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SkyrimVR Compatibility Tracking (1/27/21)


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?️ Converting Oldrim Files #

 

 

 

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This is AWESOME. But you should point to the proper method to get USSEP on SkyrimVR.

 

The USSEP will not work properly in VR and creating a patch each USSEP update is not an ideal way to do things, nor is patching USSEP a good idea.

 

The better method is this mod, which (contrary to the Nexus mod name) instead modifies the SkyrimVR master files match the updates of the latest SkyrimSE master files (1.5.97 currently).

 

This increases mod compatibility ten-fold, and lets you use any version of the USSEP without needing a patch for it.

 

You might want to mention to ignore the USSEP version listed on the Nexus page title, since it might confuse people.

 

I should note that the USSEP patch listed in the OP currently is out of date and should probably not be used.

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1 hour ago, XenoDrake said:

This is AWESOME. But you should point to the proper method to get USSEP on SkyrimVR.

 

The USSEP will not work properly in VR and creating a patch each USSEP update is not an ideal way to do things, nor is patching USSEP a good idea.

 

The better method is this mod, which (contrary to the Nexus mod name) instead modifies the SkyrimVR master files match the updates of the latest SkyrimSE master files (1.5.97 currently).

 

This increases mod compatibility ten-fold, and lets you use any version of the USSEP without needing a patch for it.

 

You might want to mention to ignore the USSEP version listed on the Nexus page title, since it might confuse people.

 

I should note that the USSEP patch listed in the OP currently is out of date and should probably not be used.

 

Thanks for catching that old USSEP link! I have it updated. 

 

Funny you should comment here.  I was just about to invite you and @Gro_Lak to comment here and help me flesh this list out a bit.

 

Anyway, see anything missing from the list that you have tested?  Full compatibility, workarounds, or completely broken... let me know!

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  • JayDrizzle changed the title to SkyrimVR Compatibility Tracking (4/30/21)
4 minutes ago, JayDrizzle said:

 

Thanks for catching that old USSEP link! I have it updated. 

 

Funny you should comment here.  I was just about to invite you and @Gro_Lak to comment here and help me flesh this list out a bit.  I am currently adding and linking compatible mods from the Skyrim Sexlab and VR main page.  I finished pg 35-25 but wont finish the rest until Monday.  There might not be much more there as it was more development than compatibility early on.

 

Anyway, see anything missing from the list that you have tested.  Full compatibility, workarounds, or completely broken... let me know!

I will work on providing some input for sure.

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On 4/30/2021 at 1:57 PM, JayDrizzle said:

 

Thanks for catching that old USSEP link! I have it updated. 

 

Funny you should comment here.  I was just about to invite you and @Gro_Lak to comment here and help me flesh this list out a bit.

 

Anyway, see anything missing from the list that you have tested?  Full compatibility, workarounds, or completely broken... let me know!

Lol I'm honored! I can't say I'm super experienced, but I have done my fair share of tinkering. I'll be sure to let you know if I have anything to add!

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Hey every, I'm pretty new to posting in LL and hope I don't step on any toes by just asking but is there any possible way for anyone to upload an older version of "ConsoleUtilVR"? Because I've read on the main site in the post section that the older ones work with the newer "Devious Devices" and I ain't sure which one unless someone got a fix for the newer version? I'd appreciate any help. If I knew how to code or whatever required to do so I'd do it myself and upload it for everyone.

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14 hours ago, Vegito said:

Hey every, I'm pretty new to posting in LL and hope I don't step on any toes by just asking but is there any possible way for anyone to upload an older version of "ConsoleUtilVR"? Because I've read on the main site in the post section that the older ones work with the newer "Devious Devices" and I ain't sure which one unless someone got a fix for the newer version? I'd appreciate any help. If I knew how to code or whatever required to do so I'd do it myself and upload it for everyone.

 

As far as I understand, there is only one version that was complied for VR.  This was first done just a few weeks ago.  The "older" versions would probably be referring to SSE or LE and I can't comment on if they would work.  No need to share "older" versions here as they are available on Nexus to download and test. 

