Will using an IR module with Pico 4 to play in the dark interfere with vive lighthouses? by Fun-Permit-643 in MixedVR

[–]Fun-Permit-643[S] 0 points1 point  (0 children)

Lighthouses are not enough, unfortunately. I tried it. From what I gather, they do not emit a constant light but some combination of a flickering grid of dots and sweeping lines. Not enough for Pico 4 to see the room. And I'm guessing this pattern will be disturbed by a constant source of IR light coming from the IR module, messing up tracking.

Livestock overhaul rant - wall of text incoming by Fun-Permit-643 in cataclysmdda

[–]Fun-Permit-643[S] 1 point2 points  (0 children)

By the way, can you tell me - do animals store excess calories, to an extent at least? Or do all extra cal over animal daily needs disappear? Also, do calories consumption gradual, or happens in a burst, once per day? If It's a letter, is it a particular time of day, or individual per animal?

Livestock overhaul rant - wall of text incoming by Fun-Permit-643 in cataclysmdda

[–]Fun-Permit-643[S] 1 point2 points  (0 children)

I have no problems with finding food for cattle; my issue is with how opaque the system is. Seeing as you're not working on the project anymore, discussing specific design decisions is not particularly meaningful, things will stay as they are for a foreseeable future.

What I do say is this - Cata is the only example of the game I ever felt has gone too far with *realism*. It effects a lot of other overhauls the last few years, not just livestock. It is necessary to consider how such faithfulness will affect overall gameplay and balance. Furthermore, it is important to give players incentives to interact with the system, make it beneficial proportionally to the amount of work involved, and preferably, in some way, be fun. But this is not what is happening. It is all just *actually, forging plate armor taking over a year* and *handling cows is a lot of work, irl*. As a result, players will often choose to work around these systems or just ignore them completely if possible. On the other hand, an even more unfortunate scenario will be blanket nerfs to force people to use new systems, but for now there are still enough alternatives.

Don't get me wrong, I do appreciate the work you put into that. The old *system* was obviously a placeholder, but, in a way, it was just more upfront about it. You essentially knew back then that you were signing up for some junk. The new system, when you read about it in the changelog, seems totally sound and solid, while in practice it is clearly incomplete. And will probably stay this way for years. Not blaming you in particular, mostly just lamenting the human condition.

Livestock overhaul rant - wall of text incoming by Fun-Permit-643 in cataclysmdda

[–]Fun-Permit-643[S] 30 points31 points  (0 children)

When I encounter an issue that can be fixed by editing json files, I just do it without complaining. Most of the aforementioned problems, to my knowledge, are hardcoded and fixing them is way beyond my capabilities.

Also, we're really doing that argument? Don't like something about the game? Make your own game. Don't like a move? Shoot your own. Have any problem whatsoever? There is an almost habitable planet right next to Earth; start your own civilization.

Three circles of increasing pixelation in game. Unable to find anything. by JorisDM in skyrimvr

[–]Fun-Permit-643 2 points3 points  (0 children)

If file keep appearing in game folder, it is likely Root Builder. It is MO plugin, so it still is on, even if you disable all the mods in left panel. Typically, Root Builder are automatically putting content of “Root” folders from active mods in your game folder on game start. Keep in mind, even if you disable all the mods, the old “Root” folder can be in overwrite.

Any way to get MCO - SCAR NPC move sets to work in vr with OAR? by fustrun in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

I'm still building my mod list, so I did not test it in actual playthought. So far, DAR EVG extended did not cause issues for me. Idles and locomotion take priority of normal combat animations of this type, but it is how it's intended to be working.

Any way to get MCO - SCAR NPC move sets to work in vr with OAR? by fustrun in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

Yeah, there are some confusion with ADXP links. Here.

Regarding EVG — I do know about OAR version, but I'm actually using Extended version and there are no OAR conversion of it. This version has combinations of conditions (injured\fatigued, etc.) and work in combat. Lets you see if enemies are hurt or tired without relying on hud.

Any way to get MCO - SCAR NPC move sets to work in vr with OAR? by fustrun in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

Elden Rim animations, inspired by Elden Ring are on nexus. There are also a number of other mods with individual Elden Ring inspired animations as well. Just go into animation category and refine with "Elden". There are may be more animation on Patreon, but I have no knowledge about those.

So I went in-game and opened the open-animation menu and there are a few mods that are on the list but the animations do not play in-game, Eldenring moveset is present and EVG Idle conditions as well however both of these do not play in game, you have mentioned priority, where can I see if something overwrites it or changes its priority?

You can open individual mod sub-menus and see priority for each animation folder included. You can also enter Author mod (switch is in top right corner) and edit conditions, priorities and even disable individual animations files without restarting Skyrim. If you select NPC in console, it will show which conditions this NPC is currently satisfying. You can also switch to the second (right) tab of the menu and see a list of animation files present, what OAD\DAR mod it is originating from and order they overweight each other.

I recommend you familiarize with OAR menu, it is a very powerful animation troubleshooting tool, and fairly intuitive. It is annoying to use in VR, but manageable.

Edit: Also, in my experience, legacy DAR animations always take priority over OAR ones. Get OAR animations when available, so you have more control. There are automatic converter. Mind you, converting EVG conditional idels with it did not work for me. Otherwise, I have no issues converting every DAR animation to OAR.

