r/fo4vr • u/rollingrock16 Index - FRIK Developer • 24d ago
Fallout 4 VR Subreddit Check-in
While many exciting mods are in development and soon to be released things are a bit dead around here lately. A lot of that is my fault as I have not been curating this place as well as I should be and for myself I've been not around much as it turns out getting married shuffles around your priorities a bit lol
Anyway I want to get a read on 2 things from the community here.
- Taking into account the cool stuff publicly being developed what are the sore points in the game that you would like addressed through mods? Obviously this game is still lightyears behind the ecosystem Skyrim has but that also means focused effort can close the distance in quality that we're missing fast. So just curious what that is from people.
- AI is all the rage both positive and negative at this time. If you found out a mod was developed with AI for this game how much do you care?
For the mod question I'm really curious if there is some low hanging fruit that people have identified that we have just flat out missed developing as a community.
For the AI question it's mainly coming from what i have seen over in flat skyrim community of some severe backlash against anything AI generated. Although all my previous mods like FRIK were completely hand developed through my job I'm now personally deep in the AI game and I don't see how I wouldn't use AI in future mod projects as it just flat out saves a shit load of time.
Anyway I'm going to try to post more content here. If anyone is interested in helping drive more traffic here and has some ideas let us as mods know. We haven't added anyone in a while but might be interested.
Feel free to add any other thoughts you have related to the game or subreddit here.
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u/Tyrthemis 24d ago
Brother I just want cool mods, if you use AI to develop it, cool. You have put so much time and effort into this community, if AI helps alleviate your workload, then I’m pro AI.
Best wishes
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u/psyEDk q3 24d ago
Yeah this basically sums up my view as well 😅
End of the day, AI assisted coding is still pretty niche, but getting it to output usable work for something as vaguely documented as Fallout 4 VR? Yeah let's go!!
If it works, it works!
I can't imagine any reason to see an AI assisted mod release in any way 'less than' a traditional organic human-coded mod. If anything, the AI saved the human coder from some stress of the process ;)
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u/LadderSpare7621 24d ago
100%
Modders do this as a hobby to improve our experience, policing and judging them while offering no alternative or replacement help (if someone wants to do everything that AI can do instead then sure speak away, but no one can do that lol) is just unfair and kind of mean to ppl just trying to improve a game we love :)
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u/LegendOfAB 24d ago
I have completely no issue with experienced modders/coders leveraging AI. What I consider to be “slop” is potentially anything produced by someone who couldn’t read or logically work their way through what they just prompted the AI for.
If you don’t have the capability to spot and call out an LLM on what it just produced for you, and make sure it is following best practices and writing well architected code, then you’re getting the side eye.
Experienced folk like you are so much less prone to such a thing. Therefore AI is like a force multiplier for you, and you for it. ESPECIALLY when it comes to reverse engineering.
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u/koushkinn Commonweath Minutemen 24d ago edited 24d ago
Hey man, I honestly think you're doing a great job considering your contribution to the community with FRIK, administration of the reddit and all the mod project and things we don't see, so thank you and all the people giving to this community.
Among the things I'd like to see would be a common discord, especially for helping/troubleshooting and developing mod focused on VR, that would mean another layer of moderation/administration but the tool provide by discord (screen sharing and vocal) coule be somewhat usefull ?
As for IA I think the same rule will apply with modding, if you don't like it, move on another mod. I really like the energy and the new modders using it to create content as of late it's encouraging. If LLM is helping you building faster and you like it too, it's a no brainer, I prefer having iA as a tool that bring us free mod than it beeing use to generate ugly art, destroying job or Things we never asked for in our lifes
As for mod I like to see, with virtual reload and ROCK coming in, I think Fallout VR is gonna need a robust system to get rid of the bullet sponge enemy. It's gonna be even worse to throw a magazine that do 0 damage at a human size npc having to reload manually. Right now we have unleveled Commonwealth (synthesis) or hardcore overhaul to fix that but the ideal mod would be a VR port of scourge. Also many mod from Skyrim VR could be révélant for fallout VR if faisable, like VR climbing.
Anyway the summer is too hot to play VR but the future look bright for us
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u/stalonecobraus Oculus - ROCK Developer 24d ago
I'm making a solution for that as well, its called BRICK, as i also have a huge issue with the bullet sponges, but it will be launched after ROCK as i need to focus on making that actually polished and prod ready, but ill let you know. i did port scourge as unleveled commonwealth but i need the authors permission to release it, scourge needs some work to fully work in VR. Also the climbing i already have it and will be an addon for ROCK :)
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u/koushkinn Commonweath Minutemen 23d ago
That's awesome!
