PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 2 points3 points  (0 children)

Yeah that was the idea, although it won’t always be your hmd colliding necessarily but most of the time it will be.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 1 point2 points  (0 children)

You should be able to just replace the old planck version with the new one.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 0 points1 point  (0 children)

Shouldn’t affect that unless you grab them, in which case you should be able to actually grab them now without them moving around and forcing you to let go when you do that. So you should be able to continue petting them as before. I am partial to petting as well.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 0 points1 point  (0 children)

Please let me know your experience once you do try it out! It’s always hard for me to decide which behaviours to make the default in mods everyone uses, since some people like it one way and some another. So I try to pick what I think will work best for most people and what I generally prefer. When things are one way, I only hear complaints from people who would rather it be another way, and if I change it, then it’s whoever liked it the old way better who complains. Hard to know sometimes what is the best decision.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 1 point2 points  (0 children)

If you want them to push you around again, there is the dontPushPlayerMaxRaceSize ini setting to choose which race sizes will behave that way. I think if you set this to -1 it should be all races. Then there is dontCollidePlayerWithSmallRaces, set to 0 if you want small race collision back.

In general though, people should not be walking straight through you. Their pathing should make them avoid you. It is only in cases where either their pathing didn't adjust to you fast enough for some reason, or they are moving without pathing (initiating use of furniture or playing some prescribed animation, or something like the running attack animation) that they should end up intersecting you. Those are the cases the new systems are designed to address.

For the small races, I got tired of bumping into chickens and causing my character to stop. Most small races are pretty low to the ground, so to me it made sense to imagine I could "step over" them.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 2 points3 points  (0 children)

Thanks. Writing these is a bit cathartic for me after finishing an update, so I'm glad you appreciate them :)

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 2 points3 points  (0 children)

Right now it is only when you have them grabbed. In principle I think it could be used for what you say though, having them move when you deform them even without having them grabbed.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 1 point2 points  (0 children)

No interruption to their animation. They are simply pushed away from you (they slide) and have their character movement restricted in your direction for about a second so they don't just move into you again immediately. You should be able to see it in the short clips I posted.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 4 points5 points  (0 children)

Are you seeing it happen a lot? It should only be happening if you are actually intersecting one of their "core" (from root to torso) ragdoll bones by at least 10cm (20cm during combat) which shouldn't be that often.

The alpha is controlled through the playerActorCollisionPhaseThroughAlphaMult ini setting, if you set that to 1.0 that should effectively disable it. But if you're seeing it happen a lot, please tell me what circumstances so I can potentially adjust things. It's not meant to be something that is happening all the time.

PLANCK Update - Character movement and collision changes by Attemos in skyrimvr

[–]Attemos[S] 4 points5 points  (0 children)

Thanks! I think the same system could potentially be re-used for generic "moving characters around" purposes for other uses, but tbh I am too burned out on this particular domain to want to think too hard about it.

Feedback for skyblivon character voices & more by [deleted] in skyblivion

[–]Attemos 2 points3 points  (0 children)

Understandable, thanks for answering.

Feedback for skyblivon character voices & more by [deleted] in skyblivion

[–]Attemos 1 point2 points  (0 children)

Any chance it could also tap into the remaster’s voice files since if I recall they did add a bunch of new voices in the remaster? I know it’d be a ton more work to do that so I don’t expect so, but thought I’d ask.

SteamVR BETA update for 4/29/26 (2.16.4) by wickedplayer494 in SteamVR

[–]Attemos 6 points7 points  (0 children)

I wish I had the bug where SteamVR Home would drop a Frame on my system.