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  • #127949
    red
    Participant

    Hi. It sounds like you can get VorpX to display Skyrim in the Rift but there’s no DirectVR functionality… is that right? The game loads up in the HMD and you can play even though head-tracking is all over the place. From your posts you seem to say that there’s no Direct Scan option in the VorpX in-game config panel and Alt+L isn’t doing anything.

    I assume you’ve got the three necessary apps running… Oculus Client, VorpX (v17.2.1 running in the taskbar with ‘Device Selection’ set as ‘Oculus Rift’) and you’re starting Skyrim via Steam. Because you’re having trouble you’re running no mods whatsoever (so no SKSE).

    I also assume that non-VorpX VR titles are working without issue.

    Launch Skyrim from Steam. From ‘Options’ set as ‘Aspect Ratio (4:3 or 5:4)’ to ‘1280×1024’) and ‘Windowed Mode’, then ‘Play’. The monitor should show a black window with the VorpX logo bottom middle and the app starts in the Rift.

    On or before the Skyrim main menu did you see a message window that says ‘DirectVR supported. Partially cached’ and ‘Recenter tracking if it feels odd in any way’?

    Still in the Skyrim main menu (before selecting ‘Continue’ to start game) can you press ‘Del’ on the keyboard to bring up the VorpX in-game panel? In ‘Main Settings’ there’s a bunch of options starting with ‘Virtual Cinema Mode’ which should have a ‘Direct VR scan Alt+L’ option below. Is this there and can you left-click it if it is?

    A month with a 1080ti and no VR Skyrim! That’s torture.

    #127945
    SpynalTom
    Participant

    I agree with Wildan, you probably just have Virtual Cinema mode on. It should be all around you not just in a screen in front of you. Virtual Cinema is great for some situations, like 3rd person games. I promise once you get something working like it’s supposed to you will understand. Skyrim, Fallouts, BioShocks, RE7, and even Half Lifes are game you will probably never play flat again once you see it in it’s full glory.

    MrMarblz
    Participant

    I recently bought VorpX because I’ve seen a lot of videos where people were amazed about using it with GTA V, Skyrim, & Alien Isolation.

    Well, I barely got GTA V to work. There’s still a lot of tweaking involved but I’m wondering if it’s even worth it because I am very disappointed. From what I have seen I would not call it virtual reality at all. I would say it’s more like you’re playing a 3D movie with head tracking and the screen stays in front of you.

    I get that these games are not native to VR. But I expected better than this because these games are programmed using models/assets/sprites. So why can’t it actually look like you are placed in the space rather than feeling like you are interacting with a 3D video?

    Honestly, I hope I am just doing something wrong and someone can point me in the right direction because I am very let down by the experience.

    #127884
    Karlor
    Participant

    New great mod that just came out:
    Un-Paused Menus

    Makes favorites menu, inventory, containers, lockpicking, pickpocketing and any other menu pop up happen in REAL TIME!
    A new must have! You can even pick what gets un paused and what doesn’t.

    #127871

    In reply to: Cinematic Mod for HL2

    Wildan
    Participant

    So how did you get it working with Vorpx? I simply can’t figure it out, even if I disable every option in the CM config tool.
    Regular HL2 launches just fine with Vorpx but when I start the cinematic mod, I get nothing on my rift screens, just on my monitor.

    RiverRiftUK
    Participant

    Hi guys and fantastic job with VorpX, best thing in VR!

    But today VorpX has suddenly stopped working? I’ve tried everything i can think of to try to get it to work again.

    I did the update two days ago and it was working fine playing F.E.A.R. But today i can’t get any game to load up. I’ve even tried to load up the desktop viewer but it still won’t come on.

    Weird thing is that they are running in the background on Task manager. I’m pulling my hair out as to what to do next??

    The only thing that i could think of is that suddenly i’m getting a Mcafee notification saying they have quarantined a suspicious file named JTI/Suspect!131281 .Could this have anything to do with it??

    Sometimes also it comes up with a window saying “VorpX Control..Injection failed: Unable to hook: Launch.exe”

    Any help would be much appreciated!! Thanks guys

    #127853
    Ctrl-Alt-Rage
    Participant

    Hey guys!