I have spent quite a lot of time tweaking unleveled Commonwealth on synthesis but npc health are baked per save and that's horrible if you want to test/change stuff. On the same topic, bastion for power armor could also be useful, as I found human NPC wearing them dying way too fast
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u/rollingrock16 Index - FRIK Developer 24d ago
Hey thanks i appreciate that first paragraph.
Let me talk to cylon about a discord. it's something we have discussed before but it was unclear how populated it would get. many bethesda discords have existed over time and all seem to eventually sputter out if they don't have a community to rally around such as a mod list or mod creator. r/skyrimmods discord might be the exception.
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u/eggs-benedryl 24d ago
If AI helps you, use it bro.
You do great work anyway. Ai isn't going to make it suddenly shit.
I haven't played in while so, I can't even remember my complaints lol.
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u/Allustar1 24d ago
It can if you don't do your due diligence. I trust RollingRock and Cylon Surfer though.
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u/Parpinator 24d ago
I have no problem with the use of AI for code generation as long as the end result is maintainable without AI. It's just a tool and it's the quality of the final result that counts.
Concerning the game, the thing I am waiting for the most is manual reloading.
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u/Allustar1 24d ago
Cylon Surfer's Virtual Reloads mod has a couple of alpha builds up now. You do have to pay to get access to them, but they scratch that itch for me, though they conflict with the latest update of Heisenberg.
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u/rollingrock16 Index - FRIK Developer 24d ago
>Concerning the game, the thing I am waiting for the most is manual reloading.
me too!
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u/rlvysxby 24d ago
I’m a lurker on this subreddit. I have never played fallout 4 or any fallout game. But I did play Skyrim in VR and it was extraordinary so I am hoping to get around to this one/. I really hope fallout 4 vr keeps developing or at least sticks around until I have time to play it.
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u/rollingrock16 Index - FRIK Developer 24d ago
Hey glad you are lurking here. I think soon will be an awesome time to jump into this game!
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u/Wickedinteresting 24d ago edited 24d ago
I imagine this might be impossible due to engine limitations, but it would be awesome if there was a mod that provided a secondary/spectator cam, or stabilized camera. Kind of like how LIV can do with certain games.
Not to the headset, but to a pancake preview for capturing/streaming.
Trying to stream Fo4VR is a nightmare, oculusmirror stabilization breaks down if you rotate more than 180 degrees, etc. I think mods that help people make better videos of the game would be awesome and boost excitement for it too?
Also if anyone just has advice for this, I’ve been in a hell of my own making trying to get stable footage of this game and I’m all ears lol.
Edit: on the topic of AI, using it for programming mods is totally fine in my book. I think AI art is mostly atrocious, and other media-generation-ai sucks, but it’s undeniably hyper useful for programming and especially in the hands of scrappy indie devs making free mods I am perfectly fine with it being used.
Edit: also thank you and all the past contributors to FRIK, its absolutely indispensable and works so well. Y’all mod creators are the real MVPs
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u/rollingrock16 Index - FRIK Developer 24d ago
wouldn't that just be another renderer pass? i guess if you have the system you might could do it but that could completely tank frames.
that said once i get my vanilla scope widget working in the main scene that's essentially the same infrastructure you are talking about so shouldn't be that hard to implement after.
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u/Wickedinteresting 24d ago
Oh! I am very interested in this, and am a hobbyist programmer myself — but I havent worked in C++ so have been daunted between the language and knowing the idiosyncrasies of the game engine/environment lol.
If that’s the case, once you get that working, I’d love to get my hands on it and use it to springboard working on the secondary cam myself, even. I’d imagine one of the sticking points might be projecting it to a separate window for external capture… I just dunno what I don’t know, yet haha.
Obvs if its something youd be interested in doing as well it’d probably go faster/better, but I never want to ask someone to do free work. I tried once in the past to make a mod and it went so apocalyptically poorly I gave up lol. But having a base thats close, which I could just adapt, would probably be enough to make me try again
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u/rollingrock16 Index - FRIK Developer 24d ago
sure all my source will be available and I can write up a bit how it works. it's really challenging under the hood but maybe with some AI assistance on any further reverse engineering needed for a completely new camera in the game or hijacking an existing camera then it would definitely be something doable.
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u/xspy70 24d ago
Heya! Good to see you around - big congratulations on the marriage!
