can't do much more than point to the tech support thread here:
omnomnom Posted November 28, 2019 Posted November 28, 2019 just confirming I can't downloaded the update either form the OP or the comment above- both produce an invalid response error page. Disregard, I'm an ass. Seems like you can't download them in incognito, even while logged in. Logged in via normal chrome window and it worked fine, though now the FBI are on the way to arrest me for downloading argonian lewds.
Shirya Posted November 28, 2019 Posted November 28, 2019 tried with explorer, chrome and firefox, loged in and not. Still can't download it for obscure reason ^^'
EchoSage Posted November 28, 2019 Posted November 28, 2019 Tried the latest. Still finding that I must use old style clone for estrus chaurus to work wrt props. They are invisible in 3rd person vrik. Haven't done the requested tests. Will do that when I have some more time. Small bug... old style clone doesn't respect the fade to black.
Shirya Posted November 28, 2019 Posted November 28, 2019 about clone, i have somes issues with gloves, boots and pelvis, like bikini stuff, my clone dont unequip them. Sometimes, after battle with strip items and the timer/stuff menu, i finaly enable to unequip them, but i dont know why strip items option works for all parts of bikini armor except glove boot bottom :x if someone have a tips about that, i'll be happy to know it.
Dragon on the Web Posted November 29, 2019 Posted November 29, 2019 This is what I get whenever I try to download. EDIT: seems image is broken but it was a 'URL not found' style error. However, utilizing a non-incognito window works. Weird. Anyways off to ensure no one can see this in my history - some things are just easier to not explain.
reikiri Posted November 29, 2019 Author Posted November 29, 2019 6 hours ago, EphemeralSagacity said: Tried the latest. Still finding that I must use old style clone for estrus chaurus to work wrt props. They are invisible in 3rd person vrik. Haven't done the requested tests. Will do that when I have some more time. Small bug... old style clone doesn't respect the fade to black. Hopefully I'll have time this weekend to look and maybe actually understand what's happening there - although if it's EC doing the animations directly then I don't know if there's anything I can really do about it. Skyrim VR is always in 1st person view I think (might be rare exceptions like racemenu), so for all I know it could be simply logic connected to that - when looking at NPCs (and clone is an NPC) on 1st person camera, you watch them 'from outside', but yourself, in 1st person camera.. that's different. Maybe the props are hidden from player in 1st person view. Or does it try to force you into 3rd person view? If it does that, then things might break from that. Clone.. yes, I may have left the blackout away from that intentionally - since it doesn't do anything for player, and you probably want to be able to see around you so you can move out of the way of the scene as it starts in your position. But I suppose it could still be enabled as an option. Then again I stripped away all the clone stuff in latest build, although haven't uploaded it yet, still want to do some tests on it, and hope to have some way to fix the head-turn-displacement issue.
prog0111 Posted November 29, 2019 Posted November 29, 2019 I'd just like to emphasize that the builds posted here are very much a work in progress and under very active development. I wouldn't even call the VRIK 0.8 build a beta - it's not feature complete for the upcoming release and half of the gesture system isn't even hooked up yet. The real VRIK V0.8 release is still at least a couple weeks away, and I didn't want that to block progress here, so I decided to start making these early "In-Dev" builds to keep things moving. A nice guide is definitely needed too - I struggled a lot getting this stuff to run myself. For example, new users aren't going to know that SL included a version of papyrusUtils for SE with a DLL that breaks on VR... For quite a few of us, this is the first edition of Skyrim we've played, so a problem like that won't be obvious at all. I do think it should wait until there's a real release, though. I've been fighting some issues with the latest build twitching the body when the head rotates during certain animations. Clone mode was completely removed, and we've tried to switch to using VRIK to lock body positioning. That hasn't worked out quite as well as I'd hoped - there's some kind of complex multithreading issue going on and I haven't been able to pin it down just yet. Worst case, I suppose we might need to use the old "TranslateTo" logic for 1st person scenes anyway.
