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SkyrimVR Compatibility Tracking (1/27/21)


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Posted

Learned it the hard way: the 3.3 update of S.L.U.T.S. Resume can cause a CTD pretty much instantly when starting the game. According to patch notes

 

Quote

Supporting LE and old SE Versions

With the recent changes Bethesda made to the CK the SE .esp's of SLUTS are no longer compatible with LE unless you manually edit the headers back to the 1.5 standard (I believe a small tutorial on this can be found some pages back). Due to this, I am no longer going to upload LE versions going forward (You have permission to host a conversion on LL, of course)

Other outdated game versions are not excluded from this, SexLab in particular straight up does not work for any old 1.6 versions, and has crash invoking issues on 1.5 due to which support for this version will halt after 2.10 is being released. Whether or not SexLab P+ will be a dependency to SLUTS I dont know yet, but seeing how the first reason why SLP+ even exists is to aide SLUTS development, I cannot promise that this will never be the case

 

 

As such, and Im only going to say this once now: If you want to ensure that you can continue using SLUTS going forward, update your game

 

Well, this seems to apply to VR too.

 

Chances are, if you are already using ESL Support, the game seems to load fine. Otherwise, what happened for me, NONE of the plugins will load (not even the original game files) and you won't make it to the menu screen. Took me an embarrasingly long time to figure that one out... 🙄

(and no, it isn't even flagged as esl)

 

Alternatively, as already suggested in the support thread, you can run it through TESVREdit and change the header version back to 170000. Seems to work, haven't done a full test of it, but at least the game does load.

 

 

Just a PSA, as more issues simmilar to this might pop up in the future, when other authors start switching to the new header version as well. But this might as well be old news, I had been out of the loop for some time.

  • 2 months later...
Posted

Has anyone had any luck with Pama's Prison Alternative in VR?

  • 2 months later...
Posted

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!

  • 1 month later...
Posted

Whenever an animation that includes furniture such as X-cross, etc. plays in Skyrim VR, the furniture is invisible. I know that any animations that use AnimObjects will not work properly but these animations do not include the AnimObjects tag.

 

Based on what I've been able to search, any such animations simply won't show furniture in Skyrim VR so it's just tough luck. Would someone be able to confirm, however?

Posted
On 1/5/2025 at 1:47 PM, themodleyfool said:

Whenever an animation that includes furniture such as X-cross, etc. plays in Skyrim VR, the furniture is invisible. I know that any animations that use AnimObjects will not work properly but these animations do not include the AnimObjects tag.

 

Based on what I've been able to search, any such animations simply won't show furniture in Skyrim VR so it's just tough luck. Would someone be able to confirm, however?

 

You could try the edited script I posted in the SL VR patch thread that adds a workaround for animobjects not showing up.

It's not perfect, and there are caveats (listed in the linked post), but I haven't found any other ways to tackle the issue.

 

The workaround tries to place your player character in an invisible chair, before playing the SL animation, which seems to cause animobjects to become visible.

Posted
On 1/8/2025 at 1:28 AM, Skullered said:

 

You could try the edited script I posted in the SL VR patch thread that adds a workaround for animobjects not showing up.

It's not perfect, and there are caveats (listed in the linked post), but I haven't found any other ways to tackle the issue.

 

The workaround tries to place your player character in an invisible chair, before playing the SL animation, which seems to cause animobjects to become visible.

 

Many thankssl! I'll give that a go.

