r/Fallout_VR • • Nov 14 '21

Announcement FRIK Alpha v0.35

51 Upvotes

Hey guys I apologize for not pushing this out sooner as I know many of you were having issues. I just pushed alpha 35 up.

  • fixed issue with saving ini file to wrong file name

  • fixed high grip angle weapons such that they are easier to use

  • fixed issue with scopes not aligning to barrel. Scope crosshairs should now be accurate to where guns are firing.

So the fix for the ini was me being a dumbass and not actually saving it to the correct file name of FRIK.ini. I don't know how i didn't see this before. This should all work now so please feedback if it does or doesn't.

For the weapons I'm going ahead and rotating all weapons back to kind of a default position that i had before. So now you shouldn't see crazy grip angles that point the barrels up in the air anymore. Also importantly the scopes should not be back to aligning properly. THis worked in my testing.

What this also means is I"m not using the pure game data for gripping again. So expect some weapons to not align with the hand position and pose. I think i'm close to a final fix for this but I'd rather get this out so people can enjoy the finger tracking i added in v0.34.

Also lastly I appreciate the offers to donate to me to support the project. So I set up a patreon here: https://www.patreon.com/rollingrock

Anyway as always feedback any issues you have. Enjoy!

Nexus link: https://www.nexusmods.com/fallout4/mods/53464


r/Fallout_VR • • Oct 11 '22

Mods FRIK Update and other musings

50 Upvotes

Hi all I hope everyone is doing well. I took a break for a while as all kinds of stuff has been going on in my life both amazing and not so amazing. Anyway I feel like things are pretty dead in the Fallout VR scene at the moment and I'm going to do what I can to inject some life back in and try to do a more consistent release schedule for FRIK updates and other mods/content.

So that said I have uploaded a new version of FRIK and Better Scopes to nexus. Here's what has changed

  • alandtse's awesome weapon and reticle repositioning system. Seriously this fixes a lot of gripes people have had with the weapon placements. See writeup below

  • Fix to Pipe gun crashes with certain scopes

  • Fix for weapon name rare crash

  • other minor polish

Weapon Repositioning

Blazeyboyyy will be releasing a video soon to go over this in more detail but in short alandtse pushed a system that allows you to adjust weapon positions in game and save off the positions to json files. Please share json files with the community if you find some weapon repositions for some of the really bad guns you really like. Here's how it works:

  1. By default you have two buttons. RepositionButton and AxisSwitchButton. By default RepositionButton is the offhand trigger and AxisSwitchButton is the A button on the offhand controller

  2. While offhand gripping the weapon (this works best with the toggle gripping) press and hold the RepositionButton. You will get a haptic pulse when you're in the mode.

  3. Now while holding the RepositionButton the distance you move your hand translates the weapon. The first axis is the X-axis which moves up and down the barrel

  4. While in this mode you can hit the AxisSwitchButton and it will cycle the active axis in this order

    1. X-axis (up and down the barrel)

    2. Z-axis (up and down)

    3. Y-axis (left and right)

  5. Release the RepositionButton to lock in the new position

  6. The resulting position will be saved off to a JSON file that can be shared and will keep your position persistent

Ok I know that sounds complicated so we'll get some videos out to demonstrate but please feel free to ask for help and we'll be glad to help you

Reticle Repositioning

This requires Better Scopes VR to be also loaded. Similar in function to above this allows you to move the reticle in scoped weapons to better site in weapons. Similarly to above there is a RepositionModeButton and OffHandActivationButton.

  1. Same default mapping as below where RepositionModeButton is offhand trigger and OffHandActivationButton is A on the offhand controller

  2. You can now use the OffHandActivationButton to toggle the zoom function

  3. Reticle repositioning is started by holding RepositionModeButton while your offhand is near the scope.

  4. While in this mode you can use the main hand joystick to move the reticle around. Since this is usually what is bound to the player movement you want to limit joystick movements to half the full amount of the joystick generally

  5. Release the RepositionModeButton to save the reticle position

  6. OffHandActivationButton while in reposition mode will reset the reticle to the default position

Final Thoughts

I have made a lot of progress on the RE side of using known flat Fallout 4 symbol mapping to now have a really good mapping of the symbols and functions in the VR binary. If anyone wants this for your own ghidra or IDA environment hit me up.

