Demosthenes

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  • in reply to: Questions #172337
    Demosthenes
    Participant

    If you turn off your lighthouses your Vive will not work.
    That connection is needed for head tracking and the Vive requires at least one to be on. Your controllers, if not in use, will auto power off.

    By the way, Mass Effect looks great on a virtual cinema screen in 3d.
    Often some of the best Vorpx experiences are with such a screen.
    Trine and other similar platformers are great while seated.

    in reply to: Skyrim VR vs Skyrim VorpX – Comparison #172299
    Demosthenes
    Participant

    There is no huge hands ‘bug’ in Vorpx, although many people seem to talk as if there is.
    Go into the Vorpx settings and change ‘player fov’ to something high and that will put your hands and weapon at a proper distance.

    I’ve started modding SkyrimVR out of interest but without SKSE and all the mod configuration it provides, it will always be poor in comparison. Maybe in a couple of years. Currently, few people have pc vr technology or the gpus to drive it, so there won’t be pressure to convert everything that might need a VR version. Textures and meshes are fine. Scripted mods are another thing.

    I went back to compare them again and I don’t think I could exchange the rich world I created through modding and Vorpx just for perfect tracking and waving swords.

    in reply to: Skyrim VR vs Skyrim VorpX – Comparison #172280
    Demosthenes
    Participant

    I’m absolutely with you when it comes to your enthusiasm for Vorpx but I wouldn’t want anyone to think I am saying not to buy SkyrimVR. For many people who don’t have the time or patience or just sheer persistence to mod, they will have a great time with it.

    The positional tracking brings unexpected benefits. If you are talking to a character and you move your head slightly they will keep your gaze and turn to look into your eyes. That’s