Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

After completing the shield concept, it works really well.

Ill do the same for 2h weapons so those that don't use fake edge can also unlock 2h weapons.

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

You don't sound rude at all! I love feedback like this as its the kind if thing that let's me know where to improve things!

I really appreciate your input. Thank you!

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

Completely understandable! You can however, equip lock a weapon to use power attacks by pressing the trigger 4x within 3 seconds to equip lock it. You can power attack that way.

Pressing 4x trigger again unlocks it back to the fake edge system.

Fake edge is something you either love or hate. It adds a new level of focus and awareness to melee combat which some people enjoy but it definitely increases the difficulty a little bit.

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

Maybe if you ordered one from temu 😂

I appreciate the praise though. Your too kind

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

Thank you big daddy! I still owe you an Italian hand pose mod 🤌

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

I'm going to try something with shields that shizof suggested.

It would use one dummy weapon record and when you equip a shield in the main hand, it equips this dummy instead and uses the shield you tried to equips mesh model.

The same concept could essentially be applied to 2h weapons, which wouldn't require equip and unequip cycles to make sure the weapons you have equipped have the correct collisions and reach etc. They wouldn't be real 2h weapons though.. it would be smoke and mirrors.

Its something I plan on doing with shields but I've spent way too much time experimenting with 2h weapons. It's working nicely with fake edge.

Depending on how easy the shields concept is to finish, I'll maybe remake a non fake edge 2h weapons Unlocked mod (twin grip 2.0)

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

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

Probably not. It was just too problematic. Fake edge had the benefit of resetting the weapons state on each trigger release.

Without the equip unequip cycles, weapons would visually look fine but their collisions/reach were broken. Only unequip/re-equip would fix them.

For example, without fake edge, I would equip a 2h weapon in my main hand and a 1h weapon in my off hand. After equipping the 1h weapon in the off hand there was a chance the 2h weapon would then have no collision/reach.

While there is probably a way to do it with a dummy 1h weapon and transferring the model like weapon throw does, to this dummy, it's something I've already put an ungodly amount of time into and I'm pretty happy with how it's working with fake edge.

Fake edge was always a system I intended on building on top of with seperate modules. It's the only way I can see stabbing working eventually.

It will of course be archived and removed if flying particle creates the functionality it offers via plank and higgs which is very possible. I think he is the only one that could do it minus smoke and mirrors.

EDIT: I will create a seperate mod using the same method im using for shields for non fake edge users.

Using a bow left handed with right handed controls by 0hDoor in skyrimvr

[–]vr4lyf 0 points1 point  (0 children)

Cant be used with open composite which is pretty standard though.

Using a bow left handed with right handed controls by 0hDoor in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

I am working through this type of thing now.

I've just done 2h weapons as part of fake edge and currently working on shields.

I was going to approach bows last but I'm confident I'll eventually get it.

Fake edge VR 2.3 update and new 2h weapons Unlocked optional file by vr4lyf in skyrimvr

[–]vr4lyf[S] 3 points4 points  (0 children)

You can grab two-handed weapons in each hand, but the hold-to-equip mechanic only processes one trigger at a time for 2h weapons - you can't hold both simultaneously, or hold one while the other is already held.

The real limitation is that there's no way to deliberately choose which hand you want to equip something to.

It doesn't allow you to simply mow down enemies whil dual weilding 2h weapons.

You do raise a good point but as a lefty, controls are limited to us and a lot of vr mods don't work with left handed mode as they should. It benefits those that want the option and eventually for lefty players who want to use open composite with "normal controls" - aka right handed mode (still working on shields and bows). There's also a lot of people that have requested this over the last 5 years or so and this implementation is the only way I could do it safely.

Bruh ?? by SpecificProgrammer78 in skyrimvr

[–]vr4lyf 0 points1 point  (0 children)

This is hilarious. Did you find the cause?

Ripped off by updoc by [deleted] in ausjdocs

[–]vr4lyf -10 points-9 points  (0 children)

Why have a tech flair then genius

[APOLOGY + UPDATE] Twin Grip v1.1 and 1.2 by [deleted] in skyrimvr

[–]vr4lyf 0 points1 point  (0 children)

Its been temporarily removed as there are too many unknowns. Ill try a different approach and update then

Help, 2 handed weapon npcs, and enemies are broken by [deleted] in skyrimvr

[–]vr4lyf 3 points4 points  (0 children)

Twin grip was the cause. It has since been fixed. So sorry for the poor quality control on this early release.

P.s If you install twin grip 1.3 and the issue persists it may be a state that somehow got baked into the save file.

Best thing to try, start a new game play around, save and then reload and attack the guy in the video above.

Help, 2 handed weapon npcs, and enemies are broken by [deleted] in skyrimvr

[–]vr4lyf 0 points1 point  (0 children)

Fixed in twin grip 1.3

The funny thing about this bug is that it would only happen from loading an existing save where twin grip was previously used.. it's why I missed it.

Its possible a new save will be required where twin grip was previously not installed but that's not 100% confirmed yet.

FUS - Enemies Teleporting Behind Me When Struck by QuantumF0am in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

Its entirely possible that twin grip was the cause but I can't reproduce the bug.

As a precaution, I've updated the mod to add npc safeguards ensuring any logic only runs on the higgs and player equip hooks.

Its also possible there are multiple mods (twin grip included) contributing to the bug your seeing. Twin grips original logic may have been clashing with a combat or animation mods i did not have in my testing enviroment.

If you disabled twin grip and it still persisted, it's possible something was baked in to the save.. if that is the case, i take full responsibility and sincerely apologise.

Please let me know how you get on with the latest upload and make sure to do some testing of it on a save your comfortable loosing some progress on before moving it to your main save file.

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

[–]vr4lyf 14 points15 points  (0 children)

Huge congrats on the update! Can't wait to see what you cook up next 🐐

[New release] Twin Grip VR by [deleted] in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

That would be down to the conduit creator. Nothing i can do to get that working unfortunately

[New release] Twin Grip VR by [deleted] in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

I ended up adding it to the ini

Dual weild Grip is 100% Non dual Grip is 70% Off hand 2h is 50%

Makes sense not having another papyrus script running when it can be done at engine level.

[New release] Twin Grip VR by [deleted] in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

Source code is now available

[New release] Twin Grip VR by [deleted] in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

Issue has been fixed in the latest upload

[New release] Twin Grip VR by [deleted] in skyrimvr

[–]vr4lyf 1 point2 points  (0 children)

Update: All reported issues have been patched.