EchoSage Posted November 29, 2019 Posted November 29, 2019 2 hours ago, reikiri said: Hopefully I'll have time this weekend to look and maybe actually understand what's happening there - although if it's EC doing the animations directly then I don't know if there's anything I can really do about it. Skyrim VR is always in 1st person view I think (might be rare exceptions like racemenu), so for all I know it could be simply logic connected to that - when looking at NPCs (and clone is an NPC) on 1st person camera, you watch them 'from outside', but yourself, in 1st person camera.. that's different. Maybe the props are hidden from player in 1st person view. Or does it try to force you into 3rd person view? If it does that, then things might break from that. You can fire the estrus animations like so externally if you try it out: Spoiler int ECTrap = ModEvent.Create("ECStartAnimation") ; Int Int does not have to be named "ECTrap" any name would do if (ECTrap) ModEvent.PushForm(ECTrap, self) ; Form Pass the calling form to the event ModEvent.PushForm(ECTrap, act) ; Form The animation target ModEvent.PushInt(ECTrap, selectedSpell) ; Int The animation required -1 = Impregnation only with No Amimation , 0 = Tentacles, 1 = Machines 2 = Slime 3 = Ooze ModEvent.PushBool(ECTrap, true) ; Bool Apply the linked EC effect (Ovipostion for Tentacles, Slime & Ooze, Exhaustion for Machine) ModEvent.Pushint(ECTrap, 500) ; Int Alarm radius in units (0 to disable) ModEvent.PushBool(ECTrap, true) ; Bool Use EC (basic) crowd control on hostiles if the Player is trapped ModEvent.Send(ECtrap) endif That launches the following in zzEstrusChaurusEvents.psc: Spoiler bool function OnECStartAnimation(Form Sender, form akTarget, int intAnim, bool bUseFX, int intUseAlarm, bool bUseCrowdControl) actor akActor = akTarget as Actor Bool bGenderOk = mcm.zzEstrusChaurusGender.GetValueInt() == 2 || akActor.GetLeveledActorBase().GetSex() == mcm.zzEstrusChaurusGender.GetValueInt() Bool invalidateVictim = !bGenderOk || akActor.IsInFaction(zzEstrusChaurusExclusionFaction) || akActor.IsBleedingOut() || akActor.isDead() if !invalidateVictim int SexlabValidation = Sexlab.ValidateActor(akActor) if intAnim == -1 && SexlabValidation != -12 ; Exclude Child Races Oviposition(akActor, false) elseif SexlabValidation == 1 DoECAnimation(akActor, intAnim, bUseFX, intUseAlarm, bUseCrowdControl) else return false endif return true else return false endIf endfunction function DoECAnimation(actor akVictim, int AnimID, bool UseFX, int UseAlarm, bool UseCrowdControl) bool isPlayer = (akVictim == PlayerRef) string EstrusType string strVictimRefid = akVictim.getformid() as string UseECFx = UseFx int EstrusID = AnimID If EstrusID == 1 EstrusType = "Dwemer" Elseif EstrusID == 2 EstrusType = "Slime" Elseif EstrusID == 3 EstrusType = "Ooze" Else EstrusType = "Tentacle" Endif if UseFX If EstrusID == 0 akvictim.placeatme(TentacleExplosion) if !isPlayer akvictim.pushactoraway(akVictim, 2) utility.wait(1) endif Elseif EstrusID == 3 akvictim.placeatme(TentacleExplosion) utility.wait(1) endif endif Armor dDArmbinder if dDLoaded dDArmbinder = dDlibs.GetWornDeviceFuzzyMatch(akVictim, dDlibs.zad_DeviousArmbinder) if akVictim.WornHasKeyword(dDlibs.zad_DeviousBelt) || ( akVictim.WornHasKeyword(dDlibs.zad_DeviousHeavyBondage) && !dDArmbinder) || (dDArmbinder && dDArmbinder.HasKeyword(dDlibs.zad_BlockGeneric)) if isPlayer if EstrusID == 1 debug.notification("A red dot scans over your devious devices and vanishes...") else debug.notification("Something nasty was warded away by your devious aura...") endIf if UseAlarm akvictim.CreateDetectionEvent(akVictim, UseAlarm) endif return endif endif endif If dDArmbinder dDlibs.ManipulateGenericDevice(akVictim, dDArmbinder, false) utility.wait(1) If !akVictim.GetWornForm(0x00010000) as Armor if isPlayer debug.notification("'Something' behind you deftly stripped off your armbinder...") endIf akVictim.DropObject(dDArmbinder, 1) Else debug.notification("Something nasty was warded away by your devious aura...") if UseAlarm akvictim.CreateDetectionEvent(akVictim, UseAlarm) endif return Endif Endif if isplayer SendModEvent("dhlp-Suspend") ;EC Scene starting - suspend Deviously Helpless Events endif animations = SexLab.GetAnimationsByTag(1, "Estrus", EstrusType) sexActors = new actor[1] sexActors[0] = akVictim RegisterForModEvent("AnimationStart_" + strVictimRefid, "ECAnimStart") RegisterForModEvent("StageEnd_" + strVictimRefid, "ECAnimStage") RegisterForModEvent("AnimationEnd_" + strVictimRefid, "ECAnimEnd") akVictim.StopCombatAlarm() akVictim.StopCombat() if SexLab.StartSex(sexActors, animations, akVictim, none, false, strVictimRefid) > -1 if !zzestruschaurusVictims.IsRunning() zzestruschaurusVictims.start() utility.wait(0.5) endif int VictimRefs = zzestruschaurusVictims.GetNumAliases() while VictimRefs > 0 VictimRefs -= 1 If (zzestruschaurusVictims.GetNthAlias(VictimRefs) as ReferenceAlias).ForceRefIfEmpty(akVictim) (zzestruschaurusVictims.GetNthAlias(VictimRefs) as ReferenceAlias).RegisterForSingleUpdate(5) VictimRefs = 0 endif endwhile if isplayer && UseCrowdControl zzestruschaurusSpectators.start() OnUpdate() endif endIf if UseAlarm akVictim.CreateDetectionEvent(akVictim, UseAlarm) endif endFunction and it registers the animations with sexlab in zzEstrusChaurusAnims.psc: Spoiler Scriptname zzEstrusChaurusAnim extends sslAnimationFactory SexlabFramework Property Sexlab Auto zzEstrusChaurusAE Property me Auto function LoadAnimations() Debug.Notification("$EC_ANIM_CHECK"); SexLab = SexLabUtil.GetAPI() If SexLab == None Debug.MessageBox("Estrus Chaurus Animation registration failed: Sexlab is none.") EndIf Slots = sexlab.AnimSlots RegisterAnimation("EstrusTentacleDouble") RegisterAnimation("EstrusTentacleSide") RegisterAnimation("DwemerMachine") RegisterAnimation("DwemerMachine02") RegisterAnimation("SlimeCreature") RegisterAnimation("OozeCreature") endFunction
