Buckandisdead Posted May 15, 2021 Posted May 15, 2021 16 hours ago, prinyo said: Here is a small patch to play with. It is a Proof Of Concept and it will make the animations started via the ZAZ MCM menu obey the VRIK settings of SexLab. ZAZ8+animPOC1.7z 37.62 kB · 0 downloads How to use: 1. Equip some cuffs 2. Open the MCM menu of ZAZ, go down to animation tests and select animation to test. 3. Change the VRIK options in the Sex Lab MCM and choose another (or the same) ZAZ animation. And so on. 4. Just reload the save when you are done, there is no other way to exit the test. 5. Let me know what you think Thank you so much for your work on this it is much appreciated. Should be able to give it go later Thanks
powergame214 Posted May 15, 2021 Posted May 15, 2021 Not sure if this belongs here but I have had an issue with Horrible Harassment. When it starts a scene it bumps the actors into the ceiling and wall, usually to my left of view. You can sometimes use Sexlab to move the scene into the middle of the floor, but often you get stuck on something. I'm not sure what causes this or if it has anything to do with the no spin patchs, but it may be something to look at.
JayDrizzle Posted May 16, 2021 Author Posted May 16, 2021 On 5/14/2021 at 8:11 PM, BIKTOP32 said: You can fix bat travel mod? Uhh... A couple things here: I am unfamiliar with this mod and by searching think you meant this Bat Travel Vampire Power. Looks fun but not in the scope of this thread. First, you never even mentioned what the issues is. Is it even VR specific? Scanning the first two pages of that mod's posts doesn't bear fruit. Second, all my attention is giving back to the LoversLab community. The only patches here will be for mods originating from here. You should ask that mod author for VR support. 17 hours ago, powergame214 said: Not sure if this belongs here but I have had an issue with Horrible Harassment. When it starts a scene it bumps the actors into the ceiling and wall, usually to my left of view. You can sometimes use Sexlab to move the scene into the middle of the floor, but often you get stuck on something. I'm not sure what causes this or if it has anything to do with the no spin patchs, but it may be something to look at. Yeah this would belong here. I have not seen this. To be fair, I am cautious and I try not to bump into big aggressive Nords. Having been harassed a few times though, I have had the aggressor to the left of my view as well. Bakafactory does has some semi-complex, mathy type equations, crypto-mining, theoretical physics, CPU bottle necking, GPU hording type stuff to align the actors before the scene starts.... sooo Here is the full function with the relevant section in bold: Quote Function StruggleAnim(Actor Victim, Actor Aggressor, Bool Animate = True, Idle VictimAnim, Idle AggressorAnim, bool iscreature) If Animate If (Aggressor != PlayerRef) ActorUtil.AddPackageOverride(Aggressor, DoNothing, 100, 1) Aggressor.EvaluatePackage() Aggressor.SetRestrained() Aggressor.SetDontMove(True) ;Victim.SetRestrained() ;Victim.SetDontMove(True) Game.DisablePlayerControls( true, true, false, false, true, true, false, false ) Game.SetPlayerAIDriven( true ) if Game.GetCameraState() == 0 Game.ForceThirdPerson() endIf Else SetPlayerAiDriven() Endif SlHHMiscReferences.MoveTo(Victim) ; PosRef Float AngleZ = Victim.GetAngleZ() Aggressor.MoveTo(Victim, 0.0 * Math.Sin(AngleZ), 0.0 * Math.Cos(AngleZ)) Victim.SetVehicle(SlHHMiscReferences) ; PosRef Aggressor.SetVehicle(SlHHMiscReferences) ; PosRef If isplaying == false ;if !iscreature SendAnimationEvent(Aggressor, "IdleForceDefaultState") ;endif SendAnimationEvent(Victim, "IdleForceDefaultState") EndIf Utility.Wait(0.5) Aggressor.MoveTo(Victim, 0.0 * Math.Sin(AngleZ), 0.0 * Math.Cos(AngleZ)) ;VR Patch - Disabled SetVehicle for player (prevents head spin) Victim.SetVehicle(None) If (SLHH_ScaleSetting.getvalue() == 1) && (SetscaleTrigger == false) PreviousVictimScale = Victim.getscale() PreviousAggressormScale = Aggressor.getscale() VicActorScale = (1.0 / PreviousVictimScale) AggActorScale = (1.0 / PreviousAggressormScale) Victim.setscale(VicActorScale) Aggressor.setscale(AggActorScale) SetscaleTrigger = True EndIf Victim.Playidle(VictimAnim) Aggressor.Playidle(AggressorAnim) isplaying = True ;Notification("Play" + AggressorAnim) Else If SetscaleTrigger Victim.setscale(1.0) Aggressor.setscale(1.0) SetscaleTrigger = False Else ;Nothing EndIf Victim.SetVehicle(None) Aggressor.SetVehicle(None) If (Aggressor != PlayerRef) Game.EnablePlayerControls() Game.SetPlayerAIDriven(false) Game.ForceThirdPerson() Victim.SetRestrained(False) Victim.SetDontMove(False) Aggressor.SetRestrained(False) Aggressor.SetDontMove(False) ActorUtil.RemovePackageOverride(Aggressor, DoNothing) Else SetPlayerAiDriven(False) Endif if iscreature SendAnimationEvent(Aggressor, "Reset") SendAnimationEvent(Aggressor, "ReturnToDefault") SendAnimationEvent(Aggressor, "FNISDefault") SendAnimationEvent(Aggressor, "IdleReturnToDefault") SendAnimationEvent(Aggressor, "ForceFurnExit") else SendAnimationEvent(Aggressor, "IdleForceDefaultState") endif SendAnimationEvent(Victim, "IdleForceDefaultState") isplaying = false Endif EndFunction I simply changed setvehicle to none after the positioning equations are done. Initially the wait timer a few lines up from the ;vr patch was 1 second. This would give time for the scene to set. I changed it to half a second, so there is less but still a bit of spin. It is kinda nice for a mod that is aggressive and supposed to be disorienting. Regarding the 'bumps the actors into the wall or ceiling', what exactly do you mean here? I know that after triggering the interaction you can kinda run away. (which doesn't work ?) Is there empty space between you and the aggressor? Or have you tried to hide behind a wall? Are you on the same ground level as the big meany or have you jumped off a balcony to save your tail? There is some code for scaling after the positioning. Is your actor set to a scale that is wacky? If it is the scaling is the issue, the scene would change after their position is set. Here is a modified version that reduces the wait before the Aggressor.MoveTo(Victim, 0.0 * Math.Sin(AngleZ), 0.0 * Math.Cos(AngleZ)) and adds a small wait after but before setvehicle is set to none. Answer the relevant above questions and maybe test this and get back to us. Stay safe out there. Skyrim can be brutish! slhh_Monitor.pex As an aside to the true and more competent modders out there: I really don't know how Game.ForceThirdPerson() is supposed to work in VR. Thrilling reading here. Is it just skipped? Does it bork anything? I notice it gets called on a few mods that people complain about.
prinyo Posted May 16, 2021 Posted May 16, 2021 An update for the test patch to add VRIK support to the animations started/ended via ZAZ. Should obey the VRIK settings in the MCM of SexLab. ZAZ8+animPOC2.7z The ZAZ patch at the top of the thread already adds VRIK support for devices - the hand tracking is disabling when the appropriate device is equipped, and furniture (in my setup it actually breaks the furniture usage, more testing will be needed to fine tune it). What is left is to handle the animations that ZAZ sends to the player character - what this patch is trying to do. Different mods from the ZAZ/DD ecosystem can use different ways to send aniamtions, the first step here is to patch the ZAZ way. This patch should apply the VRIK Settings when an animation is sent to the PC via the ZAZ MCM or via the main ZAZ mod itself.
powergame214 Posted May 16, 2021 Posted May 16, 2021 In the Horrible Harassment issue, when you are indoors, especially close to a wall, and a HH event triggers. it moves mine, and the aggressors body up into the ceiling and to the left. So even if you go 3rd person in Sexlab, your still running the animations stuck in the ceiling and or the wall. Sometimes you can use the Sexlab Move Scene command in the animation debug section to move back to the floor, but more often then not you cannot as "you" are also stuck in the wall and cannot move to the floor. As HH doesn't exclude your followers, being at home can be either a harrowing or just annoying experience.
