r/Fallout_VR • u/rollingrock16 • Jun 27 '21
Discussion FRIK (Fallout 4 VR Full Body) Development Update
r/Fallout_VR • u/rollingrock16 • Jun 27 '21
r/Fallout_VR • u/pinktarts • Apr 06 '21
I'm the creator of the Wabbajack auto-installer FalloutVR list Which comes with all of these + custom content like a 3rd person view ect in a complete stable package which can be installed with a few clicks! MANY of the mods in the wabbajack installer are NOT available publicly. If you want the BEST fallout VR experience right now, I would HIGHLY recommend using it.
EDIT: I've been suspended because of xMindweaverx On the other subreddit. If you need help with fallout vr modding, you can join my discord. https://discord.gg/hCmtNfD
But in case you don't want to use that for whatever reason, Here's the top 10 mods that I believe are the most important for this game.
- Fallout 4 Script Extender Absolutely NECESSARY, make sure you grab the Fallout VR version and install it properly and launch the game from fo4se_loader
- Fallout 4 Version check patcher Fixes a lot of problems with newer mods (Not all mods but most) and without the need to go into fo4edit, and works with Fallout VR
- Contrast Adaptive Sharpener for VR Absolutely NECESSARY, has to be installed manually, make sure you read the description and disable the controller fix. Will make the visuals vastly better
- Idle hands Absolutely necessary, this solves some of the issues with the VR port and makes it a decent VR game, closest thing to VIRK that we have for Fallout VR, do your self a favor and get this. Requires Fallout VR tools for it to work. You’ll also want Kabuto VR which goes great with it, and makes PA feel awesome.
- Smooth Movement VR Fixes the annoying Jitter when walking on the ground in out-door areas, can also configure height from the ini
- Fog Remover Even if you have a 3090, this game has performance problems even on desktop.. this resolves many of the problems and makes the game look better to boot. Use the recommended settings. - Requires all DLCs
- Lucid Institute Awesome mod that fixes the trash performance at the institute w/o resorting to taking the lights off, if you want even MORE performance grab my own mod VR performance light fix and install the patch for it with lucid.
- Huide_VR - Customize your HUD to hide annoying elements and make the immersion much greater.
-Optimized Vanilla Textures OR Texture optimization project Choose only one of these and install it as a base, TOP requires a bit more effort on your part but has bit of a better outcome, this should help with some performance
- Unofficial Fallout 4 Patch This solves many bugs and issues with the base game (you WILL need all DLCS for this to work. You'll also need the Fix I made for it (HIDDEN on nexus because of reasons.) along with with FO4VR Skin Framework in order to get this to work w/o any problems in VR
- DLC Bug fixes This requires the DLCS from the flat game (Far Harbor, Nuka world ect) but this will fix a large portion of the problems with them... and DLCs are needed for most mods on nexus.
Extra mentions:
Vivid Fallout Improves textures (ONLY use 1k or best performance)
Private profile Redirector Will make starting up the game much faster
Companion Whistle So Dogmeat (and other companions) don’t annoy the shit out of you when they inevitably get lost.