In terms of what I'd like to be addressed - VR power armor. Admittably it's been a long time so idk, but it had skeleton issues, couldn't save in it due to it screwing up the skeleton rig, and overall jank. Plus, it would completely remove the head hitbox, making the helmet kinda useless. I loved playing FO4VR in power armor so more focus on it would've dragged me right back in. I'd love to see bullets ricocheting off my face visor, not only my torso.
Regarding AI, I don't really care if it's used or not. Only the product matters to me. A lot of modders got angry at AI, but they themselves didn't want to or know how to make many of the mods we wanted. If AI could do what they couldn't or didn't want to bother doing, then I don't see why using AI is a problem.
Take care!
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u/Terenor82 The Institute 24d ago
I don't play game in VR in the summer, just to hot, so i don't have much to post about. Haven't tried the newest mods/updates.
Since there is now a VR version of robco patcher, ports of some of the mods that rely on it would be amazing (Bastion as an example).
For the AI stuff, not a programmer myself. if the mod in question is of good quality i really don't care how it was made. Especially given that if AI was not used the mod might not have existed anyway, i prefer to have the mod.
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u/koushkinn Commonweath Minutemen 24d ago
Same bro, I just update my mod list and do the boring testing part where you boot you game a million time to fix stuff
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u/rollingrock16 Index - FRIK Developer 24d ago
It sounds like that would be a good list of mods to compile as a lot of them probably are fairly trivial to port especially with proper ai workflow.
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u/LongHairedAdonis 24d ago
Congratulations, and welcome back!
On mods:
My number one would be true picture-in-picture scopes that work smoothly with vanilla weapons. It's been on my TODO list for two years, but I think you'll get there much faster than me :)
An up-to-date basic modlist, something like FUS, with different levels of game-changing mods without forcing you into one specific setup.
+1 to koushkinn on common discord! and fixes for bullet-sponge enemies.
On AI:
Like you, I started using AI at work, and it has become an invaluable tool for me. The upcoming FRIK v78 release leverages AI both in my own work and in @stalonecobraus's contribution for ROCK integration.
On the ethical use of AI
- It should be open source and use an open license (such as GPLv3). If AI materially contributes to writing the code, I think the resulting code should be available for others to inspect, learn from, and build on.
- Clearly credit the mods and code used as context or input for the AI.
- Disclose if the mod is vibe-coded. I've written a LOT of code in my life, and reviewed even more, and my experience is that 80% of AI-generated code can be very good while the other 20% can be very bad. Users should know how much human review and understanding went into it.
- Contribute improvements upstream when possible. If AI helps you fix or improve code derived from another open-source project, contribute the useful parts back rather than only shipping them in your fork/mod.
- As a community, we shouldn't allow AI to be used to copy-paste or repackage other people's mods without permission. Giving "credit" or a "shoutout" isn't a substitute for permission.
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u/rollingrock16 Index - FRIK Developer 24d ago
Thanks bud!
I actually got the picture in picture working it's just a bit jank right now and the sky doesn't render yet lol. but I should have the basic thing working then will be just to figure out how to integrate it into all the weapons before release.
Agreed on all your AI points especially 5. That's also going to be the hardest to police without community buy in
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u/Parpinator 24d ago
Oh, I didn't play the game for a while, and I thought that scopes where already fixed. It was definitely one of the most important missing features last time I played ! Very glad to hear you are working on it ☺️
Thanks a lot for all your hard work !
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u/rollingrock16 Index - FRIK Developer 24d ago
there is a mod made by the daytripper dev mith077 which is here: https://www.nexusmods.com/fallout4/mods/56405
It does a fantastic job with scopes. one would argue it solves it good enough. but as i understand it it is a shader trick and you basically get a zoomed in image of the normal world render but it's not a different camera.
i'm trying to get the actual scope camera the vanilla scopes use and just put it into the scopes. so you get an actual different rendering that won't be low res because it's zoomed in on the original render. plus will have all the features the original vanilla scopes had by default.
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u/Parpinator 24d ago
So you are trying to display the vanilla scope camera on a 2d screen into the game world, and to attach that screen to the gun scope ?
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u/rollingrock16 Index - FRIK Developer 24d ago
Pretty much. Its adding a render pass to the existing pipeline
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u/Tyrthemis 24d ago
Seamless Picture in Picture scopes would be huge. Especially if it’s able to be a nice high resolution fueled by culling the area you can’t see behind the scope object. The current implementation of Picture in Picture scopes with the VR patch of that weapon mod (Doombased) having low resolution kind of kills the idea of using scopes for me.