Buckandisdead Posted May 17, 2021 Posted May 17, 2021 On 5/15/2021 at 11:46 AM, Buckandisdead said: Thank you so much for your work on this it is much appreciated. Should be able to give it go later Thanks Sorry I was a bit delayed in playing. Seems to work well in 1st person even though you can still move around while animated. If sexlab setting are 3rd person you character is just bellow you and if you move the characted moves so you can not really see the animation or pose.
JayDrizzle Posted May 17, 2021 Author Posted May 17, 2021 On 5/16/2021 at 6:07 AM, prinyo said: An update for the test patch to add VRIK support to the animations started/ended via ZAZ. Should obey the VRIK settings in the MCM of SexLab. ZAZ8+animPOC2.7z 90.81 kB · 4 downloads The ZAZ patch at the top of the thread already adds VRIK support for devices - the hand tracking is disabling when the appropriate device is equipped, and furniture (in my setup it actually breaks the furniture usage, more testing will be needed to fine tune it). What is left is to handle the animations that ZAZ sends to the player character - what this patch is trying to do. Different mods from the ZAZ/DD ecosystem can use different ways to send aniamtions, the first step here is to patch the ZAZ way. This patch should apply the VRIK Settings when an animation is sent to the PC via the ZAZ MCM or via the main ZAZ mod itself. Looked over the code. I would recommend adding the vr patch comments to any edits. Is the VRIKatEnd ever called? I noticed that only with the POC2 when using furniture and while in the furniture, activating the furniture again would lock out VRIK. This is not the case with the OP patch. This is the case with any furniture from chairs and benches to carriages. I also got the same results as @Buckandisdead. If SLVR is set to first person the ZAZ animations follow the floor positions and if SLVR is set to 3rd the VRIK model is below the camera. I feel as if this is probably how it should be. Perhaps next steps would be finding out why the POC2 locks out VRIK upon reactivation of furniture while in it. Perhaps easily fixed with a bool. I didn't get around to testing POP cuffs. 22 hours ago, powergame214 said: In the Horrible Harassment issue, when you are indoors, especially close to a wall, and a HH event triggers. it moves mine, and the aggressors body up into the ceiling and to the left. So even if you go 3rd person in Sexlab, your still running the animations stuck in the ceiling and or the wall. Sometimes you can use the Sexlab Move Scene command in the animation debug section to move back to the floor, but more often then not you cannot as "you" are also stuck in the wall and cannot move to the floor. As HH doesn't exclude your followers, being at home can be either a harrowing or just annoying experience. I tested this a bit but can never get a ceiling issue. I bumped into people to activate and stood next to the wall but didn't get stuck in the wall. I didn't exhaust the possibilities like having a back to the wall, wall in-between me and the aggressor, pc and aggressor being on two different levels. I almost always have the scene slightly to the left. If it is always the same, it might be a VRIK offset thing that can be adjusted for, but I hesitate to attempt that until your other issue is resolved. Any luck on isolating exactly the conditions that mess up the alignments?
powergame214 Posted May 18, 2021 Posted May 18, 2021 Actually I ended up pulling HH from my load list. It tripped my followers as well as got me repeatedly propositioned, like one right after another and wasn't really adding to the fun of my game. I simply turned back on the Rape feature in Cursed Loot and called it a day.
prinyo Posted May 18, 2021 Posted May 18, 2021 On 5/17/2021 at 2:40 PM, Buckandisdead said: Seems to work well in 1st person even though you can still move around while animated. Are you sure you have enabled the "1st person strict" mode in SL? In my experience in that case if you move in real life the whole game world will move with you so you are basically staying in the same place. (basically it is a 3dof experience). On 5/17/2021 at 2:40 PM, Buckandisdead said: If sexlab setting are 3rd person you character is just bellow you and if you move the characted moves so you can not really see the animation or pose. Yep, the VR patch for SL doesn't use clone of the player anymore, so a 3rd person view would require more work. I wonder however if there is a point in it. And generally if there is a point of making different VRIK settings and presets, Seems to me the 1st person strict mode is the only one that makes sense. 19 hours ago, JayDrizzle said: Is the VRIKatEnd ever called? No, it is not needed, there is no way to end an animation via the MCM that I have found. I wrote the function just to satisfy my OCD ? The POC "patches" are just a tool to test a solution to patch the animations, I'm not interested in what happens with the furniture while using them, at least for now (not ignoring the posibility that fixing the animations can have a friendly fire effect on the furniture) . There are two question that they need to answer - do we need settings for the VRIK options or is just the strict 1st person mode enough and is the function "ApplyAnimEffects()" the correct place to patch both entering and exiting an animation. There is one file missing in the POC patch that is in the OP patch, since I was only interested in the animations. But I guess it is a good idea in further updates of the POC archive to include that also. But again - the point of the POC "patch" is to test what code changes make sense to be included into the OP patch, it is just a quick - test tool.