 

How about you test each and report your findings!  Currently, I am playing without ConsoleUtil but would love to add the functionality back if someone finds a good solution.

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1 hour ago, JayDrizzle said:

 

As far as I understand, there is only one version that was complied for VR.  This was first done just a few weeks ago.  The "older" versions would probably be referring to SSE or LE and I can't comment on if they would work.  No need to share "older" versions here as they are available on Nexus to download and test. 

 

How about you test each and report your findings!  Currently, I am playing without ConsoleUtil but would love to add the functionality back if someone finds a good solution.

 

I only just started playing and modding Skyrim VR again after a few years off so I didn't know that it just came out. I've spent the whole week trying to figure out what was wrong and finally found out that out of the hundreds of mods that I have and went through that it was "ConsoleUtilVR" and "Devious Devices" not liking each other. I'll try what you've suggested and will report back if it works or not since the person that said that "older versions work" was very vague about it for newer people.

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So I tested the SE version and it at least doesn't crash, but who knows what it breaks by doing so but at least it's a workaround for now. I also got in touch with the creator of "ConsoleUtilVR" about his mod and "Devious Devices VR" not working together and helped him with trying to identifying the problem, so he seems to be willing to fix his side of the mod to get it to work with "Devious Devices VR".

 

Maybe we need both modders to work together to fix the issues but at least we got one trying on his end to fix the problem and hopefully that's all we need. I'll report back if there is any updates.

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1 hour ago, Vegito said:

So I tested the SE version and it at least doesn't crash, but who knows what it breaks by doing so but at least it's a workaround for now. I also got in touch with the creator of "ConsoleUtilVR" about his mod and "Devious Devices VR" not working together and helped him with trying to identifying the problem, so he seems to be willing to fix his side of the mod to get it to work with "Devious Devices VR".

 

Maybe we need both modders to work together to fix the issues but at least we got one trying on his end to fix the problem and hopefully that's all we need. I'll report back if there is any updates.

 

When you load a mod that is looking for ConsoleUtil in the MCM, like DD, does it show as registered? I think DD uses it for the blindfold effect.  If you try to set it to Dark Fog then you will get this prompt if consoleutil is not working.  Or you might get CTD.  Or you might not get the dark fog effect.

 

Someone else mentioned that consoleutil uses address library which is unavailable for VR.  So I wonder which is the case here?

 

Anywho, report back on the Dark Fog effect for DD!

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5 hours ago, jdods13 said:

sos female pubic hair causes an instant ctd when a female is naked in Vr skyrim.

 

Thanks for chatching that and reminding me!  There is a workaround for this that I implemented long ago and forgot about.  It actually seems like you mentioned this issue a year ago in a thread and the answer is the same.  I have this very solution working for over a year now.

 

Download the SOS Pubic Hair for Females Addon from OsmelMC Mod Tweaks. The version I got was (SOS Pubic Hair for Females Addon (2019-12-24).7z) from a year ago.  Then get the bodyslide files.  Run body slide and enjoy!  I might try to update but.... it works for me for now.

 

Notes for install:

Quote

*Still some bugs like the color don't load on Load Saved Game resulting in some red Glow come from the pubic (in this case change room fix the problem).

**Not need previous versions (need a Clean Save to reload default values)

***Not compatible with most of the others meshes replacement because the meshes need Shade Type Property set on Default

 

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  • JayDrizzle changed the title to SkyrimVR Compatibility Tracking (5/6/21)
On 5/5/2021 at 4:07 AM, JayDrizzle said:

 

When you load a mod that is looking for ConsoleUtil in the MCM, like DD, does it show as registered? I think DD uses it for the blindfold effect.  If you try to set it to Dark Fog then you will get this prompt if consoleutil is not working.  Or you might get CTD.  Or you might not get the dark fog effect.

 

Someone else mentioned that consoleutil uses address library which is unavailable for VR.  So I wonder which is the case here?

 

Anywho, report back on the Dark Fog effect for DD!

