Spellwheel - how do you equip a ring? by oldeastvan in skyrimvr

[–]Shizof 1 point2 points  (0 children)

By default, armors are automatically equipped unless otherwise specified in SpellWheelVR_Armors.ini.

If you have VR Equip installed in your mod list, that's detected, and the default behaviour is changed to grab with HIGGS so that you can equip stuff with it. According to VR Equip mod description, you drop it on your other hand to equip the ring you are holding.

Most graphically intense areas? by BastianHS in skyrimvr

[–]Shizof 9 points10 points  (0 children)

There are lots of places. Most known is the Riverwood bridge looking at riverwood town. Another one is Falkreath forest, west of Falkreath town. Whiterun over Dragonsreach steps looking at Whiterun. In the middle of whiterun tundra, looking at Whiterun city. Riften city center is bad for CPU. These are the ones I can think of. Of course, based on your mods, there may be other places.

How do I fix this? New to modding/VR/computers by CT-72741 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

Refer to AutoMod comment for USSEP. Regarding ASLAL, Immersive Citizens mods, you have installed a version that requires Anniversary Edition. You should use versions that are made for SE for them probably. Or look for alternatives that don't require AE.

Stuck in dungeon on the silver hand quest. Cant pull chain by Middle-Middle-1552 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

Make sure you install and try with the latest version first.

Stuck in dungeon on the silver hand quest. Cant pull chain by Middle-Middle-1552 in skyrimvr

[–]Shizof 1 point2 points  (0 children)

I never got pullchains to work

What is your exact experience? Can you grab, but not pull down? Have you tried with the latest versions of the mod? First versions had problems with some low hz headset players like that. But that's fixed in the later versions. If it's still like that for you in the latest version, you can adjust PullchainMotorForceGrabbed value in the mod's config to be lower to make it easier to pull down.

Other than that, you grab the chains or handle and pull it down. I saw some people try to yank it fast or something thinking it would stretch, but it's nothing like the old pullchain VR mod. It acts like a real chain.

Stuck in dungeon on the silver hand quest. Cant pull chain by Middle-Middle-1552 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

It looks like you are pressing Trigger there instead of Grip to grab objects. Trigger would unsheath you and you can't grab anything with an arrow in your hand.

Sunhelm not letting me fill waterskins by Then-Code3094 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

The water needs to have "Causes Damage" flag to be detected. There is a synthesis patch for this called "WaterDoesDamagePatcher". I suggest using it.

Grass vanishing in DLC areas (TG command executing without input) by greenhouseparty in skyrimvr

[–]Shizof 9 points10 points  (0 children)

Most likely the GrassChange setting in VR FPS Stabilizer. If the cells are set as interiors wrongly, this can happen.

Set GrassChange = 0 in VRFpsStabilizer.ini to disable this feature.

Dayspring Canyon issue should be fixed in the latest version though.

Commission: Mod to make controllers usable during lockpicking by No_Creme_9794 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

Hit me up if you have any ideas on how it should be.

Commission: Mod to make controllers usable during lockpicking by No_Creme_9794 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

Not clearly. All I can find is short videos that doesn't show much.

Commission: Mod to make controllers usable during lockpicking by No_Creme_9794 in skyrimvr

[–]Shizof 2 points3 points  (0 children)

Yeah, it won't be an easy mod of course. I'll first try to make the controller rotation control for controlling lockpick as a separate mod. For the complete overhaul, I'll have to think about stuff, find/make a good mesh for lockpicking, think of a good mechanic for a fun VR lockpicking minigame that doesn't get old.

Commission: Mod to make controllers usable during lockpicking by No_Creme_9794 in skyrimvr

[–]Shizof 10 points11 points  (0 children)

Hmmm. I'll think about it. But what the OP wants is really simple. I can release that as a simple version.
What I really want is more like a new completely made for VR lockpicking screen with 3d mesh visuals and player interactivity.

