CrashFu

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  • in reply to: Fallout 4 in VorpX now working almost ideally! #127209
    CrashFu
    Participant

    Just a quick update: Playing in one of the suggested aspect ratios did in fact fix the lockpicking minigame as Ralf suggested… however it prevented the FoV scan in Direct VR Mode from working, and possibly related I ended up with a weird pip-boy glitch (screen magnified to the point a single word filled my entire vision. Also upside down) that only went away after I did a ‘fov 110’ and ‘refreshini’ console commands… which caused the lockpicking to stop working again.

    On the bright side, turning off positional tracking as Ralf suggested fixed the terminal hacking mini-games, as well as the small issue of flying through walls or floors when getting in or out of chairs. Since I was playing the game seated anyways, nothing was really lost by turning off positional tracking.

    in reply to: Fallout 4 in VorpX now working almost ideally! #127192
    CrashFu
    Participant

    Thank you for the tips on my minigame issues, Ralf! I appreciate the quick response.

    What do you think about possible solutions to the hand/weapon scale pip-boy scale issue? Would it be technically feasible for VorpX to detect when the PipBoy interface is opening and toggle to one First-person FoV Scale value, then toggle back to a separate value when the Pip-Boy is closed? (and for those two values to be set independently in the vorpx settings menu?)

    Also, would it be possible to increase the maximum of that value?

    And how about the weapon-scope zoom issue? Would it be possible for VorpX Direct VR Mode to temporarily revert control of FoV back to the game itself in circumstances like that, or is there no forseeable way for the program to judge when it should override the game’s control and when it shouldn’t?

    in reply to: Fallout 4 in VorpX now working almost ideally! #127169
    CrashFu
    Participant

    Hmmm okay after loading the game up again I made it to the surface, but for a while I was getting a CTD every time I tried to open the Pip Boy interface at all..

    Some combination of clearing the direct vr cache and re-running the optimizer and generally fiddling with the settings eventually got that problem to go away, and it was clear sailing for a while.

    Did notice that Scopes on weapons seem pretty much pointless in Direct VR Mode? Aiming with them just removes the weapon model from the first-person view and puts a crosshair over the screen without actually zooming in… presumably because the game uses FoV adjustments to zoom weapons, and the Direct VR Mode tries to keep the FoV locked into a specific FoV and won’t allow it to be adjusted? Is there any way around this, or will it have to be fixed in a future patch somehow?

    Also, uh… tried hacking a terminal, and it locked my view distance too far away to read the screen. Any way around that?

    The lockpicking minigame was even more broken. Initiating it just blurred out my vision while the minigame’s interface failed to come up. After a couple tries, the game froze up entirely when trying to exit the minigame interface, then did a CTD as well. Fortunately I -think- I had a recent autosave. Hmm.

    Getting through the game without either computer hacking OR lockpicking could be difficult, or at least limit my options. Anyone know of temporary work-arounds to the issue, other than exiting the game, launching without vorpx just long enough to beat these minigames, and then relaunching in vorpx mode once I’m through?

    Maybe someone has seen a mod that just replaces the minigame altogether with a simple percent chance of success?

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