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SkyrimVR Patches - VRIK Integrations for ZAZ/DD, camera spinning fixes, & other QOL patches


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Posted
12 hours ago, Odise said:

 

Resurrecting this dead thread on the off chance some lonely VR user(there are dozens of us!) stumbles in out of the wasteland. DeWired's patch actually works but you just need to make a dummy ESP* named ConsoleUtilVR.esp and place it above the dse-display-model.esp.  I had just remembered I was trying to get this to work and actually looked at his code for a second.

 

Most of the furniture works and can have npc's assigned properly. Some furniture doesn't, but from what I can see that might just be the mod that's busted.

 

The patch in Question:

 

*Open creation kit. Save file. Name it ConsoleUtilVR.esp.

 

Nice, totally missed this patch. Tried to get it to run myself a few weeks back and made it post the dependency checks, but didn't know how to implement vrik gestures and didn't want to spend too much time on it. ?‍♂️

Not sure what's going on with the ConsoleUtil there, maybe the patch was based on an earlier version than the one I tested. Simply change the line

	If(Game.GetModByName("ConsoleUtilVR.esp") == 255 || Game.GetModByName("ConsoleUtilVR.esp") == -1)

to

	If(SKSE.GetPluginVersion("ConsoleUtilSSE") < 0)

in dse_dm_QuestController, worked fine for me with ConsoleUtilSSE NG and you can save yourself a plugin slot.

And yeah, as DeWired originally said, the placement still needs some work, it is doable but quite wonky in VR...

Posted
11 hours ago, past79 said:

 

Nice, totally missed this patch. Tried to get it to run myself a few weeks back and made it post the dependency checks, but didn't know how to implement vrik gestures and didn't want to spend too much time on it. ?‍♂️

Not sure what's going on with the ConsoleUtil there, maybe the patch was based on an earlier version than the one I tested. Simply change the line

	If(Game.GetModByName("ConsoleUtilVR.esp") == 255 || Game.GetModByName("ConsoleUtilVR.esp") == -1)

to

	If(SKSE.GetPluginVersion("ConsoleUtilSSE") < 0)

in dse_dm_QuestController, worked fine for me with ConsoleUtilSSE NG and you can save yourself a plugin slot.

And yeah, as DeWired originally said, the placement still needs some work, it is doable but quite wonky in VR...

Your solution is much cleaner and it worked!

 

I don't suppose you've figured out why a bunch of the furniture gives the "Device activator not found" message?

Posted
18 hours ago, Odise said:

Your solution is much cleaner and it worked!

 

I don't suppose you've figured out why a bunch of the furniture gives the "Device activator not found" message?


Been quite busy lateley, and as I said, I didn't spend much time on this mod since there seemd too much to do to handle by myself. I think I got theese messages too, and remember the original author saying something like not all devices being functional yet. So I didn't look into it in detail. Maybe I'll have another shot at it after the holidays, I'll let you know if I manage to come up with something.

  • 2 months later...
  • 2 weeks later...
Posted
On 12/22/2023 at 7:53 AM, Odise said:

Your solution is much cleaner and it worked!

 

I don't suppose you've figured out why a bunch of the furniture gives the "Device activator not found" message?

Much late replay:

I haven't tested completely, but it seems (some of) this error can be fixed, by finding the files in configs\dse-display-model\devices\, and changing all the hex (0x......) to their corresponding dec value (i.e., 0x0106AE|dse-display-model.esp to 67246|dse-display-model.esp)

  • 3 months later...
  • 1 month later...
Posted

What is it that causes Sexlab animations to spin violently when you turn your head in VR? Pretty much the camera uses the amount my head has turned as an input to spin and ridiculous speeds. Nothing I've found has fixed it, none of these patches or solutuions work, can anyone give me a rundown on what is going on? What is the vehicle variable other people were talking about in this thread? Super confused as to how I've gotten myself such a persistent problem.

Posted
10 hours ago, RableROuser said:

What is it that causes Sexlab animations to spin violently when you turn your head in VR? Pretty much the camera uses the amount my head has turned as an input to spin and ridiculous speeds. Nothing I've found has fixed it, none of these patches or solutuions work, can anyone give me a rundown on what is going on? What is the vehicle variable other people were talking about in this thread? Super confused as to how I've gotten myself such a persistent problem.