Buckandisdead Posted May 18, 2021 Posted May 18, 2021 14 minutes ago, prinyo said: Are you sure you have enabled the "1st person strict" mode in SL? In my experience in that case if you move in real life the whole game world will move with you so you are basically staying in the same place. (basically it is a 3dof experience). Yep, the VR patch for SL doesn't use clone of the player anymore, so a 3rd person view would require more work. I wonder however if there is a point in it. And generally if there is a point of making different VRIK settings and presets, Seems to me the 1st person strict mode is the only one that makes sense. No, it is not needed, there is no way to end an animation via the MCM that I have found. I wrote the function just to satisfy my OCD ? The POC "patches" are just a tool to test a solution to patch the animations, I'm not interested in what happens with the furniture while using them, at least for now (not ignoring the posibility that fixing the animations can have a friendly fire effect on the furniture) . There are two question that they need to answer - do we need settings for the VRIK options or is just the strict 1st person mode enough and is the function "ApplyAnimEffects()" the correct place to patch both entering and exiting an animation. There is one file missing in the POC patch that is in the OP patch, since I was only interested in the animations. But I guess it is a good idea in further updates of the POC archive to include that also. But again - the point of the POC "patch" is to test what code changes make sense to be included into the OP patch, it is just a quick - test tool. Yeah I this it is set at "first person strict" mode but I will check. As for the 3rd person mode I agree that 1st person mode is the only mode that makes sense but I thought I would test it anyway.
JayDrizzle Posted May 18, 2021 Author Posted May 18, 2021 1 hour ago, prinyo said: I wonder however if there is a point in it. And generally if there is a point of making different VRIK settings and presets, Seems to me the 1st person strict mode is the only one that makes sense. It is always best to maintain as much functionality and inclusion in the options as possible. Some people prefer the 3rd person and some animations only make sense that way. It only took a few times of having my head shoved through the floor mesh, getting my neck snapped/spun around, or some animations' over exaggerated head movement to get me to prefer the 3rd person option. Besides, moving around the scene can be a bit more artsy. 1 hour ago, prinyo said: Are you sure you have enabled the "1st person strict" mode in SL? I had a similar effect when I tested SLVR in first person static. The PC was on the floor but was free to move. However, I am not sure this is really an issue. I believe this could be fixed when an actual mod puts the player in the pose verse selecting it from the MCM test animation section. The animation would trigger along with the other functions that disable player controls, etc.. thus preventing the floor movement. 1 hour ago, prinyo said: satisfy my OCD ? I have this gift too! 1 hour ago, prinyo said: The POC "patches" are just a tool to test a solution to patch the animations, I'm not interested in what happens with the furniture while using them, at least for now (not ignoring the posibility that fixing the animations can have a friendly fire effect on the furniture) . I hear you and completely appreciate your working on this feature. I wasn't saying your attempt was wrong headed or you were unhelpful. I merely noticed activating furniture again while in furniture completely broke VRIK, without a way to fix. Kinda raised a big flag while I was testing. I get that it is a POC, and a good one at that! Just letting you know where some of the collateral damage my lurk. This is probably just an issue with SLVR disabling VRIK while in furniture. Here are some possibly helpful thoughts: Spoiler This could probably be fixed in the ApplyAnimEffects() Function. It shouldn't be conflicting with the current zaz furniture fix in the OnSit/OnGetUp code because it is only disabling for zaz furniture and not chiars/benches: Quote If zbf.GetFurnitureType(akFurniture) Lots of lines point to the Function ApplyAnimEffects() so maybe it is getting called where you don't want it to. So if it is not from the OnSit/OnGetUp, it has to be from the grabbing SLVR