u/vr4lyf

▲ 126 r/skyrimvr

[New release] Interactive Door actions

And that's it from me, folks!

This closes out my active mod development for the Skyrim VR space. I'll still stick around to support existing and newly released mods, but I feel I've reached my peak here - and I'd rather go out while I'm still ahead than overstay it.

I am aware that a skyrim vr legend is working on a separate interactive lockpicking mod, so I've purposefully made this mod as modular as possible (as well as not calling it interactive lockpicking) with options that can be switched on and off in the included INI file (leaving door pushing and key unlocking). Who knows? Some might prefer this lockpicking method, but at least the options are available.

It was my my brother who encouraged me to make a name for myself in this space and my recent surge in activity is mostly due to his recent passing. I hope I've done him proud.

Huge thanks for all the support along the way. It's what got these mods to where they are today.

nexusmods.com
u/vr4lyf — 1 day ago
▲ 182 r/skyrimvr

[WIP] Interactive lockpicking and loading doors

Following up from throat slit vr i introduce Interactive lockpicking. It works by having the correct items spawn when you are right infront of a locked door and facing it. The shiv and lockpick must be touching the door and close together. Time it takes to unlock is dependent on the tier level of the locked door.

Loading doors and any doors not touched by akimbo Swords' great physical door mods now require you to physically push them. Click to activate doors has been blocked for the player and text that hovers over your hand has been removed.

I still need to add lockpick breaking mechanics based on your lockpicking level and xp gains based on the tier of the door unlocked.

This fully removes the stale and immersion breaking lock picking mini game.

u/vr4lyf — 3 days ago

A word on hand to hand VR an adamant addon

If you're running any mod that requires grabbing objects with your physical hands - HIGGS-based interactions, physical inventory, weapon sheathing, anything relying on real hand collision - and something's not working, check if you have Hand to Hand VR (and adamant addon) installed.

The mod is a straight port of the flat-Skyrim hand-to-hand combat mod, with zero refactoring for VR. No HIGGS integration, no awareness of physical hand interaction systems at all. Its approach: whenever you have your fists out.., it silently equips an invisible weapon into your hands. This is so it can give XP gains to its skill tree..

The problem is obvious once you know it's there - your hands are never actually empty from the game's perspective. Any mod that checks for empty hands to let you grab, hold, or physically interact with objects either breaks outright or behaves unpredictably, because as far as Skyrim is concerned you're always holding something.

What makes this worse is that it's bundled into major Wabbajack lists - FUS and MGO among them - so a lot of people have this running without knowing it's there or what it's doing under the hood. The original author of the flatrim mod dropped vr support for this very reason.

To wabbajack list authors: please reconsider including this mod. Unarmed combat in VR is already handled reasonably well through natural hand-to-hand collision, so the actual gameplay benefit this mod brings is minor. What it costs - silently breaking any interaction mod that checks for empty hands - is a much bigger trade-off, especially for a list with hundreds of users who have no idea it's the source of their issues.

Pulling it (or gating it behind a clear warning) would save a lot of people a lot of debugging time.

If you're building anything around physical hand interaction (HIGGS, grabbing, sheathing, etc.) and things are behaving weirdly, this is worth checking first.

could you not just add logic to fix it on your vr mods? Probably, but it's far beyond the point.. it adds a whole new level of complexity when writing, building and testing VR specific mods..

P.s - This is in no way a jab at the talented author who created this mod for its intended platform (sse) or the author who ported the mod to VR. It is a plea to wabbajack authors to reconsider shipping their modlists with it active and making the community aware of the unintended side effects it has.

reddit.com
u/vr4lyf — 4 days ago

[New release] Shields and 2H weapons unlocked

A replacement for the removed mod twin grip vr that expands by unlocking shields and does not require fake edge. Please see nexus link for full details. This uses a completely new concept and framework from twin grip and will work with all load orders.

This mod is the begging of the end for left handed mode.

nexusmods.com
u/vr4lyf — 6 days ago

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file

This update adds a brand new optional module that completely changes how two-handed weapons work in VR, along with several improvements to the core Fake Edge system.

New Optional File - 2H Weapons Unlocked

The biggest addition is the new 2H Weapons Unlocked optional file.