I'm not an expert, but my guess is that something is overwriting the applied spin fixes. Also some SL VR patch files often get overwritten by other mods. Make sure everything VR related is on top of everything else. Other than that, there is a lot of useful information in this and other threads, but unfortunately it is very difficult to search through. I recommend using an external search engine and include "loverslab" in all your searches. Much more reliable and sensitive to keywords than the internal LL search engine. Good luck. Getting some of these mods working in VR is a journey. You have to conjure all your patience. But in the end, it'll be all worth it :D

  • 3 weeks later...
  • 4 weeks later...
Posted (edited)

Hi out there

 

I got a new used Oculus Quest 2. I can't get Skyrim VR running. No Collections works, even my old saved Collection. All Nexus Collections are at least 2 years old. Does someone know a working Collection before or after Sexlab Mods? Thanks a lot!

 

Fallout 4 VR works? Is it worth it?

 

Edited by Ueli_123
Posted
13 hours ago, Ueli_123 said:

Fallout 4 VR works?

The AAF (the equivalent of SexLab), doesn't work with VR. The FRIK body (a few new versions have been released since I've played) wasn't as good as VRIL, as my legs get very frequently spaghettified, though this may be a problem on my side.
FO4 is fairly playable in VorpX, if you want the NSFW mods, but it requires a very powerful machine and a lot of fidgeting.

  • 4 weeks later...
Posted (edited)

Using the DD patch. My arms are finally gone when bound but now my lower body can only do the run forward animation (my lower body turns 180 if i try to walk back).

 

Edit: I explained it like shit. It's as if my lower body has True Directional Movement. It only happens when I have DD equipped. Every other animation works fine.

Edited by windowsdefe
  • 2 weeks later...
Posted
On 11/5/2024 at 3:13 PM, windowsdefe said:

Using the DD patch. My arms are finally gone when bound but now my lower body can only do the run forward animation (my lower body turns 180 if i try to walk back).

 

Edit: I explained it like shit. It's as if my lower body has True Directional Movement. It only happens when I have DD equipped. Every other animation works fine.


Are you using the version that I made that is in the downloads of this mod or the one that Skullered moddified?

If you're using my version: go in game, get bound, open mcm->vrik settings. I don't remember exactly where the settings are located but on one of the pages you have a list of different body parts (head, left arm, right arm, etc...) with checkboxes. Check that only the arms are disabled. If that's not the case then something is wrong. What DD device causes the issue and which version of DD are you using?

  • 2 weeks later...
Posted
On 11/13/2024 at 8:20 AM, l1nkler said:


Are you using the version that I made that is in the downloads of this mod or the one that Skullered moddified?

If you're using my version: go in game, get bound, open mcm->vrik settings. I don't remember exactly where the settings are located but on one of the pages you have a list of different body parts (head, left arm, right arm, etc...) with checkboxes. Check that only the arms are disabled. If that's not the case then something is wrong. What DD device causes the issue and which version of DD are you using?

Hi sorry for the late reply. I've legit tried every upload on this thread. I figured out that it seems to happen with all of the arm restricting ones except straitjackets. The arms boxes are disabled in VRIK after equipping. I'm on DD 5.2 and have tried with and without DDNG 0.2.9. Using OAR.

Posted
On 11/27/2024 at 7:03 AM, windowsdefe said:

Hi sorry for the late reply. I've legit tried every upload on this thread. I figured out that it seems to happen with all of the arm restricting ones except straitjackets. The arms boxes are disabled in VRIK after equipping. I'm on DD 5.2 and have tried with and without DDNG 0.2.9. Using OAR.

What other boxes are disabled?

Posted
17 minutes ago, windowsdefe said:

Left arm, right arm, left hand, right hand become disabled

That's strange. Cause the behaviour you're describing seems like something else is turned off related to the body or head. I'm gonna try some things out next time I'm working on my modlist.

Posted

Hi,

 

I think I got essential mods (including SexLab) working, but I'm having a problem with ZaZ furniture animations.

 

When I activate a device in the zbfTestZone cell, the player animation plays fine, but my avatar doesn't rotate or move to the correct position.

Also, the character's arms and legs shake erratically, as if the physics/collision setup is glitching.

 

Could anyone give me a pointer to debug this problem?

 

Thanks!

Posted

Upon more testing, I found that the character's body briefly warps into the correct position before moving back to the player position when activating a furniture item.

 

The problem persists even if I disable most of the mods, including VRIK (the body isn't visible, but the position and rotation are still wrong).

 

Maybe I should test some of the vanilla furniture items as well and try to determine what's different between them and those from the ZaZ pack.