settings. The furniture lock issue from the POC patches does not require the zaz animation to be playing or any zaz devices to be worn. It does effect only furniture, which SLVR has a check for. If you just want to patch while animating, this Or operator might be the problem: Quote Function ApplyAnimEffects() If bIsAnimating || bIsInFurniture Maybe add something like: Quote Function ApplyAnimEffects() If bIsAnimating || bIsInFurniture Log("Internal error, sCurrentAnim and CurrentIdle set at the same time.", aiLevel = iError, abCondition = (sCurrentAnim != "" && CurrentIdle != None)) If sCurrentAnim != "" SexLabFramework SexLab = SexLabUtil.GetAPI() If !bIsInFurniture SexLab.SetVrSettings(enabled=true) EndIf SendAnimationEvent(ActorRef, sCurrentAnim) EndIf If CurrentIdle != None ActorRef.PlayIdle(CurrentIdle) EndIf IdleCurrentReset = IdleForceReset Return EndIf But I am not a pro-programmer, so it should probably look different. Maybe a separate If bIsAnimating with the SexLab.SetVrSettings(enabled=true) 14 hours ago, powergame214 said: It tripped my followers as well as got me repeatedly propositioned, like one right after another Yeah, I typically have the chances set real low. There are a ton of options in the MCM to have only certain people instigate an assault. You can set morality, relationship status, male/female, and frequency. Sounds like you would have it set similar to me. I have the odds around 20%, with only people who are neutral to me and moderate crime, and frequency set to only trigger once every few days. That would fix the multiple back to back attacks. It also has me respecting NPC's space and not bumping into the big brutes. Especially when I don't know how they feel about me. Probably over 60% of my mods are from LL and I do everything in my power to avoid there effects. I can only play with LL where 98% of the time I can stave off any danger or assaults with my merit as a player. I typically don't use mods that continually brutalize me. Personally, LL is mostly a big stick, but for others it is the only carrot. ? Different boats and all that... 14 hours ago, powergame214 said: I simply turned back on the Rape feature in Cursed Loot and called it a day. There were two things I disliked about that feature. I play with no enemy names/health bars, HUD, anything additive on screen really.... the constant notifications annoyed me to no end. The other quibble aligns with my previous comment. It seemed like it was more of a cinematic event and excuse just to trigger yet another sex scene, which typically try to avoid. I like the experiences to be a punishment for a misstep and more reflective of my inability to accurately assess my own abilities. A kind of humbling mechanism.
JayDrizzle Posted May 24, 2021 Author Posted May 24, 2021 On 5/18/2021 at 7:09 AM, prinyo said: The POC "patches" are just a tool to test a solution to patch the animations, I'm not interested in what happens with the furniture while using them, at least for now (not ignoring the posibility that fixing the animations can have a friendly fire effect on the furniture) . There are two question that they need to answer - do we need settings for the VRIK options or is just the strict 1st person mode enough and is the function "ApplyAnimEffects()" the correct place to patch both entering and exiting an animation. There is one file missing in the POC patch that is in the OP patch, since I was only interested in the animations. But I guess it is a good idea in further updates of the POC archive to include that also. But again - the point of the POC "patch" is to test what code changes make sense to be included into the OP patch, it is just a quick - test tool. I have tried to edit the POC2 with my half-wit attempt at the furniture fix, but I fail to compile. Is there another source for your SexLab.SetVrSettings? PSA: @Code Serpent just recently got an HMD, joined the VR ranks, and is interested in helping with some VR patches. Current focus might be VRIK integrations for estrus and HH. Any discussion here would be a continuation from here. I like links. You know, uniting things together. ?
LeroyJenkinsBrother Posted June 9, 2021 Posted June 9, 2021 Just an FYI, since you've done great work on this for us VR gamers... POP 5.01 came out (Prison Overhaul) and the spin is back, but not as bad as it used to be. I'm wondering if the mod author is trying to fix this as well. Thanks!