  • 2 weeks later...
Posted

So I was playing around with NifScope and Furniture to see if I could find a way to disable the collisions. It does seem, indeed, as pointed out in this thread earlier, that in VR, collisions are not derived from the collision object at all, as they remain even if its completely removed from the node tree (at which point, in SE, you can freely walk through that furniture).
For my experiments, I created a huge cell with nearly all of the ZAZ furniture and tested, if some of it maybe behaves a bit better, which could then be exploited, and while I did not exactly succeed at that, I noticed one interesting anomaly with the gibbet cages. Even though the gibbet cages have a defined collision object (this only confirms its irrelevancy), they are completely walk-through. No collision at all. If the PC is positioned in the center of the gibbet, and then activates the furniture, this results in a satisfactory alignment of the PC body with the cage, the pose animation playing. There is still the high-frequency head shake, but it's tolerable. 
Another thing I noticed, while using the "VRIK actions" mod (with the most restrictive settings possible), is that when dismounting from the furniture, full authority is not returned to the player, the body can move around, but hands are controlled by the vanilla animation, and it's impossible to turn the body.
Yet another thing I noticed, with the spit roast, which, by the way, had no head shake, is that the fire beneath was rotating in sync with the PC's tracked head movement. What leads me to the question, is there a way to disable even that? I know this could cause dizziness for some people, but I don't mind, and I wonder what effects it could have.
It also seems that the alignment of the body with (any) furniture is strongly determined by the position and orientation of the PC when mounting it, with the best results in cases where the body is in pretty much the same position and orientation as it will be when mounted. This can be easily verified using the gibbets. So I think, theoretically, with some translate script, if we somehow manage to disable collisions, the wrong orientation problem could be solved. At the very least, we will be able to use gibbets. (the one called "small" tends to have the best results – not the miniature one).
Another Idea I had, which has probably already been brought up by someone somewhere, would be to simply use SL animations for the entirety of furniture interactions. Once the PC mounts, remove the static object and start the animation which would include the furniture, anchored to a specific position and orientation. This, however, would require for the furniture to be added into the animations – I know it's possible, because I have seen some sex animations with tables and pillories – and those work perfectly in VR. So all we would need would be a few animations, playing in an endless loop, until it is interrupted by some external action. This would mean no time skipping probably.
I have absolutely no clue, however, how to edit animations. On the surface, it seems like a fairly trivial task, the animations already exist. All that is needed is place the furniture in them. If someone has experience with Skyrim animations, this would be great! Or if someone can point me to some comprehensive tutorial... I have none of the expensive advanced tools like 3DS, however. Not sure what is required.
To sum it up, I do see a path for us to have working furniture in VR (even though it will likely require a lot of patching of our favorite mods). Unfortunately, I'm quite inexperienced with all of this stuff, so it will take me ages, before I can figure this out on my own. But if all of us VR players put our heads and efforts together, we just might succeed...
I'm attaching an experimental mod of mine, for your convenience, if you want to try to tinker, as well. It adds two test cells: "G9_go", which contains hundreds of various pieces of ZAZ furniture, and "G9go" which only contains one pillory – I used this cell to test the various versions of the .nif object I have created (the .nif is not included in the mod – I included it in an altered ZAZ AP, but as it yielded no useful results, there's no point in including it). 

G9_furnitureExperiment.7z

  • 2 weeks later...
Posted
On 1/19/2025 at 7:52 PM, gargamel9 said:

...
To sum it up, I do see a path for us to have working furniture in VR (even though it will likely require a lot of patching of our favorite mods). Unfortunately, I'm quite inexperienced with all of this stuff, so it will take me ages, before I can figure this out on my own. But if all of us VR players put our heads and efforts together, we just might succeed...
I'm attaching an experimental mod of mine, for your convenience, if you want to try to tinker, as well. It adds two test cells: "G9_go", which contains hundreds of various pieces of ZAZ furniture, and "G9go" which only contains one pillory – I used this cell to test the various versions of the .nif object I have created (the .nif is not included in the mod – I included it in an altered ZAZ AP, but as it yielded no useful results, there's no point in including it). 

G9_furnitureExperiment.7z 10.14 kB · 2 downloads

 

This surprised me. Do you mean that the furniture animation (for ZaZ or DD) is indeed broken with VR?

 

I'm saying this because I'm having a very similar experience to yours, and I asked about it on this thread. From the replies I got and the fact that the patches for ZaZ exist at all (if it doesn't work, what'd be the point?) I assumed there must be something wrong with my setup.

 

I've spent much time trying to debug the issue without success. I also tried to test DD NG, but it didn't even start any animation when I activated the furniture item. From the reply I got, it looked like it was working for other VR users.