BerserkerXX Posted November 29, 2019 Posted November 29, 2019 11 hours ago, omnomnom said: just confirming I can't downloaded the update either form the OP or the comment above- both produce an invalid response error page. Disregard, I'm an ass. Seems like you can't download them in incognito, even while logged in. Logged in via normal chrome window and it worked fine, though now the FBI are on the way to arrest me for downloading argonian lewds. Oh sweet naive child. All incognito mode does is delete files on your own computer when the session closes. It hides nothing from FBI or similar.
reikiri Posted November 29, 2019 Author Posted November 29, 2019 8 hours ago, BerserkerXX said: Oh sweet naive child. All incognito mode does is delete files on your own computer when the session closes. It hides nothing from FBI or similar. Google finds everything. Google learns everything. Google remembers everything. Google sells everything. ?️♂️
omnomnom Posted November 29, 2019 Posted November 29, 2019 9 hours ago, BerserkerXX said: Oh sweet naive child. All incognito mode does is delete files on your own computer when the session closes. It hides nothing from FBI or similar. Nah I'm pretty sure that incognito mode was the iron curtain that held asunder the world of spying government agencies and invasive multinational corporations and the world of pervy game nerds, and now this last bastion of privacy has fallen, it is only a matter of time before the microsoft Bing internet police and the askjeeves inquisition van me in a raid to eliminate anyone who doesn't agree that Serena is best wiafu. It was worth it, Mjoll. It was all worth it. -advert for nordVPN intensifies- Entirely serious discussion about the function of Chrome's Incognito mode aside, well done on this mod/patch, reikeri. As you can probably tell by my sign up date to comment ratio I normally find it a little weird commenting on this site, but the quest for the perfect VR smut while I'm off sick from work has brought me out of lurker mode to tell you that this is utterly incredible work and the only thing other than VAM to have delivered on the possibilities of VR lewdness to any real degree as far as I'm concerned. The touches you've put on it are spot on- the fades in and out, the whiteout effect, the option to control your hands or to have them stay in place are all what makes this amazing. If I were to suggest anything/report any bugs, it would probably be the following: 1) changing animation or position in clone mode works perfectly, but seems to desync the position of my character from anyone else in the scene most of the time in any of the VRIK modes. From what I can tell, this is caused by me using the touchpad to rotate the camera when the change happens on a timer, or hitting 'next animation' from the MCM and not giving it a second for the title of the animation to change, though I could be wrong on both of these counts. It breaks in such a way that hitting 'reset positions' doesn't fix it, if that gives you any insight to a cause or fix. 2) I can see you have some plans for switching between 3rd/1st person or automating that process to some extent, and I think your spot on the money with making that the next big thing to look at. Once VRIK 3rd person is fully functioning and you've moved away from the clone funtion, having a key mapped to rotating through modes would be the perfect solution as far as I'm concerned- even for animations where you can't see much of anything from the first person perspective, I'd resent getting pulled out of my body a little bit, and would prefer to have an easy to access option to choose myself, if its possible. 3) A small thing, but the 'hold to lock hands to animation' function might be better inverted. Holding down a button with each hand to stop my characters fists from extending through his spine and a foot across the room is a little unusual, where as it would make a lot more sense to hold button when I am ready to grab the controller and interact with a scene. Right now, you kind of have to hold a button to enter the a mode that lets you let go of the controller. Not a big issue though as trigger to toggle works great. 4) Another smaller thing and I'm unsure how possible it is, but having an option to have the HMD follow the characters head rotation and not just position would be awesome. I know that's motion sickness central for a lot of people, but a script for VAM introduces a similar thing and it was a really cool experience. Anyway, I'll probably have to uninstall this either tonight or tomorrow when I reenter reality to prevent any nightmare 'hey man you mind if we show my girlfriend Skyrim VR' moments, but thank you and everyone else who worked on this for putting this together. I feel like the teenager OmNomNom in me has achieved some kind of state of perfect self today, and maybe I'll get a chance to try it out again one day in the future!