 

Yep, it gave me that error with the blindfold option but it didn't CTD. I actually don't know what to make of it really, like is that all it breaks? Or actually anything important, etc? I wouldn't know what I'd be looking for if other than what you've told me with the blindfold.

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First off, I really would suggest having a category for CAO-conversion required mods. That or include that with the ? blue "Patch-needed" category. People might get confused between what's LE and SE for what needs to be converted if it's all green.

 

A few things:

1.  HDT High Heels Dummy ESM is needed to prevent HDT heels from sinking into the ground when using only  RaceMenu High Heels. Use if you have mods that use the old HDT heels method to keep backwards compatibility without having to convert the nif's manually. This applies to SSE and VR.
2.  RaceMenu VR's optional file only includes the DLL's, and those DLL's are differently named from the main mod. You must install the main 0.4.16, delete the skee64.dll/ini from it, and install/merge the optional file which contains skeevr.dll/ini. If you don't, various mod managers will complain.
3. The instructions linked for HDT-SMP with CBPC are partially incorrect in terms of the preload.txt file names. Those are for SSE. For VR, there is only one dll for HDT-SMP named hdtSMP64.dll, so you must create a single txt file named "hdtSMP64_preload.txt".
4. Make it clear that the LoversLab XPMSSE post is outdated. The new XPMSE/ XPMSSE is no longer maintained by Groovtama was handed off to BakaFactory/FactoryClose. The latest version is on the Nexus, which you already link to. Groovtama allows Baka to continue updates on the same Nexus pages as the originals. 4.80 is the latest at time of writing, while Groovtama's last version was 4.51. 4.60 came after that and was the first version handled by Baka, which started the move towards 3BBB body bone types and a massive compatibility overhaul to align with the new nodes a lot of mods tended to add to modified XPMSE skeletons.
5. Isn't  ENBoost included with  ENB? To enable, you simply install the ENBseries dll, open enblocal.ini, and change UsePatchSpeedhackWithoutGraphics to true. This will disable the ENB preset functions and simply run the game with the ENBoost performance enhancements. This has been how you enable ENBoost since I can remember, even for LE. It's packed into ENB. If you want to use an ENB with VR, though, obviously you don't want this, as it is pointless. ENB still runs with performance enhancements, but just runs extra code for preset usage.
6. Might want to mention the  FNIS Creature pack optional file is required for creature-related things. Found on the same FNIS Nexus page.
7.  VRIK V0.8.1 In-Dev Build 28 is the latest release currently found on the  SexLab VR post, but hopefully that may change as we've seen the developer pop up in the past few weeks. (FYI, his computer had previously died, halting and possibly preventing development due to loss of data)
8. I would mention Dragonborn Speaks Naturally as an alternative to  AddItemMenu, even though it is bit more annoying to set up. But it is a viable option to create voice commands to give a complete set of items to you, like starting gear when you start a game, etc. You will need to be sure the item ID's match with the plugin indexes though. So if your load order changes, you will need to update the INI. I find  SSEEdit to show the list accurately, and you can use a Decimal to Hex converter to find the proper in-game ID.
9.  Centered Messages Box VR is currently incompatible with the latest  SKSE VR (2.0.12 dated 7-1-2020 at time of writing). Currently it produces its centered message box but also the original in its old location, duplicated. Since it hasn't updated in almost 3 years, it probably never will.
10. Why is "MNC v12RC10SE" listed next to  More Nasty Critters Special Edition? The latest SE port is  MNC 12.5 for SE, which is actually outdated also. The LE version has had two updates since then. 12.5A and 12.5B. The person porting to SE hasn't released those yet, as well as hasn't updated to  HentaiCreatures 12.4 (SE post only has 12.1), so personally I recommend everyone to manually convert those with CAO. (DO NOT RESAVE THE PLUGINS IN CREATIONKIT)

Update log:

MoreNastyCritters v12.5B
registered more mod races.
MoreNastyCritters v12.5A
can't remember
MoreNastyCritters v12.5
changed how the horse penises are added (remove & update any horse patches you have installed).