Arakaris Posted June 15, 2021 Posted June 15, 2021 Thank you for these patches! I was thinking of a mod/patch idea that would be helpful for certain mods (Slaverun, Naked defeat & others) that cause your character to crawl/kneel or lie down. To view the animation properly you have to go into the VRIK menu and manually disable all the body parts one by one. How difficult would it be to create a gesture or spell that could toggle/disable the VRIK body parts (similar to how your DD patch disables the arms) without having to go into the menu and unchecking all seven of the boxes each time? Thanks again for all your work
anastasa1 Posted June 25, 2021 Posted June 25, 2021 On 5/16/2021 at 8:07 AM, prinyo said: An update for the test patch to add VRIK support to the animations started/ended via ZAZ. Should obey the VRIK settings in the MCM of SexLab. ZAZ8+animPOC2.7z 90.81 kB · 8 downloads The ZAZ patch at the top of the thread already adds VRIK support for devices - the hand tracking is disabling when the appropriate device is equipped, and furniture (in my setup it actually breaks the furniture usage, more testing will be needed to fine tune it). What is left is to handle the animations that ZAZ sends to the player character - what this patch is trying to do. Different mods from the ZAZ/DD ecosystem can use different ways to send aniamtions, the first step here is to patch the ZAZ way. This patch should apply the VRIK Settings when an animation is sent to the PC via the ZAZ MCM or via the main ZAZ mod itself. thank you for your amazing work. there are some bugs when it comes to unequipping but they only occur some times . can you please do this for DD aswell? I tried to make a patch but my scrips always break the game somehow a DD patch for VRIK is so necessary currently I'm just using toggles manually.
JayDrizzle Posted June 26, 2021 Author Posted June 26, 2021 On 6/14/2021 at 6:38 PM, Arakaris said: Thank you for these patches! I was thinking of a mod/patch idea that would be helpful for certain mods (Slaverun, Naked defeat & others) that cause your character to crawl/kneel or lie down. To view the animation properly you have to go into the VRIK menu and manually disable all the body parts one by one. How difficult would it be to create a gesture or spell that could toggle/disable the VRIK body parts (similar to how your DD patch disables the arms) without having to go into the menu and unchecking all seven of the boxes each time? Thanks again for all your work Have you tried the POC2 patch by @prinyo found on post #55. I suspect that the animations you are referring to are ZAZ and that patch is a test solution. Report back if it works!
JayDrizzle Posted June 26, 2021 Author Posted June 26, 2021 17 hours ago, anastasa1 said: thank you for your amazing work. there are some bugs when it comes to unequipping but they only occur some times . can you please do this for DD aswell? I tried to make a patch but my scrips always break the game somehow a DD patch for VRIK is so necessary currently I'm just using toggles manually. I have just returned from a tech hiatus and have other projects that take precedence over modding. I also am not running DD5 and would find it hard to do the patch and trouble shoot the VRIK integrations efficiently. You are accurately requesting what I wanted my next focus was be. I just can't get to it for a while. ☹️ There was a bit of work on this, but I think there was a small hiccup. If I recall correctly, it was an idle reset issue. DCL has a background script that would update and break the idle. This was an unfavorable problem with only one mod interaction (albeit a major co-mod with DD). However, VRIK could be a simple solution for someone who is not using DCL. If you are up for waiting, I can work on something for you to test .... but not for some time. I have other stuff to do and I also want to get the compatibility page up to date first. It seems you are up for tinkering. If true, I would suggest possibly looking at the zadequipscript and targeting the onequip/onunequip functions and adding a keyword check for the device type before disabling/enabling VRIK. You could also reference the ZAZ patch source code as it has functioning VRIK integration for worn devices. Keep us abreast if you make progress!
Code Serpent Posted July 9, 2021 Posted July 9, 2021 So, for the issue of VRIK fighting with player animations, like in Horrible Harassment, MME, and Devious Devices, I think it would be worth making a framework mod that updates VRIK's arms, body, and camera through mod events. An example would be functions like this: AddVRIKRestriction(string modkey, bool arms, bool body, bool camera) RemoveVRIKRestriction(string modkey) This function would be attached to a mod event that other mods could send without having VRIK installed, without even being a special edition mod. The 'modkey' parameter would also prevent different mods from overwriting their changes to VRIK. As an example, say MME and Devious Devices both had VRIK implemented. DD adds an armbinder to a player, and their VRIK implementation un-VR's their arms so they use the DD animation, but the player's camera and body are still using VR animations. Then, a player gets in a MME milk pump, and their VRIK implementation un-VR's their arms and body, and locks the headset inside the player's head. Then, for some reason, DD removes the armbinder, and their implemention re-VR's their arms, so now the player's arms are unlocked while in the milk pump. A framework mod could prevent this. Each time the mod events are called, the options are either recorded under the modkey string in some dataset, or the options under the string are removed. The framework then looks through all the recorded restrictions and if any mod un-VR's any part of VRIK, the framework applies it; if not the framework restores the VRIK settings.
