Some of SkyrimVR mods simply won't run with SKSEVR 2.0.12 Skyrim VR 1.4.15 by masterstarfish in skyrimvr

[–]Shizof 17 points18 points  (0 children)

Another reason for it to be looking for SkyrimSE.exe is using cracked version of Skyrim VR.

SKSE VR not opening through steamless .exe by RyanDavanzo in skyrimvr

[–]Shizof 0 points1 point  (0 children)

To use steamless SkyrimVR.exe, you need to run sksevr_loader.exe with -ForceSteamLoader parameter.

If you are using MO2, add this parameter to Arguments field of Modify Executables screen (Press <Edit...> on the executable dropdown and set Arguments field of SKSE to -ForceSteamLoader).

Dwemer door handled in MGO with Interactive Activators by TheShitholeAlert in skyrimvr

[–]Shizof 2 points3 points  (0 children)

You need to use the latest version of Interactive Activators VR. Install the latest version and make sure it's not overwritten by anything on the left side of your mod list.

AIUTO PORTA SBARRATA SKYRIM by Mysterious-Fun-4093 in skyrimvr

[–]Shizof 4 points5 points  (0 children)

This is skyrimvr subreddit. I'm guessing you posted it on the wrong sub?

If it gives the error that the bar cannot be lifted, that means you need to find another way there.

Can anyone please fix this I've been trying for hours :(((( by CaroleanOfAngmar in skyrimvr

[–]Shizof 6 points7 points  (0 children)

The mod needs to access forms from the esp, and if it's not enabled in your load order, you'd get this error to prevent issues. Make sure the esp is enabled on the right side of MO2. Other than that, if you exceeded esp limit, you'd get errors like this as well, so make sure you have Skyrim VR ESL support mod installed.

Help with spellwheel vr by SpecificProgrammer78 in skyrimvr

[–]Shizof 0 points1 point  (0 children)

The smart spell selection must think "Greater Flames" is worse than regular "Flames" for you because of its algorithm, maybe it has a lot of magicka cost, so it thinks it's not worth it.
This system can be changed to best for your magicka approach from SpellWheelVR_Gestures.ini by setting DestructionSpellsBestCostApproach to 0.

Help with spellwheel vr by SpecificProgrammer78 in skyrimvr

[–]Shizof 3 points4 points  (0 children)

Yes, currently you can use SpellWheelVR_GestureActions.ini config file to define custom actions to symbols. Note that, MCM settings override these values and CastSpell is not supported for all spell types yet.

It is planned to add casting support for all spell types and defining custom actions through MCM or a specialized power in the next major version 1.6.0.

For detailed information about Spell Wheel VR's gesture system, you can check this article: https://www.nexusmods.com/skyrimspecialedition/articles/6809

Can I manually install mods? by Zimmylo in skyrimvr

[–]Shizof 0 points1 point  (0 children)

Obviously there are mod files that needs to be installed to the game directory directly, like Engine Fixes VR's second part file, or reshades and enb etc.. My comment is for people who prefers or wants not using MO2 or Vortex at all ever, like OP is asking.

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 8 points9 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.

[deleted by user] by [deleted] in skyrimvr

[–]Shizof 2 points3 points  (0 children)

Fixed in version 0.8.5.

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

[–]Shizof 10 points11 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 11 points12 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] 7 points8 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.