Posted (edited)
23 minutes ago, Slaves of Tamriel said:

The problem persists even if I disable most of the mods, including VRIK (the body isn't visible, but the position and rotation are still wrong).

You should look at downloading DD NG, if not done already as that seems much more forgiving with furniture's (ZaZ included .. don't know why!) - Not essential to do BTW! as that has it's own challenges with VR if you download the wrong version

 

Are you also using, or downloaded VR Actions? - If not give it a go .. It's a fine art but I find that there are two options in VRIK Actions that change the behaviour of your body in particular whether you want to keep the VRIK Body posture etc.. which I usually disable.

 

The reason being (and I maybe interpreting wrong) is that if the body assumes the model of the furniture it's in .. it's competing with VRIK posture where it knows your head and height are at odds hence why you may find you get the twists in the body etc...

 

VRIK Actions also allows you to reapply every 5 seconds etc.. (it's on the first page on the MCM on the right can't remember totally what the option is)..

 

You can change these settings all within VRIK itself but it's more of a manual task whenever your body gets re-positioned.

 

As to your arms shaking .. Are you using Planck? - Again I think this is down to the arms being forced into positions but the furniture (which Plank now makes it solid to the user) will conflict with it .. 

 

I have actually switched Planck back on an tried it only yesterday with furnitures and it was working OK .. A little shaky but fine. .. Can be very hit and miss on different mods .. but I have no idea if they are loading the same furniture model or not .. hence why some are worse than others. 

 

Hopefully your experience with VR may give you incentive to re-imagine your SoT mod .. well I can dream I guess ;)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Edited by jc321
Posted
8 hours ago, jc321 said:

You should look at downloading DD NG, if not done already as that seems much more forgiving with furniture's (ZaZ included .. don't know why!) - Not essential to do BTW! as that has it's own challenges with VR if you download the wrong version

 

Are you also using, or downloaded VR Actions? - If not give it a go .. It's a fine art but I find that there are two options in VRIK Actions that change the behaviour of your body in particular whether you want to keep the VRIK Body posture etc.. which I usually disable.

 

The reason being (and I maybe interpreting wrong) is that if the body assumes the model of the furniture it's in .. it's competing with VRIK posture where it knows your head and height are at odds hence why you may find you get the twists in the body etc...

 

VRIK Actions also allows you to reapply every 5 seconds etc.. (it's on the first page on the MCM on the right can't remember totally what the option is)..

 

You can change these settings all within VRIK itself but it's more of a manual task whenever your body gets re-positioned.

 

As to your arms shaking .. Are you using Planck? - Again I think this is down to the arms being forced into positions but the furniture (which Plank now makes it solid to the user) will conflict with it .. 

 

I have actually switched Planck back on an tried it only yesterday with furnitures and it was working OK .. A little shaky but fine. .. Can be very hit and miss on different mods .. but I have no idea if they are loading the same furniture model or not .. hence why some are worse than others. 

 

Hopefully your experience with VR may give you incentive to re-imagine your SoT mod .. well I can dream I guess ;)

 

Thanks for the reply! I haven't tried VR Actions, but I doubt it would help since what it does seems to be simply disabling various aspects of VRIK, which I've already tried by hand.

 

From what I understand, the patch provided in this thread also does the same thing besides skipping the pinning functionality of ZaZ for the player. But in my case, the problem persists even if I disable or uninstall VRIK completely, so I suspect it might be caused by something else.

 

To clarify, the main issue for me isn't posing (which is solved by disabling VRIK) but the incorrect position and rotation of the player character upon entering a ZaZ furniture item.

 

As for the shaking problem, yes, Plank and Higgs were what I first suspected to be the cause. Unfortunately, the problem persisted after I disabled them. I also tried to revert to a vanilla body from a physics-enabled one, which didn't help either.

Posted
17 hours ago, jc321 said:

Hopefully your experience with VR may give you incentive to re-imagine your SoT mod .. well I can dream I guess ;)

 

Oh, by the way, I'm actually working on a new mod. At this stage, I'm still unsure if it'll be SoT 2 or something else, but having seen things like the Realistic Mining mod for VR, it certainly feels tempting.

 

The project has only just started, but it already has a few interesting WIP features, like full voice conversation with the slave player's owner or playing ZaZ animations by assuming associated poses in real (e.g. kneeling to play a matching animation in Skyrim, then lean back slightly to spread the character's legs.)

I won't open a dedicated thread until I have something playable. But you can check my blog if you feel interested in the progress.

