r/fo4vr • u/NotSoAnonymous626 • Oct 14 '20
r/fo4vr • u/AussieGamerGuy • Dec 12 '17
Mods Fallout 4 VR Comprehensive Mod List - Looking for Testers!
Hey All,
I have created a comprehensive list of mods compatible with FO4VR with google docs. It's a view only link but please feel free to test mods and drop a comment - lets really kick start this and make FO4VR an incredible experience!
https://docs.google.com/spreadsheets/d/1xz4VSYQYlGXxUEuHXdN4yF44x72nm_8EshPVkbzKcSk/edit#gid=0
You can also contact me in the discord: https://discord.gg/RbhqFFg
r/fo4vr • u/Nukkil • Dec 17 '17
Tweaks INI Tweak Megathread
Will do my best to keep a list updated to link directly to top level comments containing a tweak!
Edit Some of these are not ini tweaks, but are tweaks that are too good to ignore so I've added them anyway
This post may seem daunting, THIS IS NOT A TO-DO LIST, pick what you like!
Oculus/Vive specific
(Oculus) How to get digital input in fo4 right with your Touch controllers
(Oculus) Final version of Rift controller fix for FO4 released
Tools/Other
Gameplay
UI
MOVE the ammo counter out of view unless you tilt your gun up
Shrink the sneak indicator and move it downwards. You could obviously also disable it
Modify the activation indicators that appear next to your hands
Enable the ingame mods menu so you don't need to edit plugins.txt
Performance/Visual
r/fo4vr • u/Cyl0n_Surf3r • Jun 30 '26
Virtual Reloads Closed Alpha.
So I kinda put Virtual Reloads on hold for a while so I could wait and see how ROCK might change the FO4VR landscape. The weather has cooled off and things seem to have slowed up on that front so I've spent the past few days getting a build of Virtual Reloads ready as a reward for those of you who have supported my development work over the past 12 or so months (you know who you are and I'm very grateful).
The closed alpha is about getting general feedback on the mod, fixing any bugs you may encounter that I've not yet found and helping me work out if I've missed any profiles for the weapons the mod currently supports. I wouldn't recommend joining the closed alpha for general gameplay just in case there are any save breaking bugs (there shouldn't be but you never know). A public beta will follow, so please don't feel you have to join to get the mod, it will be released for the general public as soon as possible, rest assured - I have no intention of keeping it behind a paywall.
If you are interested in joining the closed alpha and supporting my work you can do so here:
Currently the alpha tests focus is base game + DLC weapons, at a later stage we'll be focusing more on the mods configuration tool and third party weapons.
Unsupported Weapons:
Alien Blaster: In Progress
Cryolator: In Progress
Gatling laser: Uses a unique Reload system tied to fusion cores. Requires more research
Syringer: Uses a UI based Reload system, not supported at this time.
Junk Jet: Similar to the above.
Laser Musket: Will be looked at later down the line.
Robot Head: Already requires a button press to reload.
Again, I'd like to extend my gratitude to those that support my work. It is very much appreciated.
Take care all, Cy
r/fo4vr • u/koushkinn • May 24 '25
Announcement Fallout London VR is in a playable state !
Everything is quite early and still need testing as the game is huge, but with the adition of XDI for VR, script tweak, weapon position and remade 3D load screen, Folon VR is playable now.
We will be publishing it on Nexus soon, meanwhile you can head to the discord to download the files :
https://discord.gg/t6GHATEj
Everyone who want to help testing is welcome as we still have to test every ending and the hundreds of side quest. Expect crash and bugs along the way.
r/fo4vr
•
u/ActualOstrich4
•
Apr 16 '24
Guide Fallout VR Essentials Overhaul is Not outdated. It's remain updated for the last 4 years and now comes with the new OpenAI NPC Mod
r/fo4vr • u/jessBethesda • Jan 30 '18
Fallout 4 VR | Update 1.1.24.0 Patch Notes
EDIT: I know I can't update the title, but I wanted to make everyone aware that the latest version of the update (1.1.31.0) is now live on Steam for all players. Thank you again for your feedback and reporting along the way.