    Been following the guide to get SC 2.6.X to work with Vorpx.

    It seems I cannot get it to really stick, so I figured if I added the StarCitizen.exe file to the profile it could potentially work.

    The only problem is I get the following error.

    Star Citizen Error

    The weird thing is that even if I delete the profile and try to make my own, it gives me the same error. But other than the cloud profile, there is no other profile that includes the Star Citizen.exe file.

    Again, I’ve done this with and without the cloud profile, even on a fresh install with no cloud profiles imported.

    Any help would be appreciated!

    #127824
    jtlindeman
    Participant

    Sorry for the triple post, but it appears that even the emulated gamepad on the vive controller isn’t working properly either. I’m getting by with the KB/M emulation on the vive controllers for now.

    Grumdark
    Participant

    I would like to propose the game (elders scrolls online) as candidate for work dx11 with vorpx, get g3d in this title would complete the support for Bethesda titles of maximum interest with VR.
    In addition, there is an announcement for the launch of Morrowind expansion for 6 June 2017, and personally I really want to have this support in Vorpx even now.

    G3D, we would return some advantages in this title,for players who have powerful equipment,in addition to better 3d.
    For example,possibility to add a bit of extra FOV from the Vorpx menu,to extend a little distance between the camera and arms,also the HUD/GUI rescaling,and probably the function to activate or not positional tracking.

    Personally,I would not mind if it is necessary to disable or exclude any possible graphic effect incompatible with g3d,I think it could deserve the effort equally.
    I will include this request also in the Games Wish List,to formalize it in the corresponding section.

    -I have noticed that the game itself allows several important options,such as the following:
    Positive Data:
    -Possibility increase of (FOV) ingame.
    -Possibility of deactivation headbob in first person camera.
    -Possibility of hiding HUD and bar skills out of combat and more options.
    -Possibility to use gamepad including use of skills optionally.
    -“Possibility to support window mode,borderless”, and full screen.
    -All available ingame and also from game files.

    Negative Data:
    -Changing resolutions to get closer aspect ratios like 4:3 or 5:4 or 16:10 does not seem to have any effect on the narrowing size change…or I’m just going through some detail with this particular game.
    I have tried switching to borderless mode and full screen while changing different resolutions.Any ideas here?

    -It occurred to me to perform a test using the (strech mode) available in the vorpx internal menu,as a last option,but this is too narrow.
    It is probably a good idea to improve this mode,to make it a bit wider,
    And thus have a secondary option for some games or cases like this.
    I have always thought that having this option available together with letterbox modes 1 and 2 is a wise mode,but it is too narrow to take advantage of using it.

    Conclusions:
    -A retouch for this mode(in general),and the inclusion of a G3D profile for Elder Online scrolls,would simply be a brutal added improvement.

    ——————————————————————————–
    PD:Before I say goodbye, I would like to take advantage of this thread,
    to dedicate 2 minutes to congratulate the great work done with the version Vorpx 17.2.0 and to thank the simple fact of being able to play some of my favorite games in vr.
    I am really enjoying a lot of changes in the last two versions,and the DirectVR functionality seems like a great success,a function with many possibilities and the right way to go now and in the future with new improvements.
    I also thank some of added profiles.
    regards.

    Chopin
    Participant

    Hey guys,

    With the DK2, in Skyrim I was getting 75fps most of the time at medium settings at 1280×1024 with internal rendering set to 2. My CV1 just came in the mail and now I’m only getting 45fps even on the lowest possible settings—i.e., surely low enough to be able to manage a consistent 90fps considering the performance I was able to get at medium settings. Considering that I’m not having any issues with the other games I play (Vivecraft and Lucky’s Tale), what might be the issue here? I understand that the fps gets knocked down to 45 if a consistent 90fps can’t be managed, but it appears that there’s something else artificially lowering the framerate. Is the CV1’s driver just not as robust as the DK2’s?

    For what it’s worth, I’m on a GTX 1080 with a 7700K @ 4.9GHz. Zero mods until I can establish reliable baseline performance.