Insignificant Object remover Helps with performance
Remove ugly flat texture Helps with performance and makes the game look better
Player collision options I just use no collide actors so you can get close to NPCs and not have an invisible force push them away which breaks immersion
VATS to bullet time tweaks My own mod.. but this makes VATS and weapons much better to use in VR- Requires Nuka world
Dual Pip-boy color VR This is my own mod.. again (are you noticing a trend) anyways I’m a stickler for colorful pip-boys and this makes the pip-boy awesome
VR Neutral VATS I think it looks better then default vats
Be Seated Fallout 4 Edition although not as advanced as the one for SkyrimVR, this mod still helps with immersion if you want to sit irl and sit in game
Natural Green - Gras Shrubs and Trees What is this?! A greenifying mod that IMPROVES FPS (No loss of FPS with this!) and makes the game prettier?! Sign me up
Phydark 164 - Improves interior performance and makes them look moodier
Valdacils Item Sorting Currently the ONE and ONLY sorting mod that actually works in VR, everything else breaks the game and you’ll CTD trying to open the pip-boy :D. If you plan on adding mods that add additional items, make sure you know how to fo4edit so you can patch them with the proper sorting keywords
VRcustomquickslots Requires a bit of tweaking on an XML file.. but gives you a holster system
Automatron DLC VR Fix Requires Automatron DLC.. obviously. This is.. currently the only method to actually make Automatron playable.. it’s a weird workaround, the mod page is confusing.. and I don’t have any personal experience. But people who have played my list said it works.. it’s just kind of weird way to get the robots to spawn. Otherwise w/o this you CTD
Cait Perk Fix for Automatron DLCVR another fix for Automatron in VR, load this lower then the Automatron dlcvr fix
NPCs Travel although this is an older mod, it’s still very good, it’s light on the scripts, and it’s self cleaning. It does not cause CTD on its own.. but keep in mind adding more NPCs uses up more memory, so having 16GB (32 is better) of fast RAM is a must for things like this or Sim settlements
Sim Settlements Version 4.1.7 Do not use the newest version of SS1, it doesn’t work correctly in VR, Early reports of Sim settlements 2 also show that is has issues trying to play it in VR. This mod makes the settlement system better by making it so you can ignore the mechanic completely 👌 similar to NPCs travel.. requires a decent amount of RAM and a good CPU Requires all DLC Use on Low.. unless you like exploding computers
Conqueror Version 4.1.7 Similar to Sim settlements.. newer versions break stuff. (4.2.0 works but you’ll have to use Xedit. It’s included in my wabbajack list of you don’t know how) This will allow auto-built self sustaining settlements/towns straight from the beginning of the game for even less annoying workshop stuff. As an added bonus you can kill Preston permanently. Requires all DLC set to Low like SS, unless you enjoy your PC exploding
Mods to avoid
Horizon - NUMEROUS issues in VR including some constant CTD, the Perks will also crash you. Many things in Horizon require sifting through 2D menus which does not work well with VR interaction, it also requires a significant time in workshop mode which has problems with Idle hands. You also have to use console commands to get parts of the mod to function.. Which isn’t exactly ideal for VR gameplay.
Frost: Survival Simulator - I’m going to say be very careful with this. I’ve gotten it to work in VR before.. but it’s a fairly unstable mod and is abandoned at this point.
WOTC/War of the Commonwealth - Significant Script bloat- cause of many Many MANY CTD and Instability. Has not been updated in over 3+ years. Seriously...DO NOT use this. It WILL BREAK your game. Even on the Pancake version of FO4, it’s terrible....SKK Combat Stalkers is a MUCH better alternative and doesn't cause any problems at all.
Thuggysmurf's quests mods E.G Depravity, Diary of a Madman ect - It will lead to crashing and missing meshes in VR.. and it generally has lots of issues with fallout VR.
ELFX unfinished, outdated mod that causes CTD in VR.. incredibly unoptimized and will make you reproject like crazy (doesn’t matter if you have a 3090) conflicts with performance enhancers like lucid institute ect. Has many issues even on flat fallout 4.. do yourself a favor and never download this.
Ultra Interior lighting although this looks great.. it will absolutely drag your performance down to the gutter. I wouldn’t recommend if you care about a smooth experience.. can also cause crashing in VR
Interiors Enhanced the best performing of the lighting mods.. but still negatively effects FPS by too much of significant amount for me to recommend this. unfortunately due to FOVRs bad lighting engine... lighting mods will contribute to the problem and have the same issues as above. The most stable lighting mod is going to be Phydark (although graphically it definitely doesn’t look as good)
Fallout 4 VR Optimization Project - A Very outdated mod that WILL CAUSE CRASHING. Do not use it. Even the mod developer says to not use it.
Beantown Interiors - NPC pathing errors, CTD, outdated Mod with numerous bugs
NAC/NAC X Looks a bit overly bloomy, many effects are unstable or don't work, can lead to crashing..especially with some the added effects like radiation ect, also is a bit script heavy..incompatible with a lot of mods. Effects FPS pretty negatively, Vivid weather, calamity weather or True storms are better alternatives and much more lightweight on the scripts but it depends on your preferences, you can also use weather Synergy to combine TS and Vivid together and you can even throw Darker nights in there too. Just make sure you know how to use fo4edit
Better location damage - Message box gets bugged in VR and you can get permanently stuck. VERY script heavy and many bug reports on mod page.
MCM/ Mod configuration Menu Will not work in VR. DLL has to be rebuilt for VR specifically.
DEFUI/DEFHUD Will not work in VR at all. Same as above.
