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reikiri

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  1. A patch to make Sexlab SE (version beta 7 and 8 only) work with Skyrim VR -- Installation -- - Install Sexlab beta 7 or 8 as normal, you'll need the normal required things - but use VR versions when available, such as SKSEVR, papyrus utilities VR, SkyUI VR etc. - You'll also need latest development version of VRIK, which is included in this post - Install the patch here AFTER Sexlab, and let it overwrite everything (I recommend using MO2, but that's not a requirement) - Make sure you have the latest VR version of papyrus utils intalled after Sexlab! Sexlab comes with regular papyrus utils, which will NOT work. - Jcontainers is not necessary for SexLab or this patch, but you'll need it if you want to use creature framework. If you do, make sure you have VR version of Jcontainers as well. ---------------------------------------------------- So, after a few weeks of tinkering and fiddling, things are starting to look a whole lot better. I'm still a bit hesitant to call this "stable", but the fact is the patch is probably working well enough to use in regular play. Most animations work without issues, although your experience may vary - in general the SL animations were never created to be played from the 1st person view, sometimes all you can see is an expanse of floor.. but that's just how it goes. ? Compatibility with SL mods also kind of varies. SLAL works fine, creature framework, SL arousal redux and many others work. Some mods like Devious Devices have their own issues with VR, but for the most part they can work too. I'm hoping that this patch will help kick things with SL framework in motion, and open a way to have more mods ported for Skyrim VR. Credits for Ashal on creating and hosting Sexlab, Prog for making the awesome VRIK mod to let people have a body in Skyrim VR, Prinyo for making the original VR patch for Sexlab Light version - and countless others for all the related mods using and used by the framework. Please keep one very important thing in mind: while this mod for Sexlab seems to work pretty stably now, Sexlab does NOT officially support playing in VR at the moment. While Ashal is aware of this patch, and was kind enough to provide his own beta version of Sexlab VR for testing (and I've bundled the Sexlab Utils DLL from that test version with this patch), his focus is in making Sexlab work in Skyrim SE, and as of writing this, he has neither time nor means to offer support for using Sexlab in VR. So please be considerate and don't bug Ashal for VR support. This patch is NOT "SexLab VR", I don't intend to branch this off from SL as a separate thing. But while I'm hoping that eventually Sexlab can officially support VR, that's not in foreseeable future - and meanwhile this unofficial patch is meant for making the SL framework compatible with VR. Hopefully it'll remain compatible enough that many of the SL mods will be able to function with it. ================ TODO =================== Not an exhaustive list in any sense, but rather what I feel is currently lacking, or are 'need to have' features. The purpose of the mod was to get SL working in VR in playable capacity, both 1st and 3rd person, with it's major functions available in some form, with ability to support as many mods as it reasonably can, and without what I'd consider game breaking issues. This isn't a mission statement, so much as some overall thoughts on what I wanted to achieve. There's some things I feel are either missing from reaching this, or are things I feel would be nice to have. Add 1st/3rd person view per-stage default that saves along with custom offsets. This requires some thinking - in how to handle the per stage value vs the one set in MCM Props are not showing up on animations, cause unknown - this needs to be investigated and fixed somehow Generally clean up the code - one of the first things to do when installing new VR patch version, is to set the 'reset defaults' preset, once. It should set reasonable defaults to any new properties/features included in the new build. -- version 35 -- added NiOverride high heels support (requires racemenu VR) to work -- version 38 -- reverted the check that prevented actor from starting another animation while still held by previous thread (may make actor available for next scene faster) enabled debug spells (self and target) and repurposed them as actor selectors / animation starters, more in notes at bottom of page tweaked the actor scalings to work with VRIK scaling, and hopefully give more consistent results - experimental, this may require further work enabled taking control of NPC animations (change stage, change animation, adjust positions etc) - experimental, generally works but I've seen it break the animation fixed position change during animation, it should now always move selected actor in same direction the controller is moved added checkbox to define if player should prioritize active (usually male) or passive (usually