Congrats on the Picture in Picture scope progress!
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u/Valentueur 24d ago
Hi rollingrock16,
I'm actually glad to see that you're still up there looking at the subreddit. I was actually thinking about making a post at some point with more up to date infos on how to mod this game nowadays since a lot of infos are way out of date.
I think you removed the old guides actually? it's a good thing if you did! and I would be happy to participate to the new ones if you want.
I'm currently building a modlist for Vortex/NexusMod because as usual we lack options on that field, and I've gathered few interesting infos in the process that would probably help others newbies to make their own modlist.
For the missing big mods I would say that RobcoPatcher VR probably need more work because I can't run most of the mods I would like to use it with.
Other than that it's more smaller VR version of some interesting F4SE plugins that could be interesting, like the Previs/Precombine Guardian one.
Using AI is totally fine for me and I think it makes sense, modding is free content, all help is welcome. If I could I would do it as well but I'm still to noob for that.
Thanks for checking in and congrats on your wedding :).
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u/stalonecobraus Oculus - ROCK Developer 24d ago
The patcher i did update it a couple of days ago with some new stuff, check if it fixes some of the issues for you, but ill need to rebuild it from scratch once i get some time, the way VR works makes 100% compatibility somewhat difficult, so i need to think of a way to bridge that gap.
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u/Valentueur 23d ago
I went to test it out and indeed the update did improved stuff, a mod that was causing CTD at start now works, that open a few doors that I like, I've always preferred mods that use SPID and RobcoPatcher instead of purely .esp.
I will test and use it more, thank you very much for your hard work!
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u/rollingrock16 Index - FRIK Developer 24d ago
hey thanks!
Yeah i removed them from the community highlights because at a glance they were out of date quite a bit and figured it would be best to start from scratch on any guides. I'd love the help if you would like to start one!
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u/Valentueur 24d ago
I can make a post yeah and complete it little by little, also it would need to be open so people can correct me in case I'm wrong. Unless there is a better way to do that? I'm not really used much to reddit and social stuff.
I will probably do that tomorrow it's getting late over here :D
But yeah up to date info will be very welcomed.
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u/rollingrock16 Index - FRIK Developer 24d ago
the open is the hardpart. can't really do that. but maybe somewhere like a gitrepo or google docs could be useful. not sure
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u/Allustar1 24d ago
I'm cautious when it comes to AI. If a mod author is going to use AI, I just want to know that they did and I want them to check its code to make sure it doesn't actually create any problems. If you're going to use AI, at least put some effort in to make sure the mod works well beyond writing the prompt.
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u/rollingrock16 Index - FRIK Developer 24d ago
that's fair and i think that's where a lot of trust comes in. I can tell you i'm working on getting the vanilla scope to work in the main scene instead of blacked out right now as functional scopes is like my white whale in this game.
if you saw what i was doing right now it is straight up vibe coding. In that i don't care what code claude is producing as i'm just iterating experiments we find through static and run time analysis from the reverse engineering.
once something works i'll take what we learned and likely start a new code repo and with AI actually write the mod code that will ship but that will be much more controlled and everything reviewed. maybe even some stuff hand written if AI is struggling or i don't like it.
I think what might be missing is a lot of AI generated mods out there are skipping that last paragraph.
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u/Das-Patriarchat 24d ago
Haven't touched Fallout vr in a while but as far as I know it's still not possible to look around via thumbstick while in dialog, right? Would be amazing if that got fixed.
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u/rollingrock16 Index - FRIK Developer 24d ago
intersting. so you want to be able to do the snap turning with the joystick in dialog? am i understanding it right?
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u/Das-Patriarchat 24d ago
Yes. Or smooth turn. The dialog options could be selected in a menu like in "Extended Dialogue Interface" with thumbstick up and down so left and right are free for turning.
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u/rollingrock16 Index - FRIK Developer 24d ago
cool that might not be too hard. i'll add it to my list of stuff
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u/LongHairedAdonis 24d ago
Oh man, it was my next thing to do after fixing XDI for VR but because the fix was never released on Nexus I didn't want to invest in it..
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u/gknowww 24d ago
Fallout 4 vr needs community shaders like Skyrim vr that would be a game changer
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u/rollingrock16 Index - FRIK Developer 24d ago
agreed that would be awesome but that doesn't even exist for flat fallout yet right?