    #127744
    Karlor
    Participant

    If your using the SKSE memory patch it can cause stutter or judder if not tuned in for your specific system. You can even still experience minor judders even when set up correctly. Basically what I’m getting at is depending on your hard drive speed and how many graphic packs you have added in can cause stuttering. The stutter can come from your HD trying to load these new resources. So if your going along fine in the forest and then BAM you get hit with some stutters then it goes away for a bit it’s your game loading new stuff in. Depending on your location in game these load stutters can be almost non existent or they can really chug down for a few seconds.

    I have a 60 GB skyrim install with like 40 GB of added in textures and models, a zillion mods, and occasionally I will experience some MAJOR chugs when needing to load new stuff. It’s a trade off that I’m fine with. These kind of graphic add-ons would normally implode Skyrim and make it CTD when loading. So after getting patched up with ENBoost and SKSE it doesn’t CTD it just stutters and chugs some. I’ll take the chugs over the CTDs any day.

    You can upgrade to an SSD and it will help these loading stutters DRAMATICALLY. I have ran VR SKyrim on normal platter HD and SSD. The SSD is probably at least twice as fast. So you’ll still get stutters with SSD as its still loading these resources but they will be much less intrusive. That being said if your looking to upgrade maybe try out a nice SSD for your Skyrim. You might find that your system is adequate and the added speeds from an SSD help fix some of your annoyances. That being said I run mine on a normal platter HD(SSD filled with Flight-Sim) and it chugs a bit but I’m ok with it.

    #127730
    mrkanister
    Participant

    UT3 is awesome in VR! Here is a instruction how it works best for me.

    There is no vorpx 3D option aviable regulary. You have to change UT3.exe to MirrorsEdge.exe . Now you can select Geometry 3D and Direct VR in the ingame vorpx configuration. Set your resolution to 1600×1800 or 1440×1920. Both works good for me. You can enable this via Nvidia custom resolution setting (inside Windows System Settings) and after this change the UTengine.ini (… my games/documents/Unreal Tournament 3/UTGame/Config..) ResX=1440 ResY=1920. Create an ingame UT-Account even for offline game. You need this to save your ingame settings. Otherwise you have to change it on every restart manually. Set the HUD-Size to 6-7. Disable all HUD stuff you dont need.

    Vorpx ingame settings:

    3D-Strenght/ Scale: 1.30
    Game HUD Scale: 0.55
    Game HUD Horizontal: 0.70
    Game HUD Depth: 0.80

    Dont forget the Direct VR Scan and Recenter Headtracking on start at the first stage.

    All other stuff works out of the box for me.

    Troubleshooting:
    If after a while you ingame suddenly only can see a blackscreen but can open vorpx configuration just as normal and the game sound goes on… – Turn off Crystal Image in vorpx menu.

    Suddenly Headtracking dont work? – Restart UT3 or just turn Direct VR off.

    You hate the UT-move-bobbing in VR? – Open UTgame.ini and change Bob=0.010 to Bob=0.000 and bWeaponBob=true to bWeaponBob=false.

    Have fun guys! :)

    #127703
    Karlor
    Participant

    I spent a few hours looking into the ini uncapper. I couldn’t get it to do much without turning off vsync. The physics tweek dosnt seem to be working for me no matter what. Uncapped without vsync on my flat monitor the fps in a cave was 260+ and the collision physics were wonky.

    Now onto the uncapped vr results. When in vr the frames are throttled back to below 60, more around 45. With or without the tweeks, with or without vsynch, inside vr the fps were consistent. I will say I noticed a considerable amout of judder without vsync even though the fps stayed the same.

    So in conclusion the tweeks and uncaper yield no gains in vr, at least for me. Somewhere from game to headset the uncaping is rendered inert by something in how all that is processed.

    markbradley1982
    Participant

    Anyone get this to work in 3D (geometric or Z3D) in VorpX? I would kill to be able to play this game in VR, even if it’s a 3D screen using Z3D.

    I hope Ralf can add in official support for it.

    #127686
    Karlor
    Participant

    I was able to fix the zooming while sitting problem! One more thing to check off. It really bugged me I couldn’t sit and chill comfortably. It’s not an FOV issue its fNearDistance that’s changing and making a “magnification” effect. TO FIX:
    Go into Enhanced Camera ini (SteamLibrary\steamapps\common\Skyrim\Data\SKSE\Plugins)

    Go down to the fNearDistance section and turn on the override option. Next change ALL the fNearDistance= to 10.0 (the normal 1st person distance) and you should be goo to go! Now no matter whats going on you wont get that weird effect.