This module fully integrates two-handed weapons into the Fake Edge system, allowing things that normally aren't possible in Skyrim VR, including:

Equip two-handed weapons in either hand.

Cast spells while wielding two-handed weapons.

Use shields with two-handed weapons.

Swap two-handed weapons between hands using Fake Edge's hand-swap feature.

Pick up and equip world-space two-handed weapons directly with either hand.

Because Skyrim's engine was never designed for this, the module also includes a large number of safeguards to keep everything stable:

Automatic door transition handling while dual-wielding two-handed weapons.

Protection against engine states that could otherwise cause CTDs.

Equip restrictions to prevent exploitative weapon swapping.

Automatic NPC compatibility handling when an NPC shares the same weapon record you're using in your off hand.

The module requires no configuration. If 2HWeaponsUnlocked.dll is installed, Fake Edge automatically enables all 2H functionality. If it isn't installed, Fake Edge behaves exactly as before.

Core Module Changes (v2.3)

This update also includes several improvements for everyone, even if you don't use the optional file.

Staff Support

Staffs are now fully integrated into the Fake Edge system.

When you're not actively firing a staff, it behaves like a physical grabbed melee weapon with proper collisions. Once you begin casting, it functions normally as a staff.

Mounted Combat Compatibility

Fake Edge now automatically disables itself while you're mounted.

Weapons equip and behave exactly like vanilla Skyrim while riding, then Fake Edge seamlessly resumes as soon as you dismount.

Improved Two-Handed Stability

The core module now contains additional two-handed logic and safeguards that support the new optional module and prevent invalid engine states from occurring.

This has been one of the biggest updates to Fake Edge VR so far. Hopefully it opens up a lot of new combat styles while remaining stable enough for long playthroughs.

The next focus of this mod will be unlocking shields and bows/Crossbows so they can be equipped and used in either hand. When this is complete, it will essentially remove the need for left handed players to use left handed mode (a huge win and benefit as a lefty myself).

As always, if you encounter any bugs, especially with the new 2H module, please let me know. Skyrim VR was never built for this kind of weapon handling, so the more edge cases we can find, the better.

nexusmods.com
u/vr4lyf — 10 days ago

[APOLOGY + UPDATE] Twin Grip v1.1 and 1.2

I owe the community an apology for v1> v1.2.2 of Twin Grip VR.

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There was a bug where NPCs wielding two-handed weapons would get stuck in a constant loop - repeatedly switching between their two-handed weapon and fists while in combat. It was essentially an infinite equip cycle that broke NPC combat behaviour entirely.

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The reason it slipped through: I test exclusively from a new save each session, and this bug only surfaced on a loaded save after the mod was already installed. That's a gap in my testing process that I should have caught, and I didn't. That's on me.

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Once I identified the cause, I spent the better part of 8+ hours reworking the entire core logic of the mod from the ground up - not just patching the symptom, but restructuring things so this kind of state-dependent issue can't sneak through regardless of how the game is loaded and that any player logic can't and won't bleed through to npc behaviours.

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v1.3 is out now and addresses this core issue completely. If you were on v1, v1.1 or v1.2 and noticed weird NPC behaviour in combat, that was this. Sorry for the disruption to your game.

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Thanks to everyone who reported it, and for your patience. I will make sure experimental mods like this go through a complete vetting and testing group process before reaching nexus in the future.

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Tbh i thought it to be such a simple concept that I didn't think it required rigorous group testing... lesson learned.

reddit.com
u/vr4lyf — 18 days ago

[Update] fake edge vr compatibility

-Added compatibility for immersive reading vr as well as compatibility for my new mod twin grip vr.

- fixed an issue with crafting menus

nexusmods.com
u/vr4lyf — 25 days ago

[New release] Twin Grip VR

New skse plugin which removes the engine limitation of having 2h weapons locked to the main hand.

Ever wanted to:

-Dual weild 2 handed weapons?

-Cast spells while holding 2h weapons?

-Pair a warhammer with a shield?

-Create unique vr combat styles imposible in vanilla?

This mods got your back!

I've also update fake edge vr with an ini option to include 2h weapons (with some other fixes)

nexusmods.com
u/vr4lyf — 25 days ago