 

Also the new  Creature Framework 2.0.2 LE (CreatureFramework V2_0_2.7z (December 16, 2020), CAO needed) seems to be stable for me on Skyrim VR and SSE after conversion. MadMansGun hasn't found any evidence for it NOT working on SSE/VR. I truly believe people just aren't following his instructions at all. So when things don't work (which they won't work on a new install or update unless you follow specific steps in his guide), they blame the new CF update and just say "the old version worked fine".

I personally think another reason is people have leftover scripts from the old CF. Creature Framework 2 actually reduced the script count I believe, so if you simply "overwrote" the one included in certain versions of MNC, that could have been the source of the issue. I think this is why newer MNC versions don't include Creature Framework anymore.


11. When using  SexLab Inflation Framework with  CBBE 3BA (3BBB), these ? SLIF BodyMorph 3BBB setting files is highly recommended. This goes for SSE and VR. Follow the instructions there on any new install/new game. It enables better bodymorph support for 3BA morphs. For  BHUNP, the ? BHUNP SLIF list file is all that's available, but it should help too, so I still recommend it. When using CBBE SE or UUNP (or other bodies with a normal 2-breast-bone structure which we've had for a decade), use the default lists.
12. Regarding  Animal SOS SE, it has since been updated to follow  ABC's more recent updates. They should be compatible now. It even includes ABC-compatibility options in its FOMOD as well as instructions in the original thread's OP that you must follow to use them both together with CBP. FYI,  CBBE 3BA (3BBB) and  BHUNP's latest  CBPC files contain most of the stuff already and only needs some slight tweaking.
13. ? Fertility Mode's LoversLab post is no longer maintained. Main releases are always on the Nexus page now, which you've already linked. Previously, two separate posts were maintained because of Nexus's opposition to SexLab-related mods. The Nexus no longer opposes this kind of content.
14. It should be noted that any  SexLab Tools CTD's have been reportedly fixed if you extract and delete the BSA (use loose files instead). It is recommended to do this.
15. .NET Script Framework does not work in VR. Confirmed by the author. Anyone who tries to use it will get an "Expected SkyrimSE.exe" error on launch.

 

I have many mod recommendations, but I think I'll keep that for a future post. For now, a couple heavily recommended ones:

 

Linking to (and maybe showing a tutorial video for)  Cathedral Assets Optimizer (CAO) may be in your best interests. Mentioning CAO only once for one mod, when this is supposed to be an all-encompassing VR list might not be the best course of action.

Also  ENB Helper VR - Adds necessary functions to support extra features in ENB for SSE/VR. This can removes the requirement for the  SSE Particle Patch. However, various developers and testers recommend to run both, actually.

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3 hours ago, Vegito said:

 

Yep, it gave me that error with the blindfold option but it didn't CTD. I actually don't know what to make of it really, like is that all it breaks? Or actually anything important, etc? I wouldn't know what I'd be looking for if other than what you've told me with the blindfold.

 

I used ConsoleUtil in SSE but actually don't really use it outside that blindfold feature.  I liked it the best of the options and would probably also use it in VR if it worked. 

 

ConsoleUtilVR might not actually work with any of the mods that require it.  I have been wondering how ConsoleUtilVR could work without address library for VR.  The SSE version of ConsoleUtil requires Address Library for SKSE Plugins.  So shouldn't the VR version need a address library for VR?  Meh has stated no plans on doing it and it would also need mod authors to code with it in mind.  Read the first few pages of address library nexus posts for a full run down of VR status.

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2 minutes ago, XenoDrake said:

First off, I really would suggest having a category for CAO-conversion required mods. That or include that with the ? blue "Patch-needed" category. People might get confused between what's LE and SE for what needs to be converted if it's all green.