Posted
9 hours ago, Slaves of Tamriel said:

To clarify, the main issue for me isn't posing (which is solved by disabling VRIK) but the incorrect position and rotation of the player character upon entering a ZaZ furniture item.

Ah!, OK, yes this is unfortunately a law to it's own but very mixed depending on the furniture's and those that might have been tweaked.

 

For example Public Whore, punishment scene when bound to an x-cross character seems to match almost perfectly, arms stretched etc.. Pama's furniture's pretty much OK apart from being tied between two posts where it's very hit & miss and body can often pose at right angles to the furniture. Playing older versions of ME and same issue with x-cross in that you attach yourself at a rightangle. BeingACow has some sitting down stocks .. work perfectly.  - So there are some furnitures that seem to work great, other's not so. 

 

VrickActions has a feature called AIHelper which will attempt to put your character in the right position and it sometimes works but I fear that combined with Planck you'll likely find yourself battling between being forced into position whilst planck moves your body out the way. - I often find alternating between switching on and off the AI helper depending on the furnitures .. and finally there's also the Head Height level to consider sometimes as if you're elevated you sometimes need to re-calibrate. 

 

Someone was looking into the setvehicle command (there's a patch in LL somewhere) which seemed to be the holy grail of sitting in furniture however the issue with VR is that is subsequently put your character 20 feet up in the air.. If there was an option of applying that command whilst dropping the height of your player you'd probably have the ultimate fix.

 

In summary there are some furnitures (whether in ZaZ of modded) that work perfectly, the challenge is finding them I guess out of the 100's 

 

 

 

Posted (edited)
1 hour ago, Slaves of Tamriel said:

like full voice conversation with the slave player's owner

Not sure if you've been taking note of Min's AI mod which works with CHIM and Mantella for Voice interaction (and other stuff) with your NPC's but can imagine it's only a matter of time before scene setting mods appear where you can roleplay within certain environments but you don't have to write any quests .. just see how it develops. 

 

Which makes me think the original SoT could work very well CHIM.. the ground rules for the day and schedule are already working and with AI integration the Guards and prisoners could chat and interact during the course of the day .. I might have to load it back up again :)

 

Duh! - Just started reading your blog! - I can see you have been looking at Mantella .. if you're PC is upto it try CHIM as well it's more feature rich currently.

 

1 hour ago, Slaves of Tamriel said:

Oh, by the way, I'm actually working on a new mod. At this stage, I'm still unsure if it'll be SoT 2 or something else, but having seen things like the Realistic Mining mod for VR, it certainly feels tempting.

Music to my ears! 

Edited by jc321
Posted
1 hour ago, jc321 said:

......

 

VrickActions has a feature called AIHelper which will attempt to put your character in the right position and it sometimes works but I fear that combined with Planck you'll likely find yourself battling between being forced into position whilst planck moves your body out the way. - I often find alternating between switching on and off the AI helper depending on the furnitures .. and finally there's also the Head Height level to consider sometimes as if you're elevated you sometimes need to re-calibrate. 

 

Someone was looking into the setvehicle command (there's a patch in LL somewhere) which seemed to be the holy grail of sitting in furniture however the issue with VR is that is subsequently put your character 20 feet up in the air.. If there was an option of applying that command whilst dropping the height of your player you'd probably have the ultimate fix.

 

In summary there are some furnitures (whether in ZaZ of modded) that work perfectly, the challenge is finding them I guess out of the 100's

 

I suspect I might have a different kind of problem. I haven't found any single piece of furniture that works correctly inside zbfTestZone, and the symptom doesn't change even when I disable Planck and Higg from the MO2.

 

I haven't yet tried a script solution, including fiddling with SetVehicle and/or PinActor. But I'm curious why it looks like I'm the only person who's having such an issue when my mod list is still pretty light. Anyway, thanks for the help. I'll keep digging for the cause.

 

1 hour ago, jc321 said:

Duh! - Just started reading your blog! - I can see you have been looking at Mantella .. if you're PC is upto it try CHIM as well it's more feature rich currently.

 

Music to my ears! 

 

I haven't actually tried any of the existing AI mods because my mod is going to be super focused on player slavery. The AI actor (the owner) should be able to do things like notice if I'm kneeling properly and punish me if I'm not.

 

Currently, I have my own proof-of-concept implementation, which works decently for one-on-one conversations. But it's always helpful to look into how similar mods were made so I can take some hints. So, I'll take a look at CHIM and see what I can learn from it. Thanks! 🙂

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