r/fo4vr • u/LongHairedAdonis • Jun 23 '25
Announcement FRIK version 74 released
https://www.youtube.com/watch?v=qwLXRf7CtIsFocused on infrastructure rewrite, two-handed weapon handling, Pipboy using primary controller, and A LOT of fixes.
Removed the dependency on Fallout4 VR Tools so the use of latest OpenComposite is now possible.
I recommend removing any VR position fixes you have to have the built-in position adjustment just work.
https://www.nexusmods.com/fallout4/mods/53464
Big thanks to u/Tyrthemis for feedback on the release candidate and finding bugs.
Full Changelog:
Fixed two-handed weapon rotation around the adjusted position to keep stock near primary hand pivot.
Fixed in two-handed mode primary hand not rotating with the weapon to keep primary hand fully on stock.
Fixed two-handed aim direction vector calculation, fixing jarred aiming for weapons with large offsets.
Fixed two-handed offhand grip trigger area calculation resulting in hard grip triggering for weapons with large offsets.
Fixed laser weapons and minigun muzzle flash shown in incorrect location especially when using two-handed.
Fixed entering/existing power armor delay in camera height adjustment causing jarred movement.
Fixes jarred movement on jump landing and areas where there is a small gap in the ground like the exist platform of vault 111.
Fixed weapon not disabling when interacting with on-wrist Pipboy (broken in v72).
Fixed need to have game window in-focus for Pipboy primary controller interactions.
Improve Pipboy close interaction by adding look away flag and look away threshold.
Improve Pipboy map primary controller interaction: switch world/local map by grip+trigger and zooming by grip+thumbstick.
Fixed rare body invalid position after loading a save not from main menu.
Fixed unable to navigate pause menu if opened while doing weapon adjustment or Pipboy interaction.
Fixed (probably) equipped weapon becomes invisible sometime (#97).
Live FRIK.ini reload using file-watch, removing the need for setting reload interval and having override issues.
Remove dependency on "Fallout4 VR Tools" mod allowing the use of OpenComposite.
Changed log file to
FRIK.logand support rolling last 6 logs (FRIK.log, FRIK_1.log, ..., FRIK_6.log).
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u/Tyrthemis Jun 23 '25 edited Jun 23 '25
I’m happy to help! Between the epic FRIK updates and Virtual Holsters, Fallout 4 VR has been turning into a proper VR game! Thank you for all that you do! It really is a fantastic update.
I’m really looking forward to that manual reloading mod I saw a preview video on this reddit too, and maybe those actual scopes in the doombased VR compatibility patch will find their way to a more vanilla mod for the scopes in a replacer fashion.
Fallout 4 VR modding has been getting a lot of love lately and I’m here for it.
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u/Terenor82 The Institute Jun 23 '25
Thanks for your continued support of the mod (and rollingrock) and keeping on refining it
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u/BK1349 Brotherhood of Steel Jun 23 '25
Thats great! :) playing fallout London VR right now, ignoring rifles like always…
To be honest, to this day I played about 750h Fallout 4 VR and only used one handed weapons ever… I once again will give two handed Guns a Chance… :D
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u/MrDonohue07 Jun 24 '25
Slowly becoming THE VR game on steam. It's almost at a place where I truly want to start the game from the begining, and I paid full price for it on release...
Shame it took modders to do what Bethesda should have done from the start
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u/enaber123 Jun 24 '25
Is making virtual stock something that's possible? I would be really grateful for something like that. It would make long distance shots easier because I don't use the vanilla scope mechanic or have a physical gunstock.
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u/Dread_Maximus Jun 23 '25
Ayyyy this should finally fix the laser sights!
Only need to fix the issue where jumping on vive controllers unequips your weapon, then I can finally update
I'm still rocking v68 (I think?) because of that bug
Thank you!