You can find it on Nexus, but beware – the SE port is still not finished and when played in SkyrimVR the cutscenes don’t play (there could be more issues, i’m just reporting what i heard).
But fear not, people are working on this (we should really appreciate those modders who are doing such things for free and giving so much to the community).
For those who can’t get enough of Skyrim VR, there is a VR Mod of Enderal: Forgotten Storys out there ! The Main Story of the DLC sized story mod of Skyrim is about 50 hours and has full german and english voice acting.
I posted this here in the vorpx board, because Enderal is not very well known worldwide !
I’ve been enjoying ESO with vorpx. After playing awhile, I have a couple of questions:
1) the one thing I changed from the default settings was Aspect Ratio Correction to Pixel 1:1 to get rid of the gray borders, as others noted. It seems to work well in this mode, though there is some distortion when I turn my head. Is there any way to correct this? It makes playing while standing up difficult due to disorientation (fortunately, I’m not susceptible to motion sickness, but I almost fell over once :-) since then, I play sitting down.)
2) the world appears very large, or I appear small. This is partly because I’m playing a wood elf, who are a small race, but the scaling also seems off. Maybe this is because I’m playing seated, so everyone appears to be about 3′ tall. Just wondering if there is some adjustment for world scaling?
Thanks! I’d love it if Zenimax/Bethesda came out with a VR version similar to Skyrim VR, but that doesn’t seem like it’s going to happen, so I’m glad to have found VORPX!
I had NALO for a while, but today I finally decided to give it a try and loaded SkyrimVR via Virtual Desktop. NALO works really well so far. I was wondering if the software worked with VorpX. I’m going to experiment with Joycons next.
My advice, to anyone not familiar with mod organizer and skse, is to not use them with vorpx. I do so because I had a heavily modded skyrim environment already built, long before I had even heard of vorpx.
At present I think I’m down to about 160 mods, and many of them are irrelevant because they don’t change the display, but the ones that do work very well with vorpx (even the one’s that add physics to the female skeletons).
Skyrim is the most-modded game in history – can’t imagine playing it without skse and mod organizer. I don’t like the .ini file redirection though, but it can be turned off easily enough. You can always delete skyrim.ini and skyrimprefs.ini and the game will recreate them with default values.
Going back to an older save file should take care of that. Bethesda games for some reason store the FOV in save files.
Alternatively you can set the FOV from the game console via ‘fov XX’ (DX9 Skyrim) or ‘fov XX XX’ (DX11 Skyrim). XX being the FOV you want to set.
I ran modorganizer to open up skse with vorpx. I was not pleased with the results, so decided to go back to a regular screen. Now when I open up the game on my monitor, the game only fills up half my monitor and I can see my windows tool bar.Is there a way to fix this?
Someone just implemented AMD’s FidelityFX Contrast Adaptive Sharpening for Fallout 4 VR, it looks excellent. Also works with Skyrim VR.
It replaces the openvr_api.dll. Theoretically it would work with any openvr game with a dll version for each.
Could something like this be implemented/useful in Vorpx, or am I confusing myself?
https://github.com/fholger/f4ovr_improvements/releases/tag/cas_v1
https://www.nexusmods.com/fallout4/mods/48934?tab=description
I’ve been trying to migrate away from TriDEF for a couple years now, and am trying VorpX again with the Generic 3D mode. I’ve read the disclaimer that this will not be officially supported, which I understand, so I’m asking if other users have any suggestions.
Using Oblivion, Skyrim and SkyrimSE as examples, I can’t get the pixel aspect ratio correct. In all three games, everything is half-width. Trying full screen/windowed/borderless window doesn’t get rid of this. I’ve done a fresh Win10 install, fresh drivers, and tried various resolutions and aspect ratios, but tall of these games seem to think they are rendering at twice it’s actual width, then that is getting horizontally squeezed.
Example Images:
TriDEF: https://i.imgur.com/lYnJfK5.png
VorpX: https://i.imgur.com/okna4Fm.png
I appreciate any suggestions!
Thanks, Mark
I recieved a key to try on Maximum Settings (so i tried with Skyrim) but it was really ugly with dark bands when i turn the head. I don’t know if it is because of Vorpx or because the Maximum Settings server is far from France (i already had that bad images and dark bands when i tried to play Fallout 4 Vr without Vorpx) ?????
Now i must try with Papperspace (more expensive but closer to France)
Greetings,
Ever since I started using Vorpx 3 years ago I’ve had a relatively minor issue when using Vorpx headtracking. Honestly I just got used to it over time but I’d figure I’d give a shot at fixing it now that I am looking to refine my VR Experiences.
Issue Description:
The issue is that whenever I turn 360 degrees with headtracking on, there appears to be 1 degree that causes a screen stutter. Just for a moment and it passes as soon as I rotate past that 1 out of 360 degrees. This stutter angle appears to stay consistent for either an entire session of Vorpx in a given game or potentially during a play “Area” (I.e resets after reloading save or going through loading screen.) Any time I rotate to that angle it stutters and the image shifts about 5 degrees for a split second and then re-aligns properly.
Headset: Oculus CV1 with 2 sensor 360 degree setup
Details:
-This issue occurs with and without directvr rotation on.
-Occurs in every game I use VorpX headtracking with
-Doesn’t occur when I disable Vorpx Headtracking and use:
1) my mouse to spin 360 degrees
2) A python script to turn my Oculus into a mouse.
I don’t have any issues with native VR games such as Skyrim VR, Fallout VR, Superhot etc. If I use Virtual Desktop with my oculus to mouse headtracking script above I do not have this issue. Seems to be specifically related to Vorpx headtracking.
One additional tidbit is that when I use an AutoOculus Touch script that turns my oculus touch into a mouse, I run into a very similar issue at the exact same degree. I will gladly post the scripts I use for this and headtracking to mouse if that will help.
Any assistance would be greatly appreciated!
Thanks
James
Great, thanks for letting me know. I was literally just pondering whether it might make sense to force the alternative method in the Skyrim/FO4 game profiles to improve compatibility with mod managers. Guess I’ll leave everything as it is then.
I got curious about this and fired up skyrimse from mod manager 2 using the default hooking method and it worked fine, so I’m guessing that having to use the alternate hook in the past was something in my environment. I frequently had to switch to alternate hooking for various games, but the default method is working very well for me now.
Yes, I use mod manager 2, and it does weird things, the biggest of which is encapsulating the runtime environment into a virtual file system, which is probably why vorpx doesn’t see it being launched, unless you use the alternate hook. The other manager I’m familiar with is Vortex, which is Nexus’s manager, and it does similar things but uses symbolic links in the skyrim folder rather than a virtual file system.
It’s of little inconvenience to use the alternate hook compared to the cost of manually trying to manage a large number of mods without a manager. I know it’s a bit fishy, but it works.