prinyo Posted July 11, 2021 Posted July 11, 2021 On 7/9/2021 at 3:01 AM, Code Serpent said: for the issue of VRIK fighting with player animations What is that issue? Are there any new tests? My understanding is that the patch I uploaded earlier fixes the animations. Or not?
unwashed biomass Posted July 11, 2021 Posted July 11, 2021 Your SUM/PoP patch makes my thumbstick go supersonic in main menu/conversation/popups etc, only MCM menus are unaffected.
JayDrizzle Posted August 17, 2021 Author Posted August 17, 2021 On 7/11/2021 at 7:44 AM, unwashed biomass said: Your SUM/PoP patch makes my thumbstick go supersonic in main menu/conversation/popups etc, only MCM menus are unaffected. Can you verify this is caused by one of the patches. I ask because I have had this happen when in the inventory at times way before I even made patches. I never figured out what caused it as it went away. Honestly I think that issue is caused elsewhere.
JayDrizzle Posted August 17, 2021 Author Posted August 17, 2021 On 7/8/2021 at 7:01 PM, Code Serpent said: So, for the issue of VRIK fighting with player animations, like in Horrible Harassment, MME, and Devious Devices, I think it would be worth making a framework mod that updates VRIK's arms, body, and camera through mod events. An example would be functions like this: AddVRIKRestriction(string modkey, bool arms, bool body, bool camera) RemoveVRIKRestriction(string modkey) This function would be attached to a mod event that other mods could send without having VRIK installed, without even being a special edition mod. The 'modkey' parameter would also prevent different mods from overwriting their changes to VRIK. As an example, say MME and Devious Devices both had VRIK implemented. DD adds an armbinder to a player, and their VRIK implementation un-VR's their arms so they use the DD animation, but the player's camera and body are still using VR animations. Then, a player gets in a MME milk pump, and their VRIK implementation un-VR's their arms and body, and locks the headset inside the player's head. Then, for some reason, DD removes the armbinder, and their implemention re-VR's their arms, so now the player's arms are unlocked while in the milk pump. A framework mod could prevent this. Each time the mod events are called, the options are either recorded under the modkey string in some dataset, or the options under the string are removed. The framework then looks through all the recorded restrictions and if any mod un-VR's any part of VRIK, the framework applies it; if not the framework restores the VRIK settings. Sorry I was away for a while. How are you liking VR? Would love to hear if it replaced flatrim or not. To your post... A framework like this is far beyond my ability. I am not knowledgeable enough to know if this is a viable solution. Would the original mod authors be required to add the modkey parameter to each of their own mods? Seems like it might be hard to get them onboard.
unwashed biomass Posted August 18, 2021 Posted August 18, 2021 (edited) 11 hours ago, JayDrizzle said: Can you verify this is caused by one of the patches. I ask because I have had this happen when in the inventory at times way before I even made patches. I never figured out what caused it as it went away. Honestly I think that issue is caused elsewhere. Yes. As soon i enable SUM/PoP patch in MO both of my thumsticks get fucked up. If I disable this specific patch it's back to "normal" - only right controller doing this occasionally (Rift s btw). Edited August 18, 2021 by unwashed biomass
JayDrizzle Posted August 24, 2021 Author Posted August 24, 2021 Back on the skyrim VR grind. I have quite a bit of these new voice packs to merge and patch: (I will then poke at the DD integration again) The voice pack authors are all making them .esl to allow multiple .bsa to get past the 2gb limit for the bsa. That requires a plugin and they are using esl to avoid the 255 plugin limit. However the .esl count against us for skyrim VR. I would suggest that people use zmerge and make a voice pack patch. If you are unfamiliar with merging check here: https://www.youtube.com/watch?v=oQ1mdOGosdc On 6/9/2021 at 2:36 PM, LeroyJenkinsBrother said: Just an FYI, since you've done great work on this for us VR gamers... POP 5.01 came out (Prison Overhaul) and the spin is back, but not as bad as it used to be. I'm wondering if the mod author is trying to fix this as well. Thanks! I just made an updated patch for POP and Sum 2.02 and for sl survival VR bed patch.
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