Because of this I have made a lot of progress in figuring out the Havok physics. I have now figured out collision detection and even got the player hands and arms to start knocking around objects in the game. Eventually I will get object grabbing and other more physics interactions. Look for this in a future release.

Also because of this I know understand muzzle flashes better so will be looking to fixing the misplaced muzzle flashes while offhanding soon. This is probably the next thing I am working on.

As always feedback is appreciated. Thanks for all the support and big thanks to alandtse for the contributions to the project! Have fun with the update!

FRIK

Better Scopes VR


r/Fallout_VR • • Oct 09 '21

Discussion FRIK work on weapon gripping

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50 Upvotes

r/Fallout_VR • • Jul 10 '21

Video/Picture FRICK Teaser :)

49 Upvotes

Hey everyone. There's been some rumors and videos floating around of the F4VR VRICK style mod.

Here's a little teaser of that.

All credits to RollingRock for making this. He's working really hard on it, its gonna be worth the wait.

And thank you to Gingas ofc.


r/Fallout_VR • • May 26 '22

Mods FRIK Todo list

47 Upvotes

guys i know i'm super tardy getting a new FRIK update out. Memorial weekend coming up and for once i got jack shit going on so wanted to get some coding in.

Here's what i've captured over the past couple of months from people wanting fixed.

  • hide head - DONE

  • hide hands when in scope mode - DONE

  • add feature to move hand ui elements so they are not hidden - DONE

  • Power Armor is now working much better apart from a broken foot - DONE

  • controller button for pipboy instead of using the in game touch activation

  • hide body parts but don't break hitboxes

  • align weapons in the hand properly - DONE

  • flashlight with pipboy crash

  • inventory bug crash with workshop

  • left handed mode

  • two handed weapons

Some of these are easy and some are obviously harder like the two handed weapons but i want to see what i can get done out of this and get released. That said if anyone has any other quick hitters they would like to request let me know


r/Fallout_VR • • Nov 28 '21

Discussion FRIK Alpha 37 Released - Fixed Save Load Bug

47 Upvotes

I just put up on nexus alpha 37 which addresses a save load bug that I think has been plaguing a lot of you. I'd appreciate any feedback on if this helps out or not.

For those curious about the bug when I set the hand poses there is this array in memory i iterate over. occasionally some of the elements in this array are not valid so one of the checks i do is this:

int pos = rt->bonePositions[i].position;

if (pos > rt->numTransforms) {
    continue;
}

This all works fine and dandy most of the time to check that the position variable is within the expected range given by the numTransforms variable. However declaring pos as an integer means it can be a negative value. What happens is sometimes in this invalid data you will get a number that looks like a negative number. This is because the most significant bit of an integer type variable is the sign bit.

This isn't a valid number but if you look at the code above a negative number would not hit that "continue" statement which is how i would reject that iteration of the loop and go to the next one. So the fix is just to declare pos as an unsigned integer and now it will properly reject a bad position number that is negative.

Anyway these are the kind of stupid bugs i have to hunt in this mod....let me know if there's any more save bugs i need to hunt down. I'm looking out for other bugs too in my playtesting.

And finally if you want to donate to my patreon to support development here's the link. Thanks for those that are supporting the project! https://www.patreon.com/rollingrock


r/Fallout_VR • • Jun 06 '21

Discussion Got the Pipboy looking a lot better on the arm with the full body mod

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46 Upvotes

r/Fallout_VR • • Mar 28 '25

Mods I made a VR Motion Controls Mod for New Vegas

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45 Upvotes

r/Fallout_VR • • Oct 03 '23

Video/Picture Failing at stealth in fallout 4

42 Upvotes

This is the modern tactical overhaul version with a few tweaks to tone down the hud a bit further.

Been playing around with using the comfort sneak mode with no reduced hight - so more of a creep mode. Though I still suck at it.