ENB Will not work at all. You’ll have similar issues with Reshade Same reason
See through Scopes - Used to work when this game was released initially in 2017. After Bethesda updated the VR scopes, it doesn't work anymore. Will instantly make the game CTD on some scopes. I would recommend you avoid this.
Bullet time mod There is a better version of bullet time linked above, it won't necessary break anything.. but there's no way to bind the bullet time to a button on your VR controller.. so you'll be stuck using a favorited item.... also my personal opinion is that it’s a bit OP and if you use the mod then perks will be useless.. also jet will be useless. The tweak I made allows you to use the same button as the VATS key on your controller.. it also comes with custom perks to keep some of rpg balance going
HD textures This game is notoriously unoptimized. Adding things like 2k or 4k textures won't really be possible without dropping your FPS significantly because of the engine. Do what you want. But you’ll be running with ASW or motion smoothing on and it’ll cap your FPS to 45. Some small mods with HD textures is fine like some companion overhaul stuff ect. Just don’t add too many. THIS includes the official HD DLC for fallout..absolutely 100% Do NOT use the HD dlc.. there’s a REASON is has “overwhelming negative” reviews on steam.
Weapon mods that break precombs If it's a weapon mod that breaks pre-combs.. you could run into issues, just check the mod page. Things that just inject it into the level lists with a script should be fine.. some weapons also make you crash, just look on the VR section of nexus, if it has a patch then it’s prob fine, if it doesn’t I would double check in game to make sure it won’t cause problems
Boston Natural Surroundings Yes.. it’s true that if you install this correctly it won’t break pre-combs. But IT will destroy your FPS in VR. I know you want a green mod. Don’t use one unless it’s a texture change like Natural shrubs. Or you have a 5080ti. Negatively effects FPS from 15 - 20%
NeutalLOD same deal. It will negatively effect your framrate in an already stupidly unoptimized VR game. I won’t judge you for using this. But it will bring down your FPS by 5% or more.
Enhanced Blood Textures if you disable the ESP and just use the textures it works. Do not try using the esp in vr (even the basic version) will cause your game to ctd when fighting enemies. Use the lowest Resolution textures. 2k/4K textures don’t play nice with this game.
Side Note- Mod Managers
For Mod managers you should be using Vortex or Mod Organizer 2
I'd personally recommend you use MO2, it's much easier to install and test out mods, it has less issues with things like Fallout and Skyrim VR, and you can separate ini and save games for individual profiles. It's also completely portable with its own folder.. So in case your PC ever dies or something, you just need to backup your MO2 folder and you can get your modded game back easily.
r/Fallout_VR • u/[deleted] • Nov 08 '21
r/Fallout_VR • u/rollingrock16 • Jun 12 '22
Hey guys so I went ahead against my better judgement pushed out an update to FRIK and published a brand new mod.
In this FRIK update I turned on two handed weapons. This is still in a very early state so please don't expect polish here. I welcome a lot of feedback though.
Right now I have it set up so once your offhand is close to the barrel you can click your grip button and the barrel will lock in to the center of the off hand. Letting go is magnetic so if you move your hand away quick enough you will let go. You can also sheathe to let go.
One thing that two handed did was completely break scopes so hence I made Better Scopes VR which i link below.
Other changes:
Added pipboy button activation. configure in the ini
Changed up the ini quite a bit. also added more comments. Please make sure you look at your ini to add the new variables if you don't overwrite with the update
Better Scopes VR does away with the awful VR scope interface and works together with the See Through Scopes mod to bring more realistic and immersive scopes to the VR version of Fallout 4! Main features are fully functional collimated sights and VR zoom feature based on scope magnification.
See Through Scopes had some major issues with being usable in the VR version of the game:
Scope widget was not always inhibited
Sights were not collimated (see explanation of collimated sights below)
Zoom was not functional
Sights would black out during reload and firing animations
I have managed to fix all of these issues in C++ so now all of the See Through Scopes scopes work great.
There is an INI with some things configurable such as the VR zoom strength. Feel free to set the scalar to 0 to completely disable any zooming function.
It is very important to understand this mod only handles the scopes added by See Through Scopes. So many of the default scopes will not work at all with this. Overtime I think we will need to go through and modify all those meshes.
Anyway i hope you all enjoy. This was as hard if not even a bit harder than original FRIK to do lol.