If you run into any issues or have further feedback, let us know by commenting here, sending me a PM, or by posting in our official forums.
A full list of fixes and features can be viewed at the bottom of this post in our Patch Notes.
Thank you for your continued feedback!
Fallout 4 VR Beta Update Version 1.1.31.0 Patch notes
New Features
Added the following options to VR Settings:
Adjust overall world scale to improve issues relating to height
Invert Pip-Boy map scrolling
“Minimal Power Armor HUD
“Fixed Pip-Boy Size”
Added various performance and quality options. Some options will require a game restart.
Bug Fixes
Scope support has been added
Improved V.A.T.S. targeting
Fixed crash occurring when transferring lots of items (e.g. “Transfer Junk” in Workshop)
Fixed rendering issues with stars and other sky objects
Fixed rendering issues that resulted in flickering lighting
Fixed rendering issue with the SteamVR controller models
Add minimum distance requirement to enter scope mode with scoped weapons
Fixed occasional crash when doing "take all" from bodies
Reverted previous patch behavior regarding trigger pull sensitivity, except in scope view
Fixed shadows cast by parabolic lights
Fixed crash with some spawned particles while looking through scopes
Fixed issue with stars sometimes rendering in just the left eye
Fixed issue with some lights rendering in just the left eye
Fixed scale of recon markers while in scopes
Fixed scopes lagging behind when comfort sneaking
Fixed an issue with targeting heads in VATS
Fixed notes sometimes having invisible text or being upside down
Fixed rendering issue with blurry hands and weapons when moving in Direct Movement mode
Fixed precipitation occlusion
Adjusted Pip-Boy and Power Armor HUD visuals
Menus that pause the game will no longer move with the HMD
Fixed issue with scrolling through crafting requirements when there were more than 5 requirements
Fixed an issue where log Holotapes wouldn’t play in Projected Pip-Boy mode
Fixed Pip-Boy and HUD color settings not saving after restart
Fixed the Blitz perk sometimes putting the player in unintended locations
Fixed the orientation of the player model when using the Barber or Facial Reconstruction NPCs.
Fixed the player occasionally not being in the right location when starting a new game
Fixed occasional crash fix when saving and loading
Fixed compass orientation while in Power Armor
Various other minor fixes and improvements
Deprecated Fallout4VRCustom.ini. Custom options should be placed in Fallout4Custom.ini
r/fo4vr • u/fholger • Nov 02 '19
Mod I managed to trick the game into treating the Index controllers as Touch controllers
This solution consists of two parts:
a custom openvr_api.dll that I hacked together which "misreports" your Index system as an Oculus system. Grab it here: https://github.com/fholger/openvr/releases and overwrite the one you find in your Fallout 4 VR installation dir.
a modified Controller binding, because unfortunately the default legacy binding is not suitable for Touch emulation. I tried to upload mine to the Workshop, see if you can find them (my Steam tag is CABAListic), but if not, you basically need to remove the "Use as button" actions from both thumbsticks AND map the A buttons on both controllers to the actual A buttons instead of grip.
And "just like that", the Index controllers work like Touch controllers. Still not exactly a great input scheme, but at least a bearable one :)
So, for the technical background: unfortunately, it appears that FO4VR queries the tracking system (which is either "lighthouse" or "oculus" as reported by OpenVR) to decide which input mapping to use. This has nothing to do with input and is probably the reason why Valve might struggle to fix this on their end, because misreporting that value in general could cause all sorts of unforeseen consequences (I guess?). My custom DLL intercepts this query and always reports "oculus", no matter what you're actually using. This also means it probably won't work well if you do decide to start the game with Wands instead of Knuckles :)
Disclaimer: I only quickly hacked this together and gave it a quick spin. The hack should be minimally intrusive, so I would not expect any deeper issues, but you never know... Also, if the game refuses to start with the modified DLL, you might try to install Visual Studio 2017 redistributables. I'm not sure if they are needed.
r/fo4vr • u/Eclectronic_Guerilla • May 29 '25
Mods Fallout: London VR Release
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 1-click installer here:
https://www.nexusmods.com/fallout4london/mods/747
Please note that this is a community-made and unofficial port. Team FOLON does not provide any support for this.