female) position in animation (not all mods will follow this setting, usually this is relevant when f.ex. two females play MF animation, to determine which position player will assume) IF YOU ARE USING INDEX CONTROLLERS, MAKE SURE TO GET THE BINDINGS FILE TO HELP YOU SET UP CONTROL BINDINGS - OTHERWISE GESTURE CONTROLS WILL NOT WORK. Vive/oculus won't need them, they are only for valve index controllers. Get index bindings from VRIK mod page at nexus (for valve index controllers only) Known issues: - animObjects won't show when attached to player (this may be a generic issue with Skyrim VR) It seems SL / VR patch may break things at the start of the game, in particular during the Helgen story. I recomment waiting until you reach Riverwood before installing SL, VR patch and any mods that depend on them. Probably the issue comes from SexLabUtil.dll, so it may be enough to just leave VR patch uninstalled until Riverwood. If it's caused by the dll just being there, there's not much I can do about it - but I'll check it later after holidays when I get the chance.. but meanwhile it should be fine to just delay installing VR patch. If you have VRIK, CBPC and SMP installed, and are having issues with game CTD on load, try renaming VRIK.dll into 01-VRIK.dll to make it the first dll file that loads ( Data/SKSE/Plugins/VRIK.dll ). SL VRpatch Beta8 38 - test.7z VRIK V0.8.1 In-Dev Build 28.7z SL VRpatch hotfix for v38.7z (fixes MCM menus not showing when NPC selected by NPC selector mod) MEGA link to v38 hotfix - install the hotfix right after VRpatch Beta8 38 - or you can merge it into the vrpath. In case you have trouble downloading these links, here's alternate links to mega. You need BOTH files (VRIK and VR patch) - either from SL links above or from mega below: VRIK V0.8.1 In-Dev Build 28 @ MEGA SL VRpatch Beta 8 38 Note! Expired has published SKSEVR 12 on his patreon page for everyone. It has fixes for menus and widgets, which should make f.ex. Defeat MCM and UI extensions (f.ex. for EFF) work. VR patch 38 should still work without it, but it may become a requirement on following releases. Misc: Control gestures SLSO patch Notes: - VRIK 18 has "close and open fist to cast spell" feature for index controllers, and ability to hide compass and display by turning your palm up (must be enabled in VRIK settings) - VR Patch 31 'height adjust' thing needs a bit of explanation: When you set the snapback threshold to really low number (1 or 0), your viewpoint will be tightly matched by head position of animated player body (in 1st person view mostly). This now also affects the height of the head, not just position. The height speed setting affects how fast the height is 'corrected' to match the head, the default is 1.0 which you barely notice during animation - but higher than that may cause motion sickness with some people, so 1.0 will remain default. However if you are not sensitive to motion sickness, I recommend trying the snapcback tolerance and distance at 0 and height speed at 4.0 to see what it does - it's easier to experiment than explain. Actor selection at version 37+ From version 37 on, debug spells are automatically enabled for player. There's 'self' and 'target' spells. 'Target' spell can be used to select an NPC for MCM menu options, for SL this lets you select voice, and look at NPCs journal stats. This will also send the selection for Schlongs and Aroused mods to use in their MCM options (f.ex. select NPC schlong on SoS and the puppeteer actions on aroused). Finally, the NPC selection will be sent to NPC selector mod if you have it installed, which will then further enable it for any mod it supports, f.ex. EFF. SL will also maintain internally a list of up to 5 NPCs you've last selected (the list will be emptied and any selected target wiped, if you haven't selected another NPC within 60 seconds. The selection will remain though as long as you have MCM menu opened). Last, but maybe not least - if you use the Debug (target) spell on an NPC that's participating in SL animation, you'll get a dialogue to take control of the scene (if selected, you can move stages / change animation / align actors, as if you were involved in the scene). You can use the Debug Self spell to start a random animation with up to 5 of the last selected NPCs. Casting the spell once, will have the NPCs start an animation after 5 seconds. If you cast the spell a second time during those 5 seconds, the 5 second timer will reset, and you will be added to the actor list.. so in 5 seconds you and up to 4 previous NPCs will start an animation. Casting the spell for 3rd time during those 5 seconds, will cancel the start and wipe the list. If you cast the self spell twice without any NPCs selected, it will start a solo animation for you in 5 seconds - you can cancel the start by casting it for a third time. For a quick test: cast the 'debug target' on NPC of your choice, then cast the 'debug self' spell twice - this should start a random animation between you and the selected NPC.
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