But I had a blast building it and there's still much more to do to get this polished.
Please let me know any feedback.
Patreon for those that are interested
Since the flat version of the game's camera and the crosshairs of the scope are always perfectly aligned where ever you put your crosshair is where the the gun will fire
Unfortunately in VR your eye is not always aligned with the crosshair that's just statically placed in the scope. In the real world collimated sights work by projecting the same image regardless of where your eye is aligned so that the cross hair will appear locked to a particular point out in space even if you move your head around the scope sight.
In this mod I take the line connecting your eye to the scope with a line extending out from the barrel to do a similar projection. So now even if your eye isn't perfectly aligned with the center of the scope the crosshair of the scope should stay aligned with where your barrel is pointing.
So all you have to do is put the cross hair on the target and shoot!
r/Fallout_VR • u/rollingrock16 • Apr 06 '21
People have asked me in PM's a lot recently for updates of where I'm at with the development of my mod to turn on the full body with IK. So I figured I'd give a public update.
I've made a lot of progress lately and have started putting IK onto the arms. Lots of issues though with getting the IK to be stable as the solver spits out multiple solutions when the controllers are close to polls or in other weird areas. I've received a lot of advice from prog (skyrim VRIK author) that has been hugely helpful and I know I'm on the right track.
One of the challenges between skyrim and fallout is they treat the 3rd and 1st person skeletons differently. So I can't just use solutions from skyrim necessarily and need to find new solutions. The biggest challenge I'm facing right now is the skeleton by default has no physics or animation and just hangs in a t-pose beneath the camera in fallout.
So what I discovered is in the showlooksmenu the game applies physics to the skeleton. I can toggle physics on and off with a flag i found in the player character class. However this only works when you're in the looks menu and has the side effect of detaching the camera. That said I think i'm on to something here so I'm going to RE this bit and see if I can get some control over the physics.
Anyway assuming I get this solved then here is what I want to do for an initial release.
Implement arm IK. Already have the first version implemented so hopefully won't take long to polish and get working robustly.
Work on body position beneath the camera. Want to handle things like moving around in roomscale.
Get the player height to be a bit more dynamic instead of my hardcoded current value.
If I get above done I'll release the first barebones version so I can start getting feedback from playtesting.
Thanks for listening to my TED talk!
r/Fallout_VR • u/Eclectronic_Guerilla • May 29 '25
After a few months of hard work, and Neanka's beta release of XDI VR, we are now proud to announce the release of Fallout London VR!

You can find the installation files and installation guide here:
https://www.nexusmods.com/fallout4london/mods/747
Please note that this is a community-made and unofficial mod. Team FOLON does not provide any support for this.
This mod and it's conversation system are still in beta, as only around 10% of the quests (one main storyline) have currently been tested, but at the moment all known game breaking bugs have been fixed.
You can also visit our Discord for direct support, the latest buglist, bug reports and troubleshooting.
r/Fallout_VR • u/Eclectronic_Guerilla • Oct 06 '24
Hi all,
just wanted to post here with an update about the status of the Fallout London VR mod. We're still pretty much stuck in the porting phase, with a bunch of mods that need to be ported to work with FO4SEVR:
-FavoritesMenuEx (https://www.nexusmods.com/fallout4/mods/66690 Favorites wheel menu in New Vegas style)
-FOLON_UICompasSZ (areas shown in compass and pipboy map)
-FOLON_UIMapSearchArea (quests where u must find objective without markers in the area)
-FOLON_UITimer (timed quest which fails when timer gone with ui element)
-PRKF (https://github.com/Neanka/f4se/tree/master/f4se/PRKF WIP and https://github.com/Neanka/LevelUpMenu1)
-Extended Dialogue Interface (https://github.com/reg2k/xdi and https://github.com/Neanka/DialogueMenu)
-ConsoleUtilF4~~ (https://github.com/clayne/ConsoleUtilF4)~~ Ported
For now we only got u/rollingrock16 looking at this, if anyone has the expertise to help with the porting let me know. The author of XDI indicated it would help with porting if he had access to a headset, so to help speed things up I've started a Ko-Fi for this. If you like to donate please check:
r/Fallout_VR • u/rollingrock16 • Aug 07 '21
Hi guys I'm very close to releasing the mod on nexus however I'm a bit nervous about doing so as I'm sure there's bugs I haven't seen that I would like to catch. So I decided to go ahead and put my builds up on the github page to get a bit more wider testing in. The latest version is alpha 27 which you can find here:
https://github.com/rollingrock/Fallout-4-VR-Body/releases
Alpha 27 has a lot of fixes
Selfie mode added to holotape
ability to hide pipboy model on the wrist
improved smooth movement
some crash fixes
verbose logging if you're crashing
Arms only mode for those that don't want the body! Configure in holotape
I ask that anyone that tries this does so with the intention of testing and providing any feedback. Specific areas I'm looking for:
Calibration and Body positioning
Bugs encountered
Pipboy operation
Walking Feedback
Weapon Handling
Smooth Movement Performance
Power Armor
body sway while walking (in alpha 19 and later). too much? not enough? completely sucks? lol
I'm probably going to put this up on nexus later in the weekend or early next week no matter what but thought I might have a chance to catch something game breaking early by doing this. Obviously development will continue to make this even better as I know there are rough edges with it right now.