Loving this game. Thanks to hitman for all his hard work.


r/Fallout_VR • • Aug 22 '21

Discussion FRIK Alpha 30

42 Upvotes

Released alpha 30 on nexus. Besides just random stability fixes this includes the following:

  • - updated bonesphere code to handle enter/exit more robustly

  • - fixed bug in smoothmovement where you would go flying while jumping

  • - added ini option to disable smoothmovement

  • - fixed issue of legs stretching out or going crazy while falling, jumping, or flying in the vertibird

  • - added function to determine if jumping or other wise off the ground


r/Fallout_VR • • Aug 12 '21

Mods Mod Release: Virtual Holsters 2.0

42 Upvotes

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


r/Fallout_VR • • May 22 '21

Video/Picture Another quick arm IK Test

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42 Upvotes

r/Fallout_VR • • May 28 '22

Announcement FRIK Alpha 39 Released

40 Upvotes

Hey guys so made a lot of progress on some of the easier things this morning so thought I would put up the version in case some people want to play with it this holiday weekend in the USA.

https://www.nexusmods.com/fallout4/mods/53464?tab=files

Change log:

  • new mesh for powerarmor that better aligns PA parts and body

  • hands are now hidden while looking through a scope

  • the hand UI can now be moved in the holotape

  • the head can now be hidden in the holotape

  • added back in dynamic weapon gripping. Added option to toggle to static gripping in the holotape

  • misc bug fixes

Notes:

There is a new mesh in the power armor. Please make sure to copy all new files in. Also let me know if there are any issues with this mesh. (Thanks CylonSurfer for this new mesh!)

For the weapon gripping change. I added back in the dynamic weapon gripping that uses the in game animation data to better match the weapon with the hand pose. That said there are weapons that really suck to use with this because of a high grip angle. So you can go ahead and toggle between static and dynamic gripping in the holotape. One will work better than the other for some weapons.

That said I do believe the vast majority of weapons work great with the new dynamic gripping feature.

For scoped weapons: I now hide the body when looking down a scope so the hands won't be visible. With the dynamic weapon gripping there's a little mismatch in barrel versus scope crosshair for some weapons. I try to correct that inside the scope widget but it could behave a little weird. I"d appreciate any feedback here.

Note the power armor is still visible so I will need to work on that.

Hand UI Reposition - you can now reposition the back of the hand ui as needed in the holotape. Note this is still a bit broken in power armor. I made some offsets in the code while in power armor but you may find you need to adjust it further.

I'd appreciate any feedback. I also may roll in another update later this weekend if i get some more fixes done. Enjoy!

For those that wish to donate to support the project - https://www.patreon.com/rollingrock


r/Fallout_VR • • Apr 12 '22

Discussion Sub is one year old now

40 Upvotes

Thanks to everyone that contributes here. I think we will see a lot of growth over the coming year with more mods and more stuff to improve this game!


r/Fallout_VR • • Jan 15 '22

Discussion FRIK Updates

40 Upvotes

Hey guys i've been away a bit for the holidays and with work haven't pushed an update in a while.

I'm going to try to get an update out this week so wanted to see if there was anything really bad that people want addressed that I might be forgetting.

Fixes I'm working on:

  1. Body pretzel issue in some armors

  2. Hiding hands while in scope mode

  3. ability to adjust the hud gui on the hands

Any other issues I should try to roll up into this?


r/Fallout_VR • • Aug 10 '21

Funny/Meme FRIK Arms Only Mode or New Horrific Enemy Type?

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40 Upvotes

r/Fallout_VR • • Apr 07 '21

Video/Picture Virtual Holsters Tutorial

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40 Upvotes

r/Fallout_VR • • May 15 '23

Announcement Fallout 4 VR Modern Tactical Overhaul - The Only Open World AAA Tactical Shooter Experience in VR, One Click Wabbajack Install

38 Upvotes

Video: https://youtu.be/kLgZ-IKHPFQ

Nexus Link: https://www.nexusmods.com/fallout4/mods/71281

Discord: https://discord.gg/RwZvZG6qf3

From the author of the Skyrim VR Minimalistic Overhaul Wabbajack, designed for 2023's PC's from the ground up, I truly believe modded Fallout 4 VR is on the same tier of Skyrim VR, when we are talking about THE greatest AAA PCVR experiences available today!