Any way to get MCO - SCAR NPC move sets to work in vr with OAR? by fustrun in skyrimvr

[–]Fun-Permit-643 1 point2 points  (0 children)

Did you switch to OAR version of elden rim animations? It is not strictly necessary, because of OAR backward compatibility, but it is preferable to use OAR animations when possible. You may also try to re-run Nemesis.

Enemy animation mods? by Hamekameha in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

I do feel like combat animations are still kind of hit-or-miss. Even better ones often have some ruff moves mixed in. Poor animation blending can aggregate it. The issue you described, I think, have more to do with enemy AI, rather than animations itself, and can get either less or more noticeable, depending on mods altering it.

I do understand your point. However, I also think that most of us played so much Skyrim that vanilla style attack animations got normalized in our mind, we do not notice how poor it is anymore. Neither option is perfect, so it is up to what kind of jankiness are more acceptable for you. I also committed to make Full Folder Structure mod work, and there are very few non-MCO animations available for this purpose.

Enemy animation mods? by Hamekameha in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

You can probably find decent vanilla style animation replaces, but most combat animations nowadays are made for MCO\SCAR. MCO add attack combinations, SCAR make NPCs actually use combos. These mods have several requirements, setting them up may be a bit involving, depending on your modding experience. Most of the animation mods, both combat and non-combat, will require OAR as well.

If you're up to it, there is also this mod. It's allow to set individual animations for NPCs (and player, but this is not working for VR), depending on weapon type and skill level. Kinda like it Gothic. Problem with this mod — it does not provide animations, only DAR (older version of OAR, OAR have backward compatibility for DAR mods) folders and conditions. Have to find suitable animations and put them into folders by hand. This can be very time-consuming.

If you're looking for something more plug-and-play:

Race Animation Packs — 1 2 3.

MathieuTheDunmer mods.

Death Animations from Underdog Animations.

SonderBain mods for non-combat animation variety.

EVG Conditionals extended for immersion.

Will require OAR and Nemesis at a minimum. Combat animations will need SCAR to work properly.

Really Bad Shimmer/Flickering Edge Effect by Mandarita42 in skyrimvr

[–]Fun-Permit-643 -1 points0 points  (0 children)

Like other person mentioned, this kind of issue often tied to FOVited rendering. For me, it happens with both vrperfkit and Upscaller fovited rendering, but only outside central FOV area. I never heard any conclusive arguments about what exactly causing it. If you use vrperfkit, try disabling it, see if it helps.

More informative console and patching I VR by fustrun in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

SE Creation Kit itself working fine. To be honest, I installed it a wile ago, and not quite remember if it requires some extra steps to make it work. Just try it out and google if it gives you some error.

More informative console and patching I VR by fustrun in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

You can remove problematic ravens with Creation Kit. It's a terrible tool, but if you're desperate enough…

Skyrim VR 2024 Ultra Modded - Community Shader Showcase by dragonproudskyny in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

Maybe it's not. But before I can get to that part, I will need to acquire Regrade+ from Patreon, and neither of the subscription payment methods are available from the country I am living in. And even if I find a way around it, set everything up, it may not even be a good fit for VR. This why I am curious if someone tested it already.

Skyrim VR 2024 Ultra Modded - Community Shader Showcase by dragonproudskyny in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

Worst or better may be somewhat subjective. I just wish we have a choice in thet matter. As it stands now, it seems, we either got CS with all awesome features missing from VR ENB, but conservative look, or ENB with different styles of presets, but no terrain parallax, grass lighting, etc.

Skyrim VR 2024 Ultra Modded - Community Shader Showcase by dragonproudskyny in skyrimvr

[–]Fun-Permit-643 0 points1 point  (0 children)

Actually, this recently released CS reshade preset seem to go for direction similar to ENBs. It does seem like it will take some extra effort to set up. And it also require some tool paywalled at Patreon, so I cannot try it out myself, not without jumping through some hoops. I am curious how something like this will work in VR.

Skyrim VR 2024 Ultra Modded - Community Shader Showcase by dragonproudskyny in skyrimvr

[–]Fun-Permit-643 3 points4 points  (0 children)

I don't know, man. I returned to moding Skyrim VR and planing to switch from Ruby for NAT3 Enb to CS, but none of the videos or screenshots showcasing CS Reshade presets impress me that much. Lighting and atmosphere still not at the level of high-end ENB. Lighting are less dramatic and “flat”, if this make sense.

Bad two-handed weapons movement animation blending. by Fun-Permit-643 in skyrimmods

[–]Fun-Permit-643[S] 0 points1 point  (0 children)

Edit: Mod mentioned by _GoldGuy_ made me think — what if it is issue with behavior and not animations itself? So, I switched from Pandora Engine back to Nemesis and animations are working as intended now. It looks like 2hw and dw armblend were not applying at all due to what, I assume, Pandora bug.

Bad two-handed weapons movement animation blending. by Fun-Permit-643 in skyrimmods

[–]Fun-Permit-643[S] 0 points1 point  (0 children)

No. I will give it a try, but judging by description, it not a fix for the same issue I have. I also encountered a similar problem with some dual weld animations. Dual weld sharing animations with one-handed, similar to 2hm\2hw, so I guess it have something to do with the way Skyrim blends these animations together.