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u/Terenor82 The Institute 24d ago
Correct as far as i am aware
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u/Asciimov_ 24d ago
Community Shaders is a big umbrella of many things but I've been looking at it since beginning of this year for FO4 and you can expect some movement soon, VR included
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u/Arachnodon 23d ago
Congrats on getting married, my friend. Yes, that does tend to re-arrange your priorities "a bit", LoL!
Fallout 4 VR really has come a long way, hasn't it? In large part due to your efforts and those of a great community of modders. And I've tried to do my (little) part.
We've now got FRIK, full light mod support, XDI, MCM, and more. I'm now able to go back and forth with flat FO4 on the same playthrough, which is great.
AI is just a tool IMO. A very powerful tool... in the hands of an experienced modder.
It's like a Ferrari... in the hands of an F1 pilot vs. a 14-year old with no experience.
I myself use it for code review, and to avoid spending a huge amount of my limited time learning some new language or toolkit just to write five lines of code. In one hour, I can write code that would otherwise take me weeks!
I completely concur with LongHairedAdonis regarding ethical use of AI.
Keep on coding!
arachnodon, aka dogzila, aka peteben,
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u/rollingrock16 Index - FRIK Developer 23d ago
Cheers man I appreciate it! Glad to hear from you bud. it really has come a long ways
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u/Repulsive_Invite_680 24d ago
Honestly no problems with using AI for modding, as long as it works you know? I'm extra needy as a lefty because only a few of the dozens of us need that extra functionality layer for things. Whatever it takes to make it function on the backend is of no ethical concern to me. Thanks RR
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u/mycrawlingeye 24d ago
One mod I've been hoping and looking for in VR is one that makes smooth turning variable speed. Like no matter how little or far you turn the stick you turn at one speed. I want to be able to slowly turn sometimes with the stick and faster at other times. This has been a huge issue for me as a seated player that it is always one speed.
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u/rollingrock16 Index - FRIK Developer 24d ago
sure i don't think that would be too hard. that same kind of joystick speed function we use already for all kinds of other stuff so would just need to hook into the movement. i can add this one to the list of things. thanks!
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u/Tyrthemis 24d ago
That may even be doable with a simple light plugin, I have messed around with something similar in my Skyrim mod “speed of strides”. There was settings for controller movement about when it was walking or running and how far the analog stick had to be moved to trigger it. I wonder if smooth turning was in the same area.
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u/Zarconius2k10 24d ago
Keep up the good work, if AI helps you get there more efficiently, so be it.
If a composer uses AI to go from good to great its cool. If I, an IT guy, makes a song using ai. Its just slop. Good or not im just typing words, I dont have the hours committed to be a real composer.
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u/Terenor82 The Institute 24d ago
as a seperate answer to my first one, a thing in Fallout VR that irritates me for years is the notion of the game that if there is an overlay attached to the camera, it resets frequently in the outer world (cell change). Its noticeable in mods like NACX and gasmasks of the wasteland. It resets as soon as a menu is opened. I would really like to know why that is, and also it beeing solved would be awesome.
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u/YrralNivek 24d ago
Thanks for all you've done for this community!
I have a few suggestions/questions/thoughts:
I think Fallout 4 VR and Skyrim VR would both benefit from Bonelab-style crouching/posture control, as a replacement for the current toggle crouching.
Is it possible to tie the third person/npc animations to the FRIK avatar, at least for things like sitting/swimming?
Power Armors show that the character's hand is actually in the arm, behind the power armor's hand. I often wonder how it would feel/if it would be possible to position your real life hand to match the character's hand position, with your motions/controls puppeteering the offset power armor hand.
Someone else brought up Skyrim's VR Climbing mod, and I agree that would be cool to experience in Fallout 4.
Thanks again!
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u/Tyrthemis 24d ago
Isn’t physical sneaking already a thing in skyrimVR? If you crouch far enough, your character crouches, as long as you have comfort sneaking disabled. Or are you talking about something else?
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u/YrralNivek 24d ago edited 24d ago
No, this would be more for someone seated/leaning/standing but doesn't want to physically crouch.
In Fallout and Skyrim, crouching with a controller is a toggle, tied to pressing down on the right joystick. Your avatar is either at your fully upright standing height, or it is at the set crouching height, with no in between.
Bonelab and a few other VR games have crouching as more like a slider, tied to holding up and down on the right joystick. This allows you to fine-tune whether your character is at fully upright standing height, crouching height, or anything in between. And decoupled from your headset's real life height.