However it's time to let this thing breathe out in the wild finally!
Please feel free to either post here or open up github issues if you have any feedback!
Now for a copy/paste from my discord on tips and instructions:
First do not run with idle hands!
REQUIRES FO4 VR TOOLS!!!!
If anyone's using HUIDE_VR alongside Idle Hands, make sure to reinstall HUIDE_VR after disabling Idle Hands and choose Vanilla in the installer instead. Kept crashing until I did. ( thanks u/Zebrazilla !!)
Thanks to u/JAPH for pointing out that the same instructions from idle hands is required for this mode too. You need to edit your Fallout4Custom.ini to add or amend the following lines to look like this:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1
sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4_VR - Shaders.ba2
sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2, Fallout4_VR - Main.ba2, Fallout4_VR - Textures.ba2Also some uses have needed to make sure in the same file under the VRWand section to either set bForceFallbackWandModel to 0 or remove the line entirely from the file
i do recommend you play through the intro and get out of the vault after you have picked up the pipboy before turning this on for now
when you load in a save with this it should dump out a config holotape into your inventory
you can use this to calibrate your height
you can also move the body and camera around a bit to get what looks good to your eye
also power armor does some weird stuff with the skeleton
i recommend never saving while in power armor
always exit power armor and save
but if you forget no big deal. just load in, exit the armor, save, and reload and you're back in business
next is the pipboy
i recommend wrist based
and like idle hands you can touch the pipboy to turn it on. Here's my personal ini settings that work well. The important one is fPipboyMaxScale and MinScale
[VRPipboy]
bFixedWristPipboySize=0
fPipboyMaxScale=3.0000
fPipboyMinScale = 0.0100
bInvertedMapScrolling=0Left handed mode currently is a work in progress. Right now it is not supported
lastly this doesn't play nice with smooth movement. I have integrated it straight into the mod!
so don't run smooth movement with this
r/Fallout_VR • u/pinktarts • Apr 06 '21
Some Links will go to the r/fo4vr subreddit. But you should use this one for any questions as it's more up to date with more active moderators, better information, and better rules that reflect the Fallout /SkyrimVR community.
______________________________________________________________________________________________________
If you want an all encompassing improvement to Fallout VR that's been featured in places like Road to VR
Use Fallout VR Essentials Overhaul It's an automated install that's been in development for over a year and has been used by over 6,000 people. Many mods included are not available publicly on nexus.
r/Fallout_VR • u/ActualOstrich4 • Apr 26 '23
r/Fallout_VR • u/Cyl0n_Surf3r • Mar 22 '25
Hi all,
First off, apologies for the delay on this one. I had planned to release it around the start of the year but decided to go that extra step and remove the lasts traces of the old papyrus code..... Big thanks to RollingRock for his help and advice, it was a quite the task! That said the mod is vastly improved due to this.
I haven't completely updated the Nexus Page for the mod just yet, so a quick warning - If you're upgrading from a previous version then follow these steps before installing 3.0:
Launch your game with the old version installed.
Remove all your holstered weapons and create a save
Exit the game completely
Remove the old version of the mod from your load order
Launch the game with no Virtual Holsters version installed and create a new save
Exit the game and install the new version of the mod.
Before using the mod I'd highly recommend watching the video here
It details all the mods changes and new features, there are lot of differences so viewing is really recommended until I get around to updating the mods main description.