 

Could anyone verify that furniture animations in ZaZ or DD work, or don't work for the VR edition?

Posted
17 minutes ago, fallenmystic said:

 

This surprised me. Do you mean that the furniture animation (for ZaZ or DD) is indeed broken with VR?

 

I'm saying this because I'm having a very similar experience to yours, and I asked about it on this thread. From the replies I got and the fact that the patches for ZaZ exist at all (if it doesn't work, what'd be the point?) I assumed there must be something wrong with my setup.

 

I've spent much time trying to debug the issue without success. I also tried to test DD NG, but it didn't even start any animation when I activated the furniture item. From the reply I got, it looked like it was working for other VR users.

 

Could anyone verify that furniture animations in ZaZ or DD work, or don't work for the VR edition?

I only tested this for ZaZ. The fixes posted here address the head-spin issue connected to the setvehicle function, and they do resolve this issue.
The problem I am talking is connected to furniture collisions. And I haven't been able to get it working properly for the past few years, no matter what I do (I tried setups with and without PLANCK, HIGGS, VRIKactions).
Interestingly enough, I remember that before that, there was a time when the pillory in POP actually did work correctly, and without any jitter. I haven't been able to replicate that since, however.
But as stated here, one possible workaround would be to make SL animations to replace the standard furniture animations. It would require the patching of all the mods which use furniture, but I think it could work. I am not expert enough, unfortunately, to do this myself, so that's why I posted it here... Maybe it isn't even possible.
Another workaround would be to disable the collisions on furniture in VR, but, as explained, removing the standard collision boxes does nothing in VR. Collisions seem to work differently from SE here.
I hope someone can pick this up and figure it out. It would be such a game changer, literally :).

Posted

@gargamel9 Thanks for the clarification! I even tested it after entering "tcl" in the console to toggle collision off, which didn't help.

 

By the way, I am curious if you'd get a different result than mine with DD NG. As I mentioned above, nothing happens when I activate a DD furniture item, which made me suspect it could be the same way with ZaZ.

 

I mean, what if ZaZ furniture items don't work at all (like DD NG's case), but somehow, only the animation triggers? It would explain how the player character doesn't align and still collides with the item while playing the expected animation. I have little knowledge of how the furniture system works in Skyrim, but it probably automatically disables collision when a character enters it, e.g. sitting on a chair.

Posted
37 minutes ago, fallenmystic said:

@gargamel9 Thanks for the clarification! I even tested it after entering "tcl" in the console to toggle collision off, which didn't help.

 

By the way, I am curious if you'd get a different result than mine with DD NG. As I mentioned above, nothing happens when I activate a DD furniture item, which made me suspect it could be the same way with ZaZ.

 

I mean, what if ZaZ furniture items don't work at all (like DD NG's case), but somehow, only the animation triggers? It would explain how the player character doesn't align and still collides with the item while playing the expected animation. I have little knowledge of how the furniture system works in Skyrim, but it probably automatically disables collision when a character enters it, e.g. sitting on a chair.

I'm still using regular DD, but, as said, I only did the testing on ZaZ furniture. I think collisions aren't actually off, when using furniture, and the issues start arising when the PC is actually enveloped by the furniture, which doesn't happen with chairs. But I, too, have litlle understanding of how it actually works, so it's just a hunch. But I guess it might be worth a try to transplant the properties of a chair from the VR version of the game onto some bondage furniture in NifScope and see what it does.

Posted
On 2/2/2025 at 1:49 PM, fallenmystic said:

I also tried to test DD NG, but it didn't even start any animation when I activated the furniture item. From the reply I got, it looked like it was working for other VR users.

 

I'm using DD NG v0.3.9.b3 off the discord channel and I'm having reasonably OK experiences with my player entering and exiting furnitures and animating as such. There are still alignment issues, so if in a pillory your head/hands don't exactly align with the holes perfectly but I suspect there's a lot of play between VRIK and the furniture knowing exactly where your head is. I even currently have planck installed which I thought would be causing my jitters but that also seems to be playing nice at the moment. 