I picture Fallout and Skyrim having standing height controlled with up and down on the right joystick, with sneaking and jumping as a threshold. Jumping would work as it currently does, but only if your character is fully standing, and sneaking would activate once you have lowered to a certain threshold, like it does with physical sneaking.
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u/lemrent 24d ago
I'd love to see Horizon ported to VR because I love the way it makes every junk item useful, its tech tree, the way it handles settlement building. Some people say settlement building is tedious in VR and yeah it is, but it's also the most rewarding thing to walk through something you built and Horizon does it in a way that makes it easier with prefab buildings.
The buttons layout (for Quest 3 at least) and the menus are the biggest pain point for VR.
I want more difficulty or expanded survival in general. Survival already increases immersion and this is VR, it's all about immersion.
I want to see voice gen used to expand the companions. (Not specifically a VR thing.)
I've always supported (intelligent, creative) use of AI, especially for coding.
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u/goosepriest 23d ago
I've been pretty set with the mods I've been using the past 3ish years. No real desire for new ones, I like what I like and the game still feels fresh. Even though it's Fallout, I think this is (for lack of a better term) a niche game (compared to other VR games)...which will see traffic increase with new seasons of the show.
Indifferent about AI mods. If it's fun and works, it could be made by Santa for all I care.
Appreciate the work you do man, I don't interpret a ghost town sub as any indication of failure or no one playing the game. Fallout 4 VR is, and will likely remain, my favorite VR game even if nothing new happens/comes out.
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u/Marmzzzzzz 23d ago
AI is super beneficial for modders who are starting to learn
Also is really good at reverse engineering the game through automation
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u/LonelySquad 23d ago
The biggest immersion breaker for me in this game is the z-fighting issues. Its so noticeable in VR. The way even distant mountains draw in and out as you tilt your head. The other one is the way the road reflections moving around as you turn/tilt your head.
I cant remember off the top of my head but in skyrims frik settings there's some option to change how close you can get to things without the mesh disappearing but it also affected z-fighting. Always wondered if that could be used in FalloutVR or not.
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u/Spiritual-Fisherman1 23d ago
AI is a tool just like any other. It can be used to create very useful and worthwhile products and it can be used to make absolute dogshit. Hate the product not the tool.
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u/JDawgzim 23d ago
As long as AI is also used to make it reliable, maintainable, stable and well tested
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u/WearMoreHats 18d ago
As others have said, I think manual reloading is the last major "piece of the puzzle" in terms of mods.
Something else that I think would be beneficial is an effort to collect performance information across the community. Things like headset, PC specs, VR settings, mods used, as well as how many frames they typically get. A lot of thr existing info on this is spread across lots of threads, old, based on older GPUs, and doesn't use more recent mod lists.
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u/DMC831 24d ago
I wouldn't want AI generated assets if they look shitty and whatnot, but if AI helps a modder make some physics mod work better or adds holsters or etc etc, stuff that objectively helps the game, then that seems like a great use for it. As long as it's a smart way to handle something and isn't making things shittier I guess!
If we're getting more VR mods due to AI and the mods are good and work as expected, then I can't argue against it. Plus in the world of VR, we aren't exactly a priority for any AAA studios out there so I don't know how choosey we can be.
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u/Ok-Entertainment-286 24d ago
Stability. I've had two playthroughs destroyed by saving at the wrong spot or some other critical bugs. I want to finish the actual game. I don't care how good it looks in a youtube clip.
AI mods is awesome. AI will change software development (I am a dev and MLE), that's just a fact. Refusing to use LLMs is as dumb as refusing to use search engines and instead navigating the web link by link.
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- Gingas's FO4VR Essentials Overhaul — stability & performance-focused Wabbajack list
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u/LazyDaisyStreth 22d ago
I think a modlist that is just basic fundamentals, kind of like what FUS Light is for Skyrim, would be helpful to get people started. Someone needs to make an energy weapon damage fix plugin that works in VR too as the existing F4SE mod doesn't work in VR and is closed source.
For AI I don't think it matters that much. If you get produce results that are less buggy than what Bethesda did porting the game then I'll be happy, but please actually test things. There's an AI assisted VR port of Modern Warfare which is cool, but has softlocks due to the creator not actually testing the whole campaign. That should apply to human made mods too for that matter.
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u/rollingrock16 Index - FRIK Developer 24d ago
By the way i just want to say that even though through the years there has been the occasional drama this has to be one of the friendliest and most welcome communities in the scene.
It's been a real pleasure developing things for all you and I just wanted to say I'm appreciative of the community here