Shirya Posted November 29, 2019 Posted November 29, 2019 please someone can send me the last release in private? i would like to try it but still can't download them.
prog0111 Posted November 30, 2019 Posted November 30, 2019 Quote 1) changing animation or position in clone mode works perfectly, but seems to desync the position of my character from anyone else in the scene most of the time in any of the VRIK modes. From what I can tell, this is caused by me using the touchpad to rotate the camera when the change happens on a timer, or hitting 'next animation' from the MCM and not giving it a second for the title of the animation to change, though I could be wrong on both of these counts. It breaks in such a way that hitting 'reset positions' doesn't fix it, if that gives you any insight to a cause or fix. This is the effect of what I call a "warp" ... Skyrim tries to keep the player positioned close to the headset, and warps it to the headset location if it gets far away. Warps also happen during other situations, like snap turning. This can easily throw off the entire system, and I'm looking into ways to fix it. Quote 2) I can see you have some plans for switching between 3rd/1st person or automating that process to some extent, and I think your spot on the money with making that the next big thing to look at. Once VRIK 3rd person is fully functioning and you've moved away from the clone funtion, having a key mapped to rotating through modes would be the perfect solution as far as I'm concerned- even for animations where you can't see much of anything from the first person perspective, I'd resent getting pulled out of my body a little bit, and would prefer to have an easy to access option to choose myself, if its possible. I'm working on an input gesture system for the next VRIK release, and one part of that will be "mod actions". Mods will be able to tell VRIK that there's something special they can do, and users will then be able to bind that feature to an input gesture using the VRIK MCM. An extension of that idea is a "mod gesture profile", where a mod can say "I'm doing my thing, use this set of gestures to control me". Instead of overwriting the input gestures that users configure, the mod would temporarily have its own entire set active. SL will be able to use this for just about everything. When you start a scene, a "Swipe Right" gesture could mean "Forward one stage". Outside the scene, maybe the user has "Swipe Right" configured to select a fireball spell (or really anything). I've got a VRIK In-Dev Build 12 sent out to Reikiri today, and he's working on getting an SL patch that can take advantage of some of my fixes. Build 12 enables the gesture system for outfit/weapon/spell/power selection, and will now work on Vive Wands as well as Rift S and Index controllers. The system is coming together, but it'll be a bit before I'm able to expose its functionality to external mods. Quote 3) A small thing, but the 'hold to lock hands to animation' function might be better inverted. Holding down a button with each hand to stop my characters fists from extending through his spine and a foot across the room is a little unusual, where as it would make a lot more sense to hold button when I am ready to grab the controller and interact with a scene. Right now, you kind of have to hold a button to enter the a mode that lets you let go of the controller. Not a big issue though as trigger to toggle works great. I love this idea. Expect VRIK to support it in build 13, whenever that finally happens Quote 4) Another smaller thing and I'm unsure how possible it is, but having an option to have the HMD follow the characters head rotation and not just position would be awesome. I know that's motion sickness central for a lot of people, but a script for VAM introduces a similar thing and it was a really cool experience. This type of feature has to be done in VRIK rather than SL, and there's already some level of support for it. Many of these animations turn the player's body around without actually turning the player around, leading to a horrible "head is on backwards" effect. LL has a nearly unlimited number of animations, so it's too much for us to hard-code a headset-facing-direction for each one. Instead, I added a feature to VRIK that allows it to monitor the animation for rotational changes and attempt to rotate the HMD to match. SL uses this each time a new animation plays to re-orient the headset rotation automatically. Unfortunately it was extremely complex for me to even get it to do that much... Rotating the headset in Skyrim through a mod just wasn't easy, and the system still fails to get a perfect rotation once in awhile. I don't think I'd be able to get a "lock headset rotation" feature to work robustly without another technical breakthrough or two.
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