 

Xcross still hit and miss and agree with @gargamel9 there's something in the positioning as to when you enter it that affects how you will be positioned .. Which is why I try and enter straight on, from behind usually as this seems to ensure character is also facing correct way .. otherwise I'll pose at a 45-50 degree angle .

 

As mentioned before Public Whore (punishment scene) seems to lock you in xcross perfectly (almost) as an afterthought that may well be because you're not actually entering yourself but a scene plays with blank screen and you wake up already attached. 

Posted
18 hours ago, jc321 said:

 

I'm using DD NG v0.3.9.b3 off the discord channel and I'm having reasonably OK experiences with my player entering and exiting furnitures and animating as such. There are still alignment issues, so if in a pillory your head/hands don't exactly align with the holes perfectly but I suspect there's a lot of play between VRIK and the furniture knowing exactly where your head is. I even currently have planck installed which I thought would be causing my jitters but that also seems to be playing nice at the moment. 

 

Xcross still hit and miss and agree with @gargamel9 there's something in the positioning as to when you enter it that affects how you will be positioned .. Which is why I try and enter straight on, from behind usually as this seems to ensure character is also facing correct way .. otherwise I'll pose at a 45-50 degree angle .

 

As mentioned before Public Whore (punishment scene) seems to lock you in xcross perfectly (almost) as an afterthought that may well be because you're not actually entering yourself but a scene plays with blank screen and you wake up already attached. 

 

In my case, I can't even activate any device from DD, but there's a good chance it's related to my settings (SteamVR/ALVR/Linux). As for the alignment or jittering issues (for ZaZ devices), they occurred even when I tested with VRIK and PLANK disabled, so I suspect it could be a problem with SkyrimVR itself.

  • 1 month later...
Posted

Hey there.

Re the mod tracking:

I just had FNIS report that rydin's animations were not compatible with VR - everyone was in T-pose until I uninstalled them which is a pity as there's not too many MM animations out there.

Fortunately the M2M animations seem to work well in VR.

I found that HIMBO (https://www.nexusmods.com/skyrimspecialedition/mods/46311?tab=description) works well

and also TNG (https://www.nexusmods.com/skyrimspecialedition/mods/104215)

DW's HIMBUTT also works:

 

  • 2 weeks later...
Posted

Anyone know how to make pee and fart animation work with player? Especially with any squat animation. Vrik body got into weird pose. I've tried to patch it with disable vrik body but then all I get is player body stand still when animation start.

Posted
20 hours ago, NoobPlayer123456789 said:

Anyone know how to make pee and fart animation work with player? Especially with any squat animation. Vrik body got into weird pose. I've tried to patch it with disable vrik body but then all I get is player body stand still when animation start.

I've tried to create a lockVRIK() function before the animation start (just a copy from Sexlab vrik patch). However, the head not follow VRIK anymore. Can you guy check out my code and see what is wrong?

function LockVRIK()
    VRIK.VrikSetSetting("enablePosture", 0)
    VRIK.VrikSetSetting("enableBody", 0)
    VRIK.VrikSetSetting("enableJumping", 0)
    VRIK.VrikSetSetting("displayHolsters", 0)
    VRIK.VrikSetSetting("lockRotation", 1)
    VRIK.VrikSetSetting("nearClipDistance", 2.0)
    utility.SetINIFloat("fNearDistance:Display", 2.0)
    VRIK.VrikSetSetting("hidePlayerHeadDistance", 16.0)

    VRIK.VrikSetSetting("lockHeightToBody", 1)
    VRIK.VrikSetSetting("heightAdjustSpeed", 6.0)

    VRIK.VrikSetSetting("enableLeftArm", 0)
    VRIK.VrikSetSetting("enableRightArm", 0)

    VRIK.VrikSetSetting("enableHead", 1)    
    VRIK.VrikSetSetting("lockHmdToBody", 1)
    VRIK.VrikSetSetting("lockHmdMinThreshold", 500)
    VRIK.VrikSetSetting("lockHmdMaxThreshold", 500)
    VRIK.VrikSetSetting("lockHmdSpeed", 60)
endFunction