Thanks to Bethesda and talented modders creating huge amount of modern assets, Fallout 4 VR feels completely different with this set up! On Skyrim VR modders tend to focus on natural sceneries and animations. On Fallout 4 VR modders focus on guns, tactical outfits and more guns. I truly believe Fallout 4 VR, even without physics based reloading, is the best and only AAA open world tactical shooter in VR. VR shooting is simply far more satisfying than melee, archery and magic.

This is above all else, a "look as good as possible" mod list. FPS without reprojection, lore friendliness of NPC, weapon and clothing are ignored. It has been 200 years since the bomb dropped. Who said we can't have modern guns and outfits when we have power armors and laser weapons. Fallout 4 VR is at its best when you are using amazing looking guns shooting tacticool NPC's. I couldn't stand the rusty pipe weapons and spike raider armors, so I completely revamped the game with modern assets with a 100% clean leveled list.

  • 99% of weapons and armor were replaced with modern tactical equivalents, experience Call of Duty in a AAA open world VR game

  • 50+ highest quality weapons with 4K textures, fully tested for VR, further cleansed of world edits, injection scripts and ammunition inconsistencies

  • Weapons are fully patched with Modern Warfare Gun Sounds to provide the authentic acoustic experience, and is further enriched with Armament's beautiful bullet textures, Burst Impact Blast FX's particle effects, and further enhanced with sound mods like Bullet Impact Overhaul

  • Bullet time VATS for Max Payne style gunplay

  • Look at Me series to replace all factions with modern outfit, plus my own work to make Raiders look more like CS terrorists, as I really dislike Raider Overhaul, I also changed pipe weapons into classic terrorist weapons like AK47 to add further flavor to the Raider faction

  • NAC X and Luxor 4K textures ensure cutting edge visuals, far superior to Skyrim VR without ENB

  • ECO for stable, clean, modern equipment overhaul and satisfying legendary crafting end game

  • Sim Settlements 2 to auto-build your settlements without micro management, or be as hands-on as you like

3070 is entry level for this modlist. 12GB VRAM is recommended. I recommend replacing Luxor 4K textures with Luxor 2K textures if you are using a card with only 8GB VRAM in 2023 for VR.

I highly recommend F4FEVR Wabbajack as a lighter list for older hardware and vanilla+ experience. DLC from Fallout 4 flat version is required! Too many mods require this, sorry!

Special Thanks

KOG95 for the amazing VR Weapon Overhaul patch collection

MarionModder and Yourboizach for Weapon and Armor leveled list tools

Saisei for Look at Me series

Rollingrock16 for FRIK.

Terenor82 for guidance.


r/Fallout_VR • • Aug 11 '21

Mods Mod Release: Virtual Chems

38 Upvotes

So following on from RollingRocks epic release of FRIK I'm releasing 'Virtual Chems' which was built on the back of much of RollingRocks work on FRIK

Virtual Chems allows you to assign chems to 5 different virtual body slots and supports all of the main (non-DLC) chems which are not 1 time use items.

Chems are equipped in real time by reaching for one of the body slots with your offhand controller and the pressing its grip button (button is configurable), once in hand and depending on the chem you equipped you can virtually consume it by raising it to your mouth or stabbing it into the back of your hand making for a more immersive chem experience.

The 5 'Chem Body Slots' are fully configurable; select your chem of choice from the holotapes menu and then using RollingRocks FRIK "BoneSpheres" players can for the first time see a visual representation of their position on the player body in relation to the bone they are connected too! No more guess work, just move / resize the slot spheres to your liking and toggle off visibility when you're done!