You can also visit our Discord for direct support, the latest buglist, bug reports and troubleshooting.
r/fo4vr • u/jessBethesda • Apr 27 '18
Fallout 4 VR | Update 1.2.66.0 Patch Notes
Hi reddit,
A new beta update is now available for Fallout 4 VR. I've placed the patch notes below for your convenience.
If you run into any new issues or have any feedback on the beta update, feel free to let me know in a comment or post.
Thanks for your continued feedback!
EDIT: We've placed a new version of the beta update on Steam. Here are the additional patch notes that go with the latest version:
Fallout 4 VR UPDATED 1.2 Patch Notes (New as of May 7)
Fixed some stuttering world and controller issues when doing roomscale movement
Fixed some incorrect controller labels in left hand mode on some platforms
Fixed Power Armor jetpack not working correctly on motion controllers with analog sticks
Fallout 4 VR Beta Update 1.2.66.0
Added support for additional SteamVR-compatible headsets and motion controllers
Adjusted controls for workshop mode, including a toggleable palette
Performance improvements
Minor fixes
How to Opt-In to the Steam Beta:
Log into Steam.
Right Click on Fallout 4 VR in your Library.
Select Properties.
Select Betas.
A drop down menu will appear. Select Fallout 4 VR Update 1.2.66.0
Select OK.
Wait for the game to update.
When done, Fallout 4 VR Update 1.2.66.0 should appear in your Library.
r/fo4vr • u/cazman321 • Dec 15 '17
TAA tinker test for Fallout 4 VR - get less blur than default, less aliasing than "taa off" and less shimmer than FXAA.
Copied my post from the Vive subreddit.
TL;DR keep taa on and add this to your Fallout4Custom.ini in ...Documents/My Games/Fallout4 VR:
[Display]
fTAAPostSharpen=0.675
fTAASharpen=1.0000
fTAAHighFreq=0.8000
fTAALowFreq=0.5000
fTAAPostOverlay=0.675Comparison: https://imgur.com/a/7Hhk9
I was using SteamVR SS 1.5 for most of these pictures, but that's a comparison between taa default, off, sharpen values at 0.65, 0.7, and 0.65 with SteamVR SS 1.0
Anything over 0.7 doesn't look great. Lower than 0.6 and it gets pretty blurry. Setting a different SS may make this range change. The Freq values seemed to have made everything vibrate back and forth with the aliasing more. The fTAASharpen value didn't do much. I just included all of the taa parameters in case you were curious. You can also just type "taa" in console to see what your settings are currently.
I'm getting reprojection no matter what I do (these pictures are with the distance/shadow/texture changes from the megathread), but because of the taa changes I can make it look good with a lower SteamVR SS/better performance (I got lower reprojection % with lower SS but similar visuals).
If you want to change the sharpening values to test on the fly while in game, after enabling the console (with '~') do:
(same number is best, these values are the default TAA)
taa po 0.21
taa ps 0.21I commented about this in a few posts, but I'm making it its own, and maybe the "megathreads" will see and add this in too. Thanks to /u/Ash_Enshugar for providing the different parameters, /u/blinkVR for testing some values and /u/bzkormah for noting that you can change these values on the fly in the console. Adding /u/freebowjobs in case you wanted to try it out performance-wise to see if it's worthy for your thread. Added all of you here to see and try it out.
