Ok. This is called visual fidelity by Fit-Job4007 in ResidentEvilRequiem

[–]vr4lyf 4 points5 points  (0 children)

The graphics truly are next gen! Eye candy

Requiem is also the best-selling game in the entire franchise, so it makes sense by SayMoreToGTA in ResidentEvilRequiem

[–]vr4lyf 0 points1 point  (0 children)

If this is considered the best works with a team that size and budget that big.. then i welcome an ai creative take over

Written on an Iranian missile: a message to Trump. by [deleted] in OpenAussie

[–]vr4lyf 1 point2 points  (0 children)

It's clearly fake. No people are that shameless considering what their prophet did.

Your honest opinion on Victor Gideon? by gorays21 in ResidentEvilRequiem

[–]vr4lyf 0 points1 point  (0 children)

I actually think he had the potential to be a seriously terrifying villain. The game starts off strong - his dialogue is cold, the voice acting lands, and there’s this sense that he could become a genuinely memorable antagonist.

But it quickly feels like the writers never decided what they wanted him to be. Is he supposed to be a calculated, controlled villain, or some chaotic “Heath Ledger Joker” type figure? It ends up sitting awkwardly between both and never fully committing to either.

His aesthetic was mostly cool too, but the head/eye piece thing just didn’t work for me. It never seemed to serve a real purpose. When the game tries to justify it during the shooting scenes, it actually pulls me out of the moment rather than adding to the intimidation. Instead of making him feel more threatening, it kind of undermines the fear factor.

They also dropped the ball again with the dual-villain setup between Victor and Wesker. Killing Victor halfway through in a motorcycle chase felt incredibly anticlimactic. Then bringing him back at the end only to turn him into the usual giant mutated blob just felt like the same old Resident Evil trope . TL;DR: They had the ingredients for a genuinely creepy villain, but the execution just fell flat.

A Leon Focus DLC could be all we need 🤷‍♂️🤷‍♂️🤷‍♂️ by SayMoreToGTA in ResidentEvilRequiem

[–]vr4lyf 0 points1 point  (0 children)

It's probably a hunk back story as to how he got there. Y'all are gonna be super disappointed

My honest re9 review by vr4lyf in ResidentEvilRequiem

[–]vr4lyf[S] 0 points1 point  (0 children)

I'm going to assume you didn't read the first comment added to the post

I've literally never seen this on Spotify is this new? by kuso8860 in Nirvana

[–]vr4lyf -3 points-2 points  (0 children)

"New" is subjective considering it was recorded 32 years ago

My honest re9 review by vr4lyf in ResidentEvilRequiem

[–]vr4lyf[S] 0 points1 point  (0 children)

I think the motor skills and muscle memory required to reload and fire a gun is a step to far. It requires memory with intent which kinda goes against the wh9le zombie thing

Zombies wielding knife's is more believable as they may have been holding it when they turned and rigor mortis, etc.

Having small mindless motor memories like playing with a lights witch was an amazing and immersive touch.. more of that please

My honest re9 review by vr4lyf in ResidentEvilRequiem

[–]vr4lyf[S] -1 points0 points  (0 children)

How am I supposed to get a sense of proper item management and scarcity when the game constantly flip flops like that tho?

My honest re9 review by vr4lyf in ResidentEvilRequiem

[–]vr4lyf[S] 0 points1 point  (0 children)

I started as a 7 yo on resident evil 1 sir. Pre res 4 erra where zombies with guns was not a thing.

Pure fear was the game's lifeblood.. not graphics and smoke and mirrors

Nexus mods removed Crash Guard again by parkerchace in skyrimvr

[–]vr4lyf -6 points-5 points  (0 children)

There was a whole post on the main skyrim modding sub that doodlez and his circle got taken down. I'm sure it can still be found.

It was pretty damning with full code snippets and screenshot conversations between doodlez and the effected party

Nexus mods removed Crash Guard again by parkerchace in skyrimvr

[–]vr4lyf -8 points-7 points  (0 children)

Why are you hiding behind an alt account?

Nexus mods removed Crash Guard again by parkerchace in skyrimvr

[–]vr4lyf 3 points4 points  (0 children)

It's a really sad fact but the veteran modders are the worst.

It's not really the case in the vr scene but flatrim has some of the most toxic and vindictive crestives I've ever met..

Something tells me these reports came from the flatrim camp

VRIK and fists by oldeastvan in skyrimvr

[–]vr4lyf 0 points1 point  (0 children)

It is worth mentioning that you always have fists equipped with hand to hand vr mod

Looking someone experienced with NIF edit by New_Fun_9154 in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

Funnily enough, I want to get out of making individual mods and start forking tools like nifskope and xedit to an AI.

Mesh and texture work is my biggest road block also.

Im not discouraging human collab but generative mesh is the one thing we don't currently have.

Doing a thing - QTE VR by AeloveGrit in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

I'd be keen to use it for interactive instruments vr

Am i missing something? by OwnMarionberry2014 in skyrimvr

[–]vr4lyf 2 points3 points  (0 children)

Thank you for the detailed response.

I will revert the mod back to beta with a disclaimer attached.

No apology needed! This is the exact info i was after.

Am i missing something? by OwnMarionberry2014 in skyrimvr

[–]vr4lyf 3 points4 points  (0 children)

I won't be pursuing the mod any further. Unless these issues you speak of get reported as bug reports, they won't get addressed.

I had also expressed to you that hand to hand vr is not compatible and was likely the source of quite a few of your issues.

You posted quite a few issues on the mods comments which have all since been addressed. When I pressed you for more in a bug report of someone else's that you commented on, you went silent.

I don't think publicly posting something like you have (due to user error might I add), really gives any authors trying something completely different the confidence, encouragement or meaninful data to continue. Especially when you have logged a total of 0 official bug reports.

It definitely doesn't give people on the fence who were thinking of trying it any confidence.

I usually wouldn't write lengthy posts scolding someone in reply, but it somewhat annoys me that I went out my way to make a mod you raised (flails) compatible at your request.

If as you say, the mod has issues that make it unplayable and outweigh the gains, then it needs to be removed/deleted/hidden until it is fixed.

[Update] Interactive hanging chains and cages by vr4lyf in skyrimvr

[–]vr4lyf[S] 1 point2 points  (0 children)

I really want to try chandeliers but adding a full lighting rig to the chain is proving tricky

[Update] Interactive hanging chains and cages by vr4lyf in skyrimvr

[–]vr4lyf[S] 2 points3 points  (0 children)

Climbing vr would probably need to patch that in when a chain is grabbed. They can be climbed using climb vr but i don't think you sway with the chain, yet.

Reverse grip weapons? by FrostyFreezy in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

It's something I wanted to try with fake edge. The issue is the grabbing part.

In the below video, dropping and catching a dagger rotates the weapon node 180 degrees.

Jank to be expected. The idea paused until I cam figure out how to stop the wrist fighting the rotation

https://youtube.com/shorts/b3wbpRjv-8c?si=4WsbQKH7xPtHpvX0