 

A few things:

1.  HDT High Heels Dummy ESM is needed to prevent HDT heels from sinking into the ground when using only RaceMenu High Heels. Use if you have mods that use the old HDT heels method to keep backwards compatibility without having to convert the nif's manually. This applies to SSE and VR.
2.  RaceMenu VR's optional file only includes the DLL's, and those DLL's are differently named from the main mod. You must install the main 0.4.16, delete the skee64.dll/ini from it, and install/merge the optional file which contains skeevr.dll/ini.
3. The instructions linked for HDT-SMP with CBPC are partially incorrect in terms of the preload.txt file names. Those are for SSE. For VR, there is only one dll for HDT-SMP named hdtSMP64.dll, so you must create a single txt file named "hdtSMP64_preload.txt".
4. Make it clear that the LoversLab XPMSSE post is outdated. The new XPMSE/ XPMSSE is no longer maintained by Groovtama was handed off to BakaFactory/FactoryClose. The latest version is on the Nexus, which you already link to. 4.80 is the latest at time of writing, while Groovtama's last version was 4.51. 4.60 came after that and was the first version handled by Baka, which started the move towards 3BBB body bone types and a massive compatibility overhaul to align with the new nodes a lot of mods tended to add to modified XPMSE skeletons.
5. Isn't  ENBoost included with  ENB? To enable, you simply install the ENBseries dll, open enblocal.ini, and change UsePatchSpeedhackWithoutGraphics to true. This will disable the ENB preset functions and simply run the game with the ENBoost performance enhancements. This has been how you enable ENBoost since I can remember, even for LE. It's packed into ENB. If you want to use an ENB with VR, though, obviously you don't want this, as it is pointless. ENB still runs with performance enhancements, but just runs extra code for preset usage.
6. Might want to mention the  FNIS Creature pack optional file is required for creature-related things. Found on the same FNIS Nexus page.
7.  VRIK V0.8.1 In-Dev Build 28 is the latest release currently found on the  SexLab VR post, but hopefully that may change as we've seen the developer pop up in the past few weeks. (FYI, his computer had previously died, halting and possibly preventing development due to loss of data)
8. I would mention Dragonborn Speaks Naturally as an alternative to  AddItemMenu, even though it is bit more annoying to set up. But it is a viable option to create voice commands to give a complete set of items to you, like starting gear when you start a game, etc. You will need to be sure the item ID's match with the plugin indexes though. So if your load order changes, you will need to update the INI. I find  SSEEdit to show the list accurately, and you can use a Decimal to Hex converter to find the proper in-game ID.
9.  Centered Messages Box VR is currently incompatible with the latest  SKSE VR (2.0.12 dated 7-1-2020 at time of writing). Currently it produces its centered message box but also the original in its old location, duplicated. Since it hasn't updated in almost 3 years, it probably never will.
10. Why is "MNC v12RC10SE" listed next to  More Nasty Critters Special Edition? The latest SE port is  MNC 12.5 for SE, which is actually outdated also. The LE version has had two updates since then. 12.5A and 12.5B. The person porting to SE hasn't released those yet, as well as hasn't updated to  HentaiCreatures 12.4 (SE post only has 12.1), so personally I recommend everyone to manually convert those with CAO. (DO NOT RESAVE THE PLUGINS IN CREATIONKIT)

Update log:


MoreNastyCritters v12.5B
registered more mod races.
MoreNastyCritters v12.5A
can't remember
MoreNastyCritters v12.5
changed how the horse penises are added (remove & update any horse patches you have installed).

 

Also the new  Creature Framework 2.0.2 LE (CreatureFramework V2_0_2.7z (December 16, 2020), CAO needed) seems to be stable for me on Skyrim VR and SSE after conversion. MadMansGun hasn't found any evidence for it NOT working on SSE/VR. I truly believe people just aren't following his instructions at all. So when things don't work (which they won't work on a new install or update unless you follow specific steps in his guide), they blame the new CF update and just say "the old version worked fine".

I personally think another reason is people have leftover scripts from the old CF. Creature Framework 2 actually reduced the script count I believe, so if you simply "overwrote" the one included in certain versions of MNC, that could have been the source of the issue. I think this is why newer MNC versions don't include Creature Framework anymore.