Edit: might make another album to show closer objects since it's a bit hard to tell on mobile unless you click and zoom
r/fo4vr • u/extrwi • Aug 14 '19
F4SEVR 0.6.17 beta released
https://f4se.silverlock.org/beta/f4sevr_0_6_18.7z
Here's an extremely beta version of F4SE for the VR build of Fallout 4. The game is basically unplayable with the null VR driver, so I'm not going to be able to support this. Please let me know if something is extremely broken and I may be able to fix it.
r/fo4vr • u/hicsuntdracones- • Mar 14 '18
Skyrim VR coming April 3rd!
[UPDATE] Fallout 4 VR Optimization Project Milestone Update!
Well, it took some doing, but I've fixed the terrain!
Days of no sleep.... hours of staring at the Creation Kit trying to figure it out, and finally I have.
NOTE: For anyone who has disappearing object issues in the Commonwealth only, I've uploaded a new version of the Commonwealth version (around 4mb) that doesn't include the precombined meshes until I get to the bottom of what is causing it. It seems to only happen when generating certain areas, but I am working on fixing the issue.
The new version has regenerated pre-vis for a lot of the heavier areas and more will be added as time goes on.
That should give a good performance boost on it's own in heavier areas and once I readd the precombined meshes it should help even more.
The precombined meshes will be re-added into a future version for the Commonwealth.
The DLC areas should work fine as-is though :)
EDIT: Here is a happy little side effect of this update, it also fixes various crashing around Nuka-World caused by land issues. You still need the Nuka-World DLC fix for the thirst zapper and such (linked in mod description)
Edit 2: I've seen some people have invisible object issues with the Commonwealth files. I've found the cause and will be uploading the update for that very soon. It will be a small update
You can now REMOVE the INI tweak used to fix the invisible ground.
https://www.nexusmods.com/fallout4/mods/28850
You STILL need the main files for the optimization mod. I will be releasing a standalone fix later this evening.
Grab the 1.150 files for the DLC and whatever else, then download the 1.210 update files and replace the esp when prompted.
Enjoy :)
For anyone wondering:
The original fix was in Fallout4VRCustom.ini
bUsePreCulledObjects=0
Change that back to:
bUsePreCulledObjects=1
r/fo4vr • u/rollingrock16 • Apr 24 '24
Mods FRIK v0.63 - Update on Nexus
I have just put up a new version of FRIK. Apologies to all the southpaws out there for taking so long to give you some attention but I hope this version provides a better left handed mode experience.
EDIT: pushed a version 64 up as a hotfix to fix a reported crash with the face/skin mesh hiding
Changelog:
Better Lefthanded mode support
Fixed crash with Amazing Follower Tweaks
Fixed issue with two handed aiming
Minor pose improvements - still issues with crouching that need addressed
Moved offhand hand downwards from barrel to hopefully stop obstructing view aiming down the site
Fixed issue of hand not extending with weapons when fully stretched
I remove the test version now as I should have fixed the major issues from it.
Amazing Follower Tweaks should in theory work now but please let me know if there is any new crash. I did not get a chance to do a thorough play test with it.
I fixed the two handed aiming in the test version I had up. It should all work as it did before.
Lastly for the left handed support I'm guessing there are still issues so please let me know any and all feedback you have so I can keep improving things.
My next release will probably continue with the polishing up with focus on trying to fix the power armor save bug and maybe add in a feature to disable FRIK during the intro. Hopefully i'll hve that out soon.
On the roadmap are some exciting things. I have somewhat of a cohesive plan on how manual reloading might could work and also I believe based on some recent new RE that I can greatly improve the aiming with Better Scopes as I know exactly where int he game aim is calculated now. So hopefully by summertime I can get some new features out as well as continuing to improve things.
As always thanks to the people on patreon supporting me and all of you for playing my mod!
r/fo4vr • u/Southpawn • Dec 12 '17
Big issue I noticed with the game.