    Below is my ini settings for Enhanced Camera for people who want to try it out. It has many other tweaks to the stock ini (maxed sitting view limits, constant forced 1st person view/views for all instances, fNearDistance tweaks, Zero headbob, and other tweaks):

    [Main]

    ; Enables a visible body when in first person
    ; This should be disabled when using Enhanced Camera with Joy of Perspective
    bEnableFirstPersonBody=1

    ; Enables a visible body when the console is open
    bEnableFirstPersonBodyConsole=0

    ; Enables shadows on the player when in first person
    bFirstPersonShadows=1

    ; Adjusts the first person camera height to match your character’s race scale
    bAdjustPlayerScale=1

    ; Settings to hide weapons on back when in first person to prevent camera clipping
    bHide2HWeaponFirstPerson=1
    bHideBowFirstPerson=1
    bHideQuiverFirstPerson=1

    ; Settings for hiding the body
    bHideBodySitting=0
    bHideBodyJumping=0
    bHideBodySwimming=0
    bHideBodySneakRoll=1
    bHideBodyAttack=0
    bHideBodyPowerAttack=1
    bHideBodyAttackBow=0
    bHideBodyKillmove=1

    ; Fixes the oddly positioned torch when sitting in first person
    bFixTorchWhenSitting=1

    ; Fixes the missing hands when reading an Elder Scroll
    bFixReadingElderScroll=1

    ; Hides the body during the Skyrim Intro
    bFixSkyrimIntro=1

    ; Faces the camera forward when mounting a horse
    bFixHorseMountCamera1st=1
    bFixHorseMountCamera3rd=0

    ; Used to reset camera rotation to face forward after finished crafting
    bCraftingResetCamera1st=1
    bCraftingResetCamera3rd=0

    ; Used to match camera rotation for 3rd person when switching pov back to 1st person
    ; X – Up/Down rotation, Z – Left/Right rotation
    bSwitchPOVMatchCameraRotX=1
    bSwitchPOVMatchCameraRotZ=0

    ; Used to switch the camera back to 1st person after the player is killed by a killmove
    bFixCamKillmovePlayerDeath=1

    ; Setting to make camera match head rotation for idle animations when switching pov is disabled by script
    ; This setting can cause issues with animations from transform into creatures mods
    bScriptedIdleAnimMatchHeadRotation=0

    ; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person
    bSheathedCustomWeaponFix=1

    ; Fixes hands not visible during unequip animations when using hand-to-hand or magic
    bEquipWeaponAnimFix=1

    ; Fixes the werewolf head appearing during the transformation
    bFixWerewolfTransformation=1

    ; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out
    ; For detecting mods using the werewolf system to transform the player but don’t play an animation
    bWerewolfTransformDetectWeaponOut=1

    ; Rotates the camera for werewolf during idle anims (transformation and feeding)
    bWerewolfCameraRotateIdleAnim=1

    ; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)
    bWerewolfCameraRotateRestrained=1

    ; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance
    ; This the the minimum distance to detect if player is just tapping the SwitchPOV key
    fMountedSwitchPOVDetectDistance=0.03

    ; Enables smooth animation transitions but also adds inertia when moving
    bSmoothAnimationTransitions=0

    ; Used to set the amount of inertia
    fControllerBufferDepth1stOverride=0.01
    fControllerBufferDepth3rdOverride=0.14

    ; Enables compatibility with 360 animations mods
    bFix360Animations=0
    fDetect360AnimDegrees=20.0

    ; Sets the maximum angle you can look down while sitting
    ; Valid values between 0 and 90, Game Default: 40
    fSittingMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down during mounted combat
    ; Valid values between 0 and 90, Game Default: 30
    fMountedMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down while dragon riding
    ; Valid values between 0 and 90, Game Default: 70
    fFlyingMountedMaxLookingDownOverride=90.0

