Question about Skyrim and DirectVR..

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  • #127030
    Karlor
    Participant

    I’m wondering does the new head tracking in DirectVR make it so you can look around during conversations? I read a post that says the new head tracking does indeed “free” the camera view during conversations. In the old version of vorpX I’m using you can move your head around but the camera wont move until the mouse pointer reaches the edge of the screen. So the new update lets you have free camera look while in conversations? How do you select dialog options, with the arrow keys or can you use the mouse still? Just really curious as to how that aspect functions. The version I have is tuned in and perfect but the only thing bugging me is the conversations camera being the way it is. Anyone maybe have any video of a conversation with the new DirectVR for Skyrim?

    #127033
    NipOc
    Participant

    As far as I understand, instead of “emulating a second mouse” directvr scans for the memory values controlling the camera.
    This makes it independent from the mouse itself (cursor, mouse settings) and gives direct control over the camera (like in skyrim conversations).

    You can still use the mouse for conversations in skyrim and head movements won’t move the cursor anymore.

    #127048
    Karlor
    Participant

    Wow that sounds really cool! Thanks for the info. So the new direct VR is independent of the mouse movements? Have you tried it out in Skyrim during conversations? Can anyone confirm that YES you DEFINITELY can move your head freely to look around in conversations in Skyrim? (as apposed to the way described in OP) The reason I ask so many questions is for me to update would require a massive undertaking on my end do to technical issues. So I’m just trying to find out some details on what the new version has over the older version I have working now. I’m from the school if it aint broke don’t fix it, but if the new directVR has free head movement count me in.

    #127067
    NipOc
    Participant

    Yes, you can.

    #127158
    Karlor
    Participant

    Ok, thanks again for the input. Sounds like it kicks ass! I need to finish some projects and get to overhauling/repairing my PC to try this out. Been putting it off for a long while. At least there’s light at the end of the tunnel, and it’s vorpX DirectVR it sounds like. Thanks again NipOc for the info. Ralph keep up the good work!

    #127203
    Karlor
    Participant

    One other question I have about the new directVR is about sitting and camera zoom. Whenever I sit in the game or a few other instances the camera zooms in 10%. It’s not just FOV moving in, it sort of changes and magnifies. Does the new direct VR take care of that too by chance? Anyone else know what I mean and found a solution?

    #127214
    alegse
    Participant

    I can confirm 100%
    In skyrim (DIRECTVR) you can look around anywhere you want during conversation.
    Stare at their feet, look around and ignore them or stare at the breasts if that is your thing ;P LOL.
    There is no zoom and everything is 100% the same as outside of conversation. It is really great!

    #127215
    alegse
    Participant

    Oh and for sitting you can use this mod.
    http://www.nexusmods.com/skyrim/mods/57859/?
    You can set the FOV for every different situation including sitting.
    First person horse riding unfortunately does not work for direct VR but you can not use direct-VR and use normal mouse emulation head tracking when mounted.

    #127227
    Karlor
    Participant

    I use enhanced camera now, it really makes a big difference to have a body. I’ve already went in and set the FOVs up. I set all to 120 (to match the normal game FOV) but it still zooms in when I sit. I can combat this a little by OVER setting the sitting FOVs to like 143. The downside is it really stretches out the rest of the view although the stuff closer looks better stretched then zoomed in when sitting. Not sure what is making the strange bit of zooming/magnification is when your sitting. It’s not a vorpX issue by any means I think it’s something ‘hard coded’ into the camera.

    The sitting zoom issue cant be solved by just over opening the FOV up. It’s as if there’s another FOV type parameter being fiddled with by the game when you sit down. Would love to figure out what it is. Not a big deal but one more layer of icing for the cake lol

    Hmm sounds like something that could get ironed out in the future as far as the mounts go? Or is that something of a sacrifice to get the free look cam in direct VR? So what happens when you ride a horse with it enabled? Does steering and looking get all weird? There is always a trade off it seems with VR Skyrim. Gotta have one thing less perfect to make another a little more lol Again thanks for the tips and input.

    #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

    #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.

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