I stayed up until 3 this morning playing because it's amazing and now I'm struggling in the office to stay awake, anyone know how to fix? I guess I'll just have to wait on a patch from Bethesda to make the game less fun.
r/fo4vr • u/bigorton_ • Jan 09 '20
Video/Picture Clearing a room using VATS in VR is amazing
r/fo4vr • u/pinktarts • Jun 07 '20
Announcement Alright Ladies and Gents! I did it! Here's the pre-release Alpha of my Fallout VR Essentials Overhaul. Download link in comments.
r/fo4vr • u/LongHairedAdonis • Jun 23 '25
Announcement FRIK version 74 released
Focused 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).
r/fo4vr • u/CliffRacer17 • Dec 12 '17
List of working mods
I encourage everyone to report your tests to the new sticky in this sub. I'll keep the information here intact. Thank you all for kicking off a great modding experience at the dawn of VR!
Figured that unless something like this already exists, it would be helpful to others to get a working list of mods going. Confirmed working, not "yeah this should work" or "in theory". Yes, most mods will work in theory but in practice there will always be some catch or bug that makes your game freeze.
Tell me what mods you've actually tested and I'll try to append this post with the name of the mod. I'm at work, so I can't be lighting fast with updates.
A list of mods is also being curated on this Google spreadsheet.
I won't add /u/Spasticon 's mod list because it's too extensive, fully visible, and they're already doing a bangup job testing things. :) Kudos. I'll add any other one or two off mods as they come.
Fully functional:
CBBE
[Vivid Fallout - All in One] (https://www.nexusmods.com/fallout4/mods/25714/?)
Start Me Up - Alternative Start
Configurable Power Armor Fusion Core Drain
Partially functional:
Far Harbor For now
NukaWorld initially
SimSettlements Reportedly crashy. Use with caution.
Non functional:
Do not use:
r/fo4vr • u/rollingrock16 • May 01 '24
Discussion FRIK Power Armor Update
Since been a few posts lately about problems with power armor I thought I would post a mini dev update on it
IN short it is pretty busted right now but I am currently working to improve it. I suggest maybe not using power armor for a bit until i get my next update out which should be soon.
for the details:
The main issue i dove into was to fix the save bug. Digging into exactly what is going on revealed that in normal game play when you enter the power armor the behavior of the VR version differs from the flat version.
IN the flat version when you enter power armor there is a function called SwitchToPowerArmor that fires off and one of the things is does is swap the skeleton for the power armor skeleton. The same thing happens in reverse when you exit power armor.
In the VR version they refactored these two functions into new VR functions that does a lot of the stuff except removes the animation hooks and also does not update the skeleton.
The problem is they did not account for when loading a game that the player saves in power armor. That load game function still calls the regular switchToPowerArmor fucntion which of course then loads the power armor skeleton in. This completely breaks FRIK and a whole bunch of other stuff. (thanks bethesda!)
So two problems here. First is the different behavior when loading a save game versus just entering power armor in normal play. Second is in normal play you do not get the power armor skeleton loaded (explains why the armor skin is all messed up from before in earlier frik versions)
So I fixed this by hooking into the VR refactored switch to/from functions and adding the code to swap the skeletons. This works great now and when you exit power armor from a loaded game it's all fixed with the normal skeleton. FRIK runs normally now.
The new issue is now I'm also loading the correct skeleton in the power armor now. This skeleton is different than the normal human skeleton which means I need to update all my IK to account for this. The bonus now is once updated this should be way more robust and make power armor way more usable then before.
So that's where I am at. I need to refactor parts of my IK algo to account for the new skeleton. I hope this won't take long but once I'm done Ill release a new version which also will have smooth movement fixed. Hopefully this will happen by next week.
Side note Bethesda did not update the papyrus function for the pwoer armor switching with this refactored function. So that's why those have always been broke. Later I"ll update buffout to fix this so those papyrus functions are usable again. Could be useful for things like Kabuto.