New Vegas – PipBoy too large / close

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  • #170563
    yonkiman
    Participant

    I’ve got New Vegas working pretty well – Direct VR is working and movement is pretty non-nauseating.

    But when I open the PipBoy it is way too close/big to be of any use. When I hold down the middle mouse button (Edgepeek) it’s the right size and usable. Is there anyway to make Edgepeek the default for when my pipboy is open?

    I have the same issue with weapons. When I right click to zoom while aiming, the weapon gets enormous/close; in fact I get two viewfinders that are some distance from each other. Again, when I hold down the middle mouse button it gets usable, but now, to zoom, aim, and shoot, I have to hold down the RMB, then the MMB, and finally the LMB to fire the weapon. That’s more finger gymnastics than I want to go through.

    Is this how NV is supposed to play in VorpX? Or is there a problem with my config? I hear Vorp+NV plays great right out of the box, so I don’t think what I’m seeing is normal…

    #170583
    Ralf
    Keymaster

    Didn’t you ask that twice already? Can’t remember 100%, but I believe so. There is no other answer to this question than the last two times: for using the PipBoy please switch to EdgePeek mode, which is very easy to do (mouse wheel click, right thumbstick button click). The PipBoy is an extra screen in this game with a different FOV etc. There is no way for vorpX to change how the game engine handles the PipBoy display, that would require access to the game’s source code.

    The purpose of the EdgePeek function is to provide an easy way to use menus that (obviously) are not optimized for VR by the game designers since the games were made to be played on a monitor. Using menus this way is also a lot more comfortable than having a menu screen (in this case the PipBoy) glued to your face like it is without EdgePeek.

    Weapons are a somewhat related matter. They often are rendered as a separate ‘scene’ by games to look good on a monitor, which might not always be the same as looking perfectly right in VR. In the Fallout games you can adjust the weapon FOV separately in the vorpX menu to mitigate that somewhat, but that may have unwanted side effects, so it’s not really recommended.

    #170584
    Tiggerdyret
    Participant

    You can use the FOV Slider mod to set a permanent fov change. I managed to fix all the hands issues, but I don’t know how well it plays with DirectVR though.

    #170651
    yonkiman
    Participant

    Tiggerdyret – thanks for the tip. I installed FOV Slider per your original recommendation but I’m having trouble getting Direct VR going when running mods so haven’t been able to try FOV Slider and Direct VR at the same time.

    Ralf – has it really been three times? I thiught it was only two. :-) In any case, since I kept reading about how well FNV works with vorpX, I assumed people were *not* having to use EdgePeek every time they opened their pipboy, because that would be a real PITA. It sounds like Tiggerdyret might have a solution to the problem I was asking about. I can try modifying FOV in the ini if I can’t get FOV slider to work.

    I started this new thread because I thought having one thread per issue would be more helpful to other people with the same issue/question.

    #170652
    Ralf
    Keymaster

    It’s exactly one extra mouse click/button press when you are about to click probably at least a dozen times while using the PipBoy anyway… Don’t take it personally, but sometimes I really have a hard time to comprehend what some of you consider a “problem” that seems worth hours of fiddling around to you although a very simple and reasonably elegant solution exists.

    Also keep in mind that without EdgePeek the PipBoy is glued to your face in a fixed position, that actually is a real PITA and highly uncomforatble, even if you aren’t overly sensitive to motion sickness.

    #170687
    yonkiman
    Participant

    Ralf: I’m not taking anything personally, I’m just trying to optimize my game for this new environment.

    One thing I didn’t understand until today is that tapping EdgePeek keeps the display in EdgePeek mode until you tap it again. I was pressing and holding (because EdgePeek exited when I’d let go after a look), so I thought the only way to use EdgePeek was to hold the middle mouse button down while I tried to do everything else. That’s why I was considering it a PITA. Now that I understand it’s just one tap I see why you were saying it’s not that bad.

    #170692
    Ralf
    Keymaster

    Understood, I would have been annoyed by that too. The press and hold method is a feature by the way, not a bug. It’s meant as a convenience function for just looking briefly at the screen corners without having to click twice. Most useful to look at a HUD element that is out of sight in games where the HUD can’t be scaled .

    #172972
    MagicMarco
    Participant

    A solution to this: Add a macro to your right mouse button to include the in-game binding for VORPX’s ‘Enable/Disable Stereo 3D’ (or conversely rebind vorpX’s Stereo 3D to Right Mouse button) and the gun sights will no longer display the double vision. Works like a charm for every game I’ve tried where looking down your sights causes viewing issues. cheers o/

    #189915
    mr_spongeworthy
    Participant

    Ah, so is the info in this thread still valid? I think what I’m seeing here is that there is no solution for the pip-boy being essentially unusable outside of edge-peek mode? That’s the specific problem I came here to search for. Even if I manually edit the .ini files to push the pip-boy away from me the screen on the pip-boy remains doubled and thus impossible to focus on.

    Or is there a solution to this now? Would be great to be able to pull up the pip-boy and use it normally!

    (A solution of sorts is to make one eye dominant and then close other eye when using the pip-boy, that puts the pip-boy screen right where it should be in the pip-boy).

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