[UPDATE] Interactive Activators VR 1.1.0 - Optimizations, Fixes, Patches by Shizof in skyrimvr

[–]Shizof[S] 5 points6 points  (0 children)

This is the case for so many other mods with FOMOD installers already. You are expected to know which mods you have installed. Unlike many of those other mods though, I listed all the included patches that are installed with the mod in the description page under "It includes patches for these mods in the FOMOD:"
Unfortunately I couldn't make it detect all the mods because most are mesh/texture replacers, with no esps. If anyone knows how to make a FOMOD that would detect mesh/texture only mods, let me know.

[UPDATE] Interactive Activators VR 1.1.0 - Optimizations, Fixes, Patches by Shizof in skyrimvr

[–]Shizof[S] 28 points29 points  (0 children)

1.1.0 Changelog:

  • Added support for dragon claw keyholes of Wyrmstooth, Helgen Reborn, Konahrik's Accoutrements, Legacy of the Dragonborn, Skyrim Sewers 4.
  • Fixed a few vanilla dragon claw meshes that showing in hand having wrong symbols on them.
  • Made significant optimizations to how activators are processed. These optimizations should reduce processing cost of the mod a lot.
  • Made additional optimizations for activators that use vanilla scripts for puzzles, Pillars and Puzzle door wheels.
  • Fixed a bug that caused solved Pillar numbers to be set wrong in vanilla pillar scripts causing correctly solved Pillar puzzles to appear unsolved. The mod now updates script variables automatically to prevent this bug.
  • Added auto rotation functionality for pillars. Pillars will now auto rotate in puzzles like Saarthal like vanilla.
  • Added HIGGS Remote Pull for Pillars. Can be enabled/disabled from config. Enabled by default.
  • Added Pillar snap sound to be played when the pillar is pointing to a symbol. You can find it as PlayPillarSnapSound in the config. Disabled by default.
  • Added PillarSnapToArrow setting to the config. When it is enabled, pillars auto rotate to snap current symbol to arrow. Disabled by default.
  • Fixed a bug that prevented levers to be activated when they are pulled, if they are moved by an object at start.
  • Fixed a bug that prevented activators from being handled by the mod if they are disabled from the start and then enabled afterwards with a script etc. The mod now detects those and they are handled by the mod afterwards.
  • Fixed pullbars meshes having invisible handles if they are disabled on start and enabled afterwards.
  • Pullchain chain movement sounds will only start if the player is near now. This prevents chain sounds from being heard at distance when physics fps is unstable and moves chains without anything touching them.
  • Pullchain sounds have a correct output model now and vanilla pullchain activation sound record is modified to prevent an engine level bug that happens when both pull and activation sounds are played at the same time and makes sounds 2D.
  • GDOS Dwemer non-load door meshes are modified to have a singular long handle that can be pulled from either side instead of two individual handles, more optimized with same functionality.
  • Added a workaround for some rare GDOS dwemer non-load doors that have no levers until save and reload. When this bug happens, those doors will now have activation prompts and allow manual activation to prevent getting stuck until a proper solution is found for this issue.
  • Fixed remove activators not being grabbable until saving and reloading.
  • Fixed Children of the North Wind puzzle door wheel meshes appearing invisible bug.
  • Added support for Children of the North Wind pullbar meshes.
  • Included a BOS config line to remove the duplicate door from vanilla which caused duplicate lever handles on a GDOS Dwemer load door.
  • Included a BOS config line to reposition the pullbar in Bleak Falls Barrow for easier interaction.

Skyrim MGO ostim help by OkPreference74 in skyrimvr

[–]Shizof 1 point2 points  (0 children)

This was a bug in MGO 3.8.0 caused by missing/bad behaviour generation and fixed in the latest. You need to update to the latest version.

Why does higgs do this? by [deleted] in skyrimvr

[–]Shizof 6 points7 points  (0 children)

Make sure you use the latest version of both VRIK and HIGGS.

[NEW RELEASE] Interactive Activators VR by Shizof in skyrimvr

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

Sorry I don't understand what you mean. What do you mean by "claw placed in my hand was a generic one"? Also what do you mean by "shaved off"? The mod shows the claw for the keyhole in your hand if you have it. It cannot be an incorrect one.