11. When using  SexLab Inflation Framework with  CBBE 3BA (3BBB), these ? SLIF BodyMorph 3BBB setting files is highly recommended. This goes for SSE and VR. Follow the instructions there on any new install/new game. It enables better bodymorph support for 3BA morphs. For  BHUNP, the ? BHUNP SLIF list file is all that's available, but it should help too, so I still recommend it. When using CBBE SE or UUNP (or other bodies with a normal 2-breast-bone structure which we've had for a decade), use the default lists.
12. Regarding  Animal SOS SE, it has since been updated to follow  ABC's more recent updates. They should be compatible now. It even includes ABC-compatibility options in its FOMOD as well as instructions in the original thread's OP that you must follow to use them both together with CBP. FYI,  CBBE 3BA (3BBB) and  BHUNP's latest  CBPC files contain most of the stuff already and only needs some slight tweaking.
13. ? Fertility Mode's LoversLab post is no longer maintained. Main releases are always on the Nexus page now, which you've already linked. Previously, two separate posts were maintained because of Nexus's opposition to SexLab-related mods. The Nexus no longer opposes this kind of content.
14. It should be noted that any  SexLab Tools CTD's have been reportedly fixed if you extract and delete the BSA (use loose files instead). It is recommended to do this.
15. .NET Script Framework does not work in VR. Confirmed by the author. Anyone who tries to use it will get an "Expected SkyrimSE.exe" error on launch.

 

I have many mod recommendations, but I think I'll keep that for a future post. For now, a couple heavily recommended ones:

 

Linking to (and maybe showing a tutorial video for)  Cathedral Assets Optimizer (CAO) may be in your best interests. Mentioning CAO only once for one mod, when this is supposed to be an all-encompassing VR list might not be the best course of action.

Also  ENB Helper VR - Adds necessary functions to support extra features in ENB for SSE/VR. This can removes the requirement for the  SSE Particle Patch. However, various developers and testers recommend to run both, actually.

 

You are a hero! I will add these tomorrow. 

 

I definitely like the idea for clarifying the need for a CAO conversion.  Instead of a separate section, do you think a unique icon that links to a How To Convert section?

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12 minutes ago, JayDrizzle said:

You are a hero! I will add these tomorrow. 

 

I definitely like the idea for clarifying the need for a CAO conversion.  Instead of a separate section, do you think a unique icon that links to a How To Convert section?

That would be a good idea, methinks.

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41 minutes ago, JayDrizzle said:

 

I used ConsoleUtil in SSE but actually don't really use it outside that blindfold feature.  I liked it the best of the options and would probably also use it in VR if it worked. 

 

ConsoleUtilVR might not actually work with any of the mods that require it.  I have been wondering how ConsoleUtilVR could work without address library for VR.  The SSE version of ConsoleUtil requires Address Library for SKSE Plugins.  So shouldn't the VR version need a address library for VR?  Meh has stated no plans on doing it and it would also need mod authors to code with it in mind.  Read the first few pages of address library nexus posts for a full run down of VR status.

The VR version shouldn't require it no. No VR version should.

 

FYI, all the address library does is contain a database of memory address values that are what make plugins incompatible with the different versions of Skyrim, since any update has different ones for a given value. It allows the mod authors to not bother with updating their plugins when a new version of Skyrim comes along, as the author of the Address Library just has to create a new database.

 

All that would be needed is a database with the VR-related memory addresses, but the author has shown no interest in creating a VR database. Actually, other developers have honestly felt it lazy of authors to use it, because then when something like this happens or if in the future the author stops updating the address libraries for any new Skyrim SE version, then all mods relying on it are broken.

 

The smarter way is to learn what addresses your mod needs and simply add them to the mod, and provide your source code so people can update the memory address later. Any one mod will have far less memory addresses to manage than the entire address list.

 

I should mention that you don't actually need a VR headset to test Skyrim VR. And if you don't test for more than a couple hours in the first week, you can refund the game. That may be enough to test simple plugins.

 

 

By the way @JayDrizzle I wanted to reference a more in-depth guide on setting up ENBoost.