 

Posted (edited)
14 hours ago, NoobPlayer123456789 said:

I've tried to create a lockVRIK() function before the animation start (just a copy from Sexlab vrik patch). However, the head not follow VRIK anymore. Can you guy check out my code and see what is wrong?

function LockVRIK()
    VRIK.VrikSetSetting("enablePosture", 0)
    VRIK.VrikSetSetting("enableBody", 0)
    VRIK.VrikSetSetting("enableJumping", 0)
    VRIK.VrikSetSetting("displayHolsters", 0)
    VRIK.VrikSetSetting("lockRotation", 1)
    VRIK.VrikSetSetting("nearClipDistance", 2.0)
    utility.SetINIFloat("fNearDistance:Display", 2.0)
    VRIK.VrikSetSetting("hidePlayerHeadDistance", 16.0)

    VRIK.VrikSetSetting("lockHeightToBody", 1)
    VRIK.VrikSetSetting("heightAdjustSpeed", 6.0)

    VRIK.VrikSetSetting("enableLeftArm", 0)
    VRIK.VrikSetSetting("enableRightArm", 0)

    VRIK.VrikSetSetting("enableHead", 1)    
    VRIK.VrikSetSetting("lockHmdToBody", 1)
    VRIK.VrikSetSetting("lockHmdMinThreshold", 500)
    VRIK.VrikSetSetting("lockHmdMaxThreshold", 500)
    VRIK.VrikSetSetting("lockHmdSpeed", 60)
endFunction

 

Finally, the problem was the lockHmdMin and lockHmdMax value. Here is a VRIK patch for PAF fixes and addon v3.9.6 if anyone need it.

PAF fixes and Addon VR patch.zip

Edited by NoobPlayer123456789
Posted
On 3/30/2025 at 7:00 PM, NoobPlayer123456789 said:

Especially with any squat animation.

Would suggest giving vrikactions mod a go and, on the first page of the MCM, there's an option to tick ... something like continuously check (don't quote me fully on that) that will check the position and should change head height. 

 

It doesn't like reloads of games, but an uncheck and check usually fixes, but I also think it retains head height once  a sexlab animation has occured once in a reload. 

  • 2 weeks later...
Posted

Any fix for SL VrPatch Beta 8 38 -test to stop that HMD camera spin on entering carts, such as the cart ride at the intro and touring carriages? I've tried every no spin patch for Vr I could find. None worked. Only disabling the SL Vr patch stops it but unfortunately sexlab doesn't work anymore.

  • 3 weeks later...
Posted

A bug noticed with ANIMAL SOS on skyrim VR. This mod works, but make somes locations CTD when u fast travel or walk. i don't know why. Just after Haemar's Shame when u go to Ivarstead, my game crash. all came back to normal when i uninstalled animal sos. I was not eable to fast travel back to Eldergleam Sanctuary too.

 

  • 2 months later...
Posted

Anyone know how to make Yamete Redux work with the DD/ZaZ Defeat Consequence?

 

Every time I try to get a DD/ZaZ item added to my character after being defeated in combat, I get a "Couldn't find a victor - victoire combination". All other functions of Yamete Redux work flawlessly, as do DD/ZaZ themselves (and any other mods that use them). It's just the interaction between those two mods that doesn't work, and it's something I'd really like to get working.

  • 2 months later...
Posted (edited)

I have vrik, planck, and higgs. I was curious if there is something similar that adds physics and kinetics to the penis? As of now VR hands just phase through.

Edited by fightingbear
  • 4 months later...
Posted
On 6/30/2021 at 4:50 PM, unwashed biomass said:

There is another rather serious problem with Estrus Chaurus. I don't (yet) know about NPCs but when player is about to birth eggs i get CTD, like always.

2026 now. still having this problem.

  • 2 months later...
Posted

Would my Quest 3 and PC with 5800x and 3080ti be underwhelming to support SkyrimVR?  I recently had some extra time for gaming, and wonder if it's worth upgrading some components for VR gaming.

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