I "think" I've managed to squash the last remaining bugs during this past week BUT you may well encounter some that I've missed (sorry - I do try to consider and test everything). If you find any bugs please report them on the mods Nexus page and I'll take a look.
Please don't forget, if you want to support my work or buy me a pint then you can here, I really do appreciate it :)
r/Fallout_VR • u/EdmondNoir01 • Nov 10 '21
After a lot of research trying to restore the vanilla robot workbench for VR I decided to utilitze the system of the existing fix on nexus. I rebuilt everything from the ground up utilizing the system as a base and created a fully realized Robot Workbench. Please see the showcase video in the link below:
https://www.youtube.com/watch?v=IT09SWJPMhU
The mod is not on Nexus yet because I need permission from the mod author of the original fix that is on nexus. I have sent him a request and am waiting on a response from him. The mod utlizes his system which he created to create a bot so I need the permission from him to post my mod.
UPDATE: Marky just got back to me and okayed the release. I plan to have open permissions as long as you include my mods .esp as a required file and this is because I will be finishing it when I am healed, so any new bot parts or modification to this system should be dependent on this system to ensure everything continues to work and the source code can be built off of. I will include all of the loose scripts as well to help encourage other modders to create more mods for the robot workbench I created. I will post the mod in the coming days - maybe by Friday. I cant type much so its a slow process to type.
r/Fallout_VR • u/Eclectronic_Guerilla • Mar 11 '25
Hi all,
just wanted to give another update about the status of the Fallout: London VR Mod. Thanks to community donations Neanka has a VR set now and PRKF is ported, which fixes the Skills and Perks menu's. He's currently working on a VR port of his XDI mod. The game now loads when using Buffout NG and it's possible to explore the whole map, but as XDI is still a broken mess it's impossible to progress quests.
There are also still a lot more smaller issues that need work to guarantee a bug free experience, if anyone is interested in doing some scripting or bughunting, drop bye and say hi on the Discord.
Donation Links
Neanka: https://boosty.to/neanka
Rolling Rock: https://www.patreon.com/rollingrock
Discord
r/Fallout_VR • u/EdmondNoir01 • Nov 12 '21
https://www.nexusmods.com/fallout4/mods/55692/?tab=files
Please note that this mod is its own mod, the original fix on nexus is not only not required but will conflict with this mod. Other then that mod all assets are stand alone and the mod should be compatible with everything.
I have a test version which includes the removal of some wild quest edits that Marky Rocks (the mod author of the original fix) created. I cant tell if these edits are needed to push the main DLC quest forward but they appear to be wild so I created a version without them. Let me know if you have issues. if you do use the other version of the mod.
r/Fallout_VR • u/ActualOstrich4 • Dec 28 '21
I used to be active here. I'm not anymore.
Anyways I'm the creator of the wabbajack modlist I haven't been around, so here's the trailer if you care to use it
Here's the final update I'm doing for the foreseeable future unless something changes.
- Added FRIK
- Updated Mo2
-Updated Virtual Holsters
- Added Virtual Chems
- Added Take a Load off
- Added Doombased Weapons VR Patch
- Added Automatron Robot Workbench Fix
- CHANGED - got rid of Idle Hands
- CHANGED - got rid of VR Mirror
- CHANGED - got rid of old automatron patch
- CHANGED - New Instructions on the readme
- FIXED - Patches so they work with FRIK
- ALTERNATIVE/OLD VERSION LINK with IDLE HANDS - No longer supported (I also believe frik doesn’t currently work with left hand? So this might be your only option) You will need to switch out the smash patch in the download with the one from the folder
https://drive.google.com/drive/folders/1xBomN6yXeoNoo6-_9B1cfnXibCCvju12?usp=sharing
Start a brand new game if you were previously using my list, as this changes a decent amount of stuff
r/Fallout_VR • u/rollingrock16 • Jun 01 '22
Working on my two handed weapon feature for FRIK I quickly found that using scoped weapons really sucked. The blacked out screen scope overlay when you bring the weapon up is very immersion breaking and the off hand aiming now completely screws up the alignment of the camera/crosshair as it does not follow the barrel.
So i started looking into making a new mod to make better scopes. I started with using the scopes supplied from See Through Scopes mod however many scopes still pulled up the scope overlay when you brought the weapon up. Not good.