 

 

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13 hours ago, XenoDrake said:

I have many mod recommendations, but I think I'll keep that for a future post. For now, a couple heavily recommended ones:

 

This is an awesome idea.  What do you think about a section under Popular VR Mods. Maybe titled VR Power Users Must Haves... a link to a non-VR mod that they consider essential and why.

 

Like this:

 

 Better Health Warnings - I play without any UI notifications/widgets/etc.  This mod adds effects to the screen to give player updates about their condition.  When running, I get winded, my stamina depletes,  leaving my screen grayscale with a blueish tint.  Health darkens the screen and adds a heavy red, like passing out from injuries.  It is simply a must have for me in VR.

 

 

PS thanks for the great formatting and informative post.  It took a few hours but I have them updated!

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A few things in the first post are borrowed (with permission) from my thread, so I'll pop in here real quick.

 

15 hours ago, XenoDrake said:

1.  HDT High Heels Dummy ESM is needed to prevent HDT heels from sinking into the ground when using only data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== RaceMenu High Heels. Use if you have mods that use the old HDT heels method to keep backwards compatibility without having to convert the nif's manually. This applies to SSE and VR.

 

What's going on there?

 

Quote

4. Make it clear that the LoversLab XPMSSE post is outdated. The new XPMSE/data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== XPMSSE is no longer maintained by Groovtama was handed off to BakaFactory/FactoryClose. The latest version is on the Nexus, which you already link to. Groovtama allows Baka to continue updates on the same Nexus pages as the originals. 4.80 is the latest at time of writing, while Groovtama's last version was 4.51. 4.60 came after that and was the first version handled by Baka, which started the move towards 3BBB body bone types and a massive compatibility overhaul to align with the new nodes a lot of mods tended to add to modified XPMSE skeletons.

 

I have that change queued up for my next update on Sunday.

 

Quote

5. Isn't data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== ENBoost included with data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== ENB? To enable, you simply install the ENBseries dll, open enblocal.ini, and change UsePatchSpeedhackWithoutGraphics to true. This will disable the ENB preset functions and simply run the game with the ENBoost performance enhancements. This has been how you enable ENBoost since I can remember, even for LE. It's packed into ENB. If you want to use an ENB with VR, though, obviously you don't want this, as it is pointless. ENB still runs with performance enhancements, but just runs extra code for preset usage.

 

I do know about UsePatchSpeedhackWithoutGraphics, but is it a relatively new addition? Like within the last two years or so? As far as I remember, ENBoost was for people who "didn't want" ENB - whatever that might mean. Is it maybe more lightweight than a regular ENB install?

 

Quote

13. ?data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== Fertility Mode's LoversLab post is no longer maintained. Main releases are always on the Nexus page now, which you've already linked. Previously, two separate posts were maintained because of Nexus's opposition to SexLab-related mods. The Nexus no longer opposes this kind of content.

 

Noted.

 

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14. It should be noted that any data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== SexLab Tools CTD's have been reportedly fixed if you extract and delete the BSA (use loose files instead). It is recommended to do this.

 

Skimmed the support thread and haven't seen much about this. Are you saying the download comes with a BSA and it's in the old format?

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1 hour ago, tasairis said:

A few things in the first post are borrowed (with permission) from my thread, so I'll pop in here real quick.

 

 

What's going on there?

 

 

I have that change queued up for my next update on Sunday.

 

 

I do know about UsePatchSpeedhackWithoutGraphics, but is it a relatively new addition? Like within the last two years or so? As far as I remember, ENBoost was for people who "didn't want" ENB - whatever that might mean. Is it maybe more lightweight than a regular ENB install?

 

 

Noted.

 

 

Skimmed the support thread and haven't seen much about this. Are you saying the download comes with a BSA and it's in the old format?

 

BTW, by making this thread I don't want to make more work for you by having to scan this thread for updates.  Most of what this thread will be for is VR specific patches/bugs/workarounds/CTD/etc.   Keep up the awesome work!

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