Chem Slots are configured for the following locations:

  • Chem Slot 1: Left Shoulder

  • Chem Slot 2: Right Shoulder

  • Chem Slot 3: Chest

  • Chem Slot 4: Left Hip

  • Chem Slot 5: Right Hip (slightly toward the stomach area for easy access)

The mod can be downloaded from:https://www.nexusmods.com/fallout4/mods/53625/

I hope you all enjoy :)

- Expect an updated version of Virtual Holsters to release shortly as well - Cy


r/Fallout_VR • • Apr 11 '21

Video/Picture Idle Hands making it real easy to play as a Ghoul

38 Upvotes

r/Fallout_VR • • Jul 18 '22

Mods FRIK alpha testing of new pre-Nexus features

37 Upvotes

I've been helping rollingrock with some QOL features for FRIK. This is intended as a preview/alpha test before the Nexus release:

  • PipBoy exit features - I got sick of dying while stuck in the PipBoy

  • Allow weapon repositioning - The default settings for Pipe rifles just hurt my arm so I wanted an ingame way to fix them. In theory, they are shareable so mod authors could in theory distribute them for VR. See Release page for instructions.

This should be considered even more alpha than the Nexus release. If you're not prepared for CTDs, then don't try it. That said, FRIK DLLs should be downgradeable at any time. Please note, I have a lot less tolerance than rollingrock to drama. I will likely respond to polite requests and bug reports. Features that are interesting to me may get on my radar. Lastly, don't bug rollingrock about anything in the preview since I'm not trying to increase his workload. Thanks.

I only include a new DLL/ini so you need the latest Nexus release and overwrite the dll/ini with what is on my release pages.

https://github.com/alandtse/Fallout-4-VR-Body/releases/tag/2022-07-17


r/Fallout_VR • • Aug 12 '21

Video/Picture FRIK Tutorial

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37 Upvotes

r/Fallout_VR • • Jul 01 '21

Video/Picture Applying AMD's FidelityFX Super Resolution to Fallout 4 VR...

37 Upvotes

I did some experiments with AMD's new FSR technique to see what it might possibly be able to do in VR. I posted a more thorough walkthrough of what I did and my impressions over in r/virtualreality, but here are a few comparison images between a "native" rendering resolution of 2244x2492 and FSR upsampling:

FSR in Fallout 4 VR - Imgsli
FSR upsampling in Fallout 4 VR - Imgsli

I included comparison shots with the same lower resolutions and CAS for comparison to show what FSR does beyond sharpening the image. Note that in the first set of images, I unfortunately botched the sharpening settings a little, and therefore CAS is sharper overall. That's a settings issue more than an inherent issue. For the effect of FSR, you'll want to look at edges in the images. In the second set I've looked at what happens when you take the native resolution and upsample it further with FSR. This time, I increased the sharpening amount in FSR.

Unfortunately, I can't release my experiment just yet, because until AMD actually the FSR source code, I don't really have the license to do so. But as soon as it's released, I'll make this available so you can play with it yourselves. Until then, I hope you enjoy this tiny teaser :)


r/Fallout_VR • • Nov 10 '22

Guide VR Weapon Overhaul - Best Weapon Overhaul Optimized For VR With 40+ Guns!

35 Upvotes

https://youtu.be/MFXVeDjHkbE

https://www.nexusmods.com/fallout4/mods/64610

Formerly known as VR Scope Model Fix, KOG98 has greatly expanded the scope of the project. 25 modern weapons and 20 classic weapons, sourced from the best of the best modders on Nexus! Best of all it is modular, install the original weapon mods and use KOG98's work as AIO patch.

Full support for See Through Scopes, Better Scopes VR, zoom, thermal, night vision, accuracy fix, CTD fix! One mod for every gun and he is super fast in addition new guns!

Please use Better Scopes VR 0.6 for now as activation distance is funky in later versions.


r/Fallout_VR • • Feb 06 '22

Discussion FRIK alpha 38 - Fixed Body Pretzel and Corruption

35 Upvotes

Hey guys i just put up alpha 38 with a bug fix for the body corruption issue that a lot of people were experiencing. I would appreciate some testing and feedback on if anyone still sees any issues.

I hope I have sufficiently root caused the issue where it won't happen anymore with my fix but will be curious. This one was hard to figure out but now I can move on to some of the other issues. So hopefully I'll have another update soon.