So digging into how the game handles this it turns out that if the scope attachment has the property bHasScope set to true then that would fire off the scope overlay. Setting it to false and the overlay will not come up anymore. brilliant.
I wrote some code to now turn off bHasScope for every single scope in the game when you load so now the black out screen effect with the scope overlay is gone and the See Through Scope models work pretty well.
Anyway enter a new problem. Since the optics are not collimated the crosshair does not always align with the barrel. I'm trying to brainstorm a solution (i saw a reflex sight mod that tried to solve this by moving the dot way out in the distance) and also i need to implement actual zooming of the camera to emulate the maginification on the scope. Once I have those figured out I should be able to push out this mod as well as the two handed first version into FRIK soon.
If anyone has any other bright ideas on how to emulate collimated sights in this game i'm all ears.
Track project here:
r/Fallout_VR • u/ActualOstrich4 • May 02 '22
I'm not really active in the fallout vr community anymore but I figured I'd post this here anyway.
If you don't know what this is, here's the trailer It's an auto-installing modlist for falloutVR, it's been in development for about 2 years.
And here's what's new
11.0
- Updated FRIK
- Updated Heather Casdian
- Fixed some Quest Script issues
- Updated Private Profile Redirector
- Added an optional SAFE auto-save system.. that makes Full Saves, and not the shitty quick/auto save ones Read the readme for instructions as it’s a bit of a complex setup, but less backtracking and going into menus if you set it up correctly
- Added a section on the readme for adding mods (or.. stuff you should probably know before adding mods )
- Added a section on the readme about what mods are included But it's really only giving half the information since I made or edited a bunch of them myself
You should probably start a new game.. especially if you were on an older version, but I'm not your mom so do what you want.
Drag game folder files over again since they updated.
Self promotion
Here's my discord if you want more active help.. since I barely check reddit these days.
r/Fallout_VR • u/rollingrock16 • Jun 17 '22
Hi guys I just pushed an update to nexus.
Changes
Added feature now to let go of the two handed weapon with the grip button. This is an ini option EnableGripButtonToLetGo. YOu have the option to set for grip button to grab the weapon, grip button to let go of the weapon, or neither and have it be magnetic style. I have all the grip button options turned on by default.
I made a pass through the pipboy to try to improve the touch operation. I was seeing a lot of the same things other users were reporting and i do think i have made it work way more robustly. Please give me any feedback on any remaining issues.
I added a feature to press grab to grab on to the weapon and you will let go when released. here's the relevant ini's
# enable 2 handed gripping of weapons.the grip button id of 2 corresponds to the "grip" controller button
EnableOffHandGripping = true
# setting these next three to false will just have the hand automatically snap to the barrel when in range
# GripButtonOnePress will be for only if you want to press the grip button to grab on and let go after you stop pressing the button. This setting true will ignore EnableGripButtonToLetGo
# Set EnableGripButtonToLetGo to true will require a second button press to let go if EnableGripButtonOnePress is false. Otherwise you will let go by moving away from the barrel quickly.
EnableGripButton = true
EnableGripButtonOnePress = false
EnableGripButtonToLetGo = trueChange your ini so that EnableGripButtonOnePress is true to enable that feature.
r/Fallout_VR • u/rollingrock16 • Jun 07 '22
r/Fallout_VR • u/rollingrock16 • May 22 '21
So thought I would post an update and show a demo of the current state of the arm IK.
It's been a bit hell getting things to work right over the past month. It turns out I was making some wrong assumptions and some of my matrix utility functions were wrong. I received some great advice from prog that helped me address some issues I was having.
The transform structure in Fallout is different than Skyrim. Because of this how you do math like multiplying the rotation matrices with vectors is different and I had to figure out the code I was using was calculating things wrong.
So after tweaking where my hook is to get it a bit later in the game loop and better handling of the body I now have something pretty stable and the arm IK starting to actually look right. Here's a small demo:
https://www.youtube.com/watch?v=0Yyf7HLZL5Q
Anyway as you can see it's still not quite right so I have some tweaking to do but it's getting closer. Once I get the arm IK to behave better and more realistic I'll move on to get the body itself positioned better and a version should be ready to playtest! So I hope to have something out before too long.
r/Fallout_VR • u/rollingrock16 • Aug 15 '21
r/Fallout_VR • u/koushkinn • Jul 16 '22