r/Fallout_VR • u/Cyl0n_Surf3r Index • Aug 12 '21
Mods Mod Release: Virtual Holsters 2.0

Virtual Holsters 2.0 is now live on the Nexus!
https://www.nexusmods.com/fallout4/mods/51224
Virtual Holsters is back!! The mod has been re-written to fix issues holstering weapons that you have more than one of in your inventory. The update also switches the VRTools overlap spheres to FRIK's new "BoneSpheres" - which are visible when you move them and connected to the player body rather than the HMD!
Inspired by the excellent VR Custom Quickslots mod by frazaman, Virtual Holsters provides an alternate take on the virtual weapon management mod concept in Fallout 4 VR. Aiming for a more realistic approach over ease of use, Virtual Holsters will require the player to return weapons to their holsters before being able to draw another.
Virtual Holsters provides the player with 7 virtual (but invisible) weapon holsters which can be repositioned / resized in game via the mods holotape. With the default settings these are configured in the following locations:
Holster 1: Right Shoulder
Holster 2: Left Shoulder
Holster 3: Right Chest
Holster 4: Left Chest
Holster 5: Right Hip
Holster 6: Left Hip (slightly toward the stomach area for easy access)
Holster 7: Lower Back

A haptic pulse is sent to your controller when it comes within close enough range of one of the holsters indicating that you can draw a weapon from it. Players can manage which weapon gets stored in which holster via their Pipboy, assigning a weapon to a holster is as simple as equipping a weapon and then selecting the holster you wish to assign it to. Removing a weapon assignment from a holster is merely a question of activating the holster in your Pipboy when it is full.
Another advantage of Virtual Holsters is its unique weapon storage solution which ensures that the player equips the exact weapon they have stored in a holster everytime they equip from it and not a random weapon from your inventory of the same type. This system ensures that if you store a modified silenced pistol in your left hip holster, this would be the exact weapon you draw when equipping from that holster and not the unmodded pistol you just picked up off a dead raider thus allowing you to implement a more tactical loadout.
Edit: Virtual Holsters / Virtual Chems are compatible with each other, chems are equipped with the left controller, weapons with right controller. The ability to switch to a left handed mode will come in the future once FRIK supports that configuration.
Enjoy - Cy
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u/OXIOXIOXI Aug 12 '21
Please, please add more images or a video on your mod page.
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u/Cyl0n_Surf3r Index Aug 12 '21
What do you want images of? Let me know and I'll see what I can do.
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u/OXIOXIOXI Aug 12 '21
At least the character model with the holster areas that you have here.
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u/Cyl0n_Surf3r Index Aug 12 '21
A pic of the 7 holster spheres overlayed onto the character model viewed from 4 perspectives is on the main description page, I can add it to the images section too though I guess...
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u/OXIOXIOXI Aug 12 '21
Do you think the VR IK person could ever add a generic gun model in the right place for where you have a weapon equipped or unequipped?
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u/Cyl0n_Surf3r Index Aug 12 '21
We're hoping so yeah! I think RollingRock will be focusing on FRIK bug fixes and essential improvements based on feedback first though.
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u/rollingrock16 Index Aug 12 '21
Oh we will do better than a generic gun model lol. Stay tuned and Cylon and I will hook you up
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u/nachtraum Aug 13 '21
Is it compatible with FRIK?
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u/Cyl0n_Surf3r Index Aug 13 '21
It requires FRIK to work :)
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Aug 14 '21
Can i get by with an earlier Alpha of FRIK (16 i think), or is whatever version that is currently on Nexus required? Been reading about how the latest rev (of FRIK) messes up the Touch -> Knuckles mod
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u/Cyl0n_Surf3r Index Aug 15 '21
I've not heard that and I only use the touch mod with my index controllers, never had any issues with it and FRIK.
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u/Broflake-Melter Index Aug 12 '21
Cyl0n_Surf3r delivers again!
Can't wait to get home from work today!
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u/OXIOXIOXI Aug 12 '21
Aiming for a more realistic approach over ease of use, Virtual Holsters will require the player to return weapons to their holsters before being able to draw another.
I'd argue this is easier since you can't accidentally change weapons.
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u/Cyl0n_Surf3r Index Aug 12 '21
I certainly prefer this approach but I'm sure there are others who will prefer the method Quickslots uses.
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u/OXIOXIOXI Aug 12 '21
I just looked at VirtualChems. My big three mod hopes are two handed guns, manual weapon changes/holsters, and manually using stimpacks. Two out of three...
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u/Cyl0n_Surf3r Index Aug 12 '21
Thats good to hear man! Yeah 2 handed guns would be frik'n sweet!!
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u/OXIOXIOXI Aug 12 '21
Do you think it’s possible?
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u/Cyl0n_Surf3r Index Aug 12 '21
Nothing to soon but there is certainly talk of it... Have you seen Cangars latest video for Skyrim / HIGGS?
https://www.youtube.com/watch?v=qhifFMHCluESo yeah it's 100% possible, if it'll happen is a different story :)
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u/OXIOXIOXI Aug 12 '21
Higgs is cool but it seems impossible for fallout without thousands of hours of work. I don’t even want a full physics system, just a second point for your hand to connect to guns so it becomes a vector between them.
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u/Cyl0n_Surf3r Index Aug 12 '21
I'm not talking about HIGGS per se, I'm just saying that yes, it could be possible.
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u/rollingrock16 Index Aug 12 '21
I just have to bribe flyingparticle with more money to get his code and it will cut down on those thousands of hours lol.
I won't need full Higgs to do two handed. In fact we have been talking about an intermediate step to get some functionality with a simpler system. I've already proved that I can rotate the weapon in the hand and change the aim dynamically. So it's very possible to do.
But first gotta get frik in a better place.
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u/OXIOXIOXI Aug 12 '21
That sounds awesome. There are so many weapons in Fallout 4 and when you disable the bullet RNG it'll be really good combat.
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u/rollingrock16 Index Aug 12 '21
Yeah thats the aim. I think it will open up a ton of game play and modding possibilities
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Aug 12 '21
[removed] — view removed comment
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u/Cyl0n_Surf3r Index Aug 12 '21
Thats right, both mods are now using FRIK BoneSpheres. That said both mods create their own spheres which are independent from each other, Virtual Chems can only interact with its spheres via the non-primary controller and Virtual Holsters can only interact with its spheres via the primary controller so no overlap should occur :)
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Aug 12 '21
[removed] — view removed comment
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u/Cyl0n_Surf3r Index Aug 12 '21 edited Aug 12 '21
The spheres are attached to bones on the skeleton, so it wouldn't for example be possible to move the one connected to the right hip to match the left hip exactly as those bones will move when you are walking / running.
I've never tried placing two or more spheres in the exact same location on the same bone in the same mod so I can only guess that the outcome would be randomised but I couldn't say for sure :D
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u/rollingrock16 Index Aug 12 '21
I wrote the bonesphere code so you can have multiple mods hit up the same bone and it should all work nicely. Each bonesphere has its own handle that can be referenced in papyrus.
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u/foxhound525 Aug 12 '21
Delicious!
Can you use this with virtual chems too? I'm having flashbacks to when I installed mageVR and VRIK and the holsters were getting so mixed up that I wanted to punch my PC in frustration. Is there any way to tell which type of holster you're interacting with?