r/skyrimvr

▲ 125 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

What are the safest mods to install for moving saves

I have SkyrimVR, Skyrim Special Edition, and the Anniversary Edition. I've bought them all when they went on sale but I have yet to start a new game on any of them. I only have VR installed at the moment. I've read that you can move saves across SE and VR as long as the mods don't break it. Is there a list of the safest mods I can install across both of them? So that I can just boot up which ever version I'm in the mood to play. Or should I just play both vanilla? What also is the anniversary edition? Will that work with VR?

reddit.com
u/Blizzcane — 1 day ago
▲ 179 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

Optimized performance for a 3080?

I was wondering if someone with a similar set up as me optimized their game for performance, and if so I'd greatly appreciate if you could share what exactly you did and how you did it.

I'm using the FUS RO DAH list. I'm currently using DLAA, medium ini settings, open composite is turned on, SSW turned on in virtual desktop. I'm not experienced so a lot of the jargon goes over my head and feels overwhelming. I read a bunch of stuff about a new open composite unleashed mod, DLSS 4, "cold switching" and all sorts of shit people do to increase their FPS.

Thanks for the help.

My setup:

RTX 3080

Ryzen 5 3600

16 gb ddr4 RAM

reddit.com
u/Mature_Name — 3 days ago

Skyrim VR Collection physics not working

Hey! I'm new to modding skyrim VR. I know people prefer MO2, but I like Vortex more. Now there's a collection in vortex for Skyrim VR (Skyrim VR Overhaul), and the physics engine is installed. But it doesn't work. I tried checking the collection page and from what I saw I didnt see anything regarding the physics not working.​

Edit: This is specifically about BODY physics. The VR physics themselves work fine <3

reddit.com
u/Deno876 — 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

Skyrim vanilla weapon collisions are askewed

Sorry for the blurry photo. I’m playing Skyrim vr and noticed that certain weapons have really short hit boxes. I’m using Higgs and Planck for realistic collision but when I loaded the weapon on nifskope the hit box is visibly misaligned. I toyed around with it but I can’t move the physical collision box only the weapon. Any help is appreciated.

Edit: First I want to thank everyone who responded. But I fixed it.
I used BAE to extract the bsa file, moved the weapon nifs that are fucked into a separate folder. Had SSE NIF optimizer translate the SSE version into LE. Threw the LE NIF into nifskope because it’s hard as hell to change collision on SSE nifs. Changed the havok collision, reconverted it back to SSE and rearranged the blocks. Finally I threw the weapons files into the extracted BSA, overrided the old ones, and repacked it with BSArch.
It was honestly like a 5 minute fix but took me like 3 days to figure out because I had no idea what I had to do. I just grow weed for a living. Thanks yall.

u/SuccessfulSense2434 — 5 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

Started modding yesterday and also started losing sanity

guys i need help i watched some yt video and did it exactly what he said but when i enter game in mod config menu there s just two mods. Any way to solve it? And i don t know but i feel like most of the other mods aren t working or i couldn t notice it but physic mod is working

u/OmainK — 7 days ago

Modlist similar to living skyrim?

Is there a good mod list similar to living skyrim (non vr modlist)? For those unware living skyrim is essentially a greatly expanded skyrim experience with graphics overhaul, huge number of custom quests, overhauled magic system to some extent, paraglider etc.

reddit.com
u/No_Obligation4427 — 7 days ago

Elden Ring like Artstyle?

Is it possible to mod my game to a optic that resembles Elden Ring? I have to add, that I am only running on a 2070 and since my last modding session, my pc struggles to run basic community shaders...

I just want an optic that looks clear but still a bit smudgy, with a little gloss and some particle effects and well lighted fireplaces. I had this once, but since then community shaders did a jump on basic requirements from 1070 to 3080rtx... or at least it feels like...

reddit.com
u/Ok_Following9192 — 7 days ago

Ostim vr character standing\running and not doing selected animations

Most in title

Im running pandora and looked through for overlapping animations but im coming up blank. Thought it might be a walking mod but doesnt seem so unless theres anouther (base modlist is skyrim overhaul)

sounds still play

reddit.com
u/Diligent-Ratio-990 — 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

Can somebody tell me how to get rid of the 'activator pop up'

I want a more immersive experience and I'm tired of stuff pop up when I approach something 'Open door' 'harvest lavender' 'open chest'. Ive tried several mods but they dont do anything in VR

I tried this in the config.ini :

[VR]

fActivateRolloverHMDScale=0.0000

fActivateRolloverWandScale=0.0000

fActivateRolloverSecondaryScale=0.0000

[VRUI]

fActivateQueueX=9999.0000

fActivateQueueY=9999.0000

fActivateQueueZ=9999.0000

but that doesnt do anything (AI suggestion) , can somebody help me out? Thanks

reddit.com
u/NorthButton9416 — 10 days ago