    ; Sets the maximum value you can look left/right on horseback
    ; Valid values between 0 and 180, Default: 120
    fMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right while dragon riding
    ; Valid values between 0 and 180, Default: 120
    fFlyingMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for werewolf
    ; Valid values between 0 and 180, Default: 120
    fWerewolfRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for scripted forced 3rd person
    ; Valid values between 0 and 180, Default: 120
    fScriptedRestrictAngle=180.0

    ; Enables first person during events where the game normally switches to third person
    bFirstPersonSitting=1
    bFirstPersonCrafting=1
    bFirstPersonKillmove=1
    bFirstPersonKillmoveBow=1
    bFirstPersonKnockout=1
    bFirstPersonDeath=1
    bFirstPersonCannibal=1
    bFirstPersonVampireFeed=1
    bFirstPersonHorse=1
    bFirstPersonHorseTransition=1
    bFirstPersonDragon=1
    bFirstPersonDragonTransition=1
    bFirstPersonWerewolf=1
    bFirstPersonVampireLord=1
    bFirstPersonTransform=1
    bFirstPersonRestrained=1
    bFirstPersonDontMove=1
    bFirstPersonIdleAnim=1
    bFirstPersonPairedAnim=1

    ; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord
    ; Valid values between 0 and 100, Default: 33
    fFirstPersonWerewolfKillmoveChance=100
    fFirstPersonVampireLordKillmoveChance=100

    ; Enables first person for when the camera is forced into 3rd person by script
    ; This also enables compatibility with transform into creature mods
    bFirstPersonScripted=1

    ; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key
    ; Can be used to increase compatibility with custom animation mods but there may be bugs
    bForceFirstPersonCamera=1

    ; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods
    ; Requires bForceFirstPersonCamera to be enabled
    bForceFirstPersonSitting=1

    ; Enables settings for changing fov
    bEnableFOVOverride=0

    ; Settings for changing fov
    fFirstPersonFOV=130.0
    fFirstPersonFOVCombat=130.0
    fFirstPersonFOVSitting=130.0
    fFirstPersonFOVCrafting=130.0
    fFirstPersonFOVKnockout=130.0
    fFirstPersonFOVDeath=130.0
    fFirstPersonFOVCannibal=130.0
    fFirstPersonFOVVampireFeed=130.0
    fFirstPersonFOVHorse=130.0
    fFirstPersonFOVHorseCombat=130.0
    fFirstPersonFOVHorseTransition=130.0
    fFirstPersonFOVDragon=130.0
    fFirstPersonFOVDragonCombat=130.0
    fFirstPersonFOVDragonTransition=130.0
    fFirstPersonFOVWerewolf=130.0
    fFirstPersonFOVVampireLord=130.0
    fFirstPersonFOVScripted=130.0
    fThirdPersonFOV=130.0

    ; Enable settings for changing fNearDistance
    bEnableNearDistanceOverride=1

    ; Settings for changing fNearDistance
    ; Decreasing these settings reduces camera clipping but may make mountains flicker
    fNearDistanceFirstPerson=10.0
    fNearDistanceThirdPerson=10.0
    fNearDistanceSitting=10.0
    fNearDistanceCrafting=10.0
    fNearDistanceKillmove=10.0
    fNearDistanceKillmoveBow=10.0
    fNearDistanceKnockout=10.0
    fNearDistanceDeath=10.0
    fNearDistanceCannibal=10.0
    fNearDistanceVampireFeed=10.0
    fNearDistanceHorse=10.0
    fNearDistanceHorseCombat=10.0
    fNearDistanceHorseTransition=10.0
    fNearDistanceDragon=10.0
    fNearDistanceDragonCombat=10.0
    fNearDistanceDragonTransition=10.0
    fNearDistanceWerewolf=10.0
    fNearDistanceWerewolfKillmove=10.0
    fNearDistanceVampireLord=10.0
    fNearDistanceVampireLordKillmove=10.0
    fNearDistanceRestrained=10.0
    fNearDistanceDontMove=10.0
    fNearDistanceIdleAnim=10.0
    fNearDistancePairedAnim=10.0
    fNearDistanceScripted=10.0

    ; Enables the head bob when in first person
    ; Position setting match the camera to head position. 0 – Disabled, 1 – Enabled
    ; Note: This overrides the camera position and may not be as compatible with some animations
    bEnableHeadBobPosition=0
    bEnableHeadBobPositionSprint=0
    bEnableHeadBobPositionCombat=0
    bEnableHeadBobPositionBow=0
    bEnableHeadBobPositionBowAim=0
    bEnableHeadBobPositionCombatSprint=0
    bEnableHeadBobPositionSneak=0
    bEnableHeadBobPositionSneakCombat=0
    bEnableHeadBobPositionSneakBow=0
    bEnableHeadBobPositionSneakBowAim=0
    bEnableHeadBobPositionSneakRoll=0
    bEnableHeadBobPositionHorse=0
    bEnableHeadBobPositionHorseCombat=0
    bEnableHeadBobPositionDragon=0
    bEnableHeadBobPositionDragonCombat=0
    bEnableHeadBobPositionWerewolf=0
    bEnableHeadBobPositionVampireLord=0
    bEnableHeadBobPositionScripted=0

    ; Rotation settings match camera rotation to head rotation
    ; Valid values between 0.0 and 1.0 controlling the amount of rotation
    fHeadBobRotation=0.0
    fHeadBobRotationSprint=0.0
    fHeadBobRotationCombat=0.0
    fHeadBobRotationBow=0.0
    fHeadBobRotationBowAim=0.0
    fHeadBobRotationCombatSprint=0.0
    fHeadBobRotationSneak=0.0
    fHeadBobRotationSneakCombat=0.0
    fHeadBobRotationSneakBow=0.0
    fHeadBobRotationSneakBowAim=0.0
    fHeadBobRotationSneakRoll=0.0
    fHeadBobRotationHorse=0.0
    fHeadBobRotationHorseCombat=0.0
    fHeadBobRotationDragon=0.0
    fHeadBobRotationDragonCombat=0.0
    fHeadBobRotationWerewolf=0.0
    fHeadBobRotationVampireLord=0.0
    fHeadBobRotationScripted=0.0

    ; Sets camera position relative to the head node
    ; Note: Only moves the camera if head bob is enabled, otherwise moves the body
    fCameraPosX=0.0
    fCameraPosY=14.0
    fCameraPosZ=6.0

    ; Sets the camera position for horse riding
    fHorseCameraPosX=0.0
    fHorseCameraPosY=14.0
    fHorseCameraPosZ=6.0

    ; Sets the camera position for horse riding combat
    fHorseCombatCameraPosX=0.0
    fHorseCombatCameraPosY=2.0
    fHorseCombatCameraPosZ=6.0

    ; Sets the camera position for dragon riding
    fDragonCameraPosX=0.0
    fDragonCameraPosY=14.0
    fDragonCameraPosZ=6.0

    ; Sets the camera position for dragon riding combat
    fDragonCombatCameraPosX=0.0
    fDragonCombatCameraPosY=2.0
    fDragonCombatCameraPosZ=6.0

    ; Sets the camera position for werewolf
    fWerewolfCameraPosX=0.0
    fWerewolfCameraPosY=14.0
    fWerewolfCameraPosZ=6.0

    ; Sets the camera position for vampire lord
    fVampireLordCameraPosX=0.0
    fVampireLordCameraPosY=14.0
    fVampireLordCameraPosZ=6.0

    ; Sets the camera position for scripted forced 3rd person
    fScriptedCameraPosX=0.0
    fScriptedCameraPosY=14.0
    fScriptedCameraPosZ=6.0

    ; Moves the body in first person to adjust the camera height
    fCameraHeightOffset=0.0

    ; Enables the head node when in first person (may make hair visible)
    bEnableHeadFirstPerson=0
    bEnableHeadFirstPersonHorse=0
    bEnableHeadFirstPersonDragon=0
    bEnableHeadFirstPersonWerewolf=0
    bEnableHeadFirstPersonVampireLord=0
    bEnableHeadFirstPersonScripted=0

    ; Enables experimental third person arms when in first person
    bUseThirdPersonArms=0
    bUseThirdPersonArmsBow=0
    bUseThirdPersonArmsBowAim=0

    ; Fix missing enchantment art when using 3rd person arms (including bound weapons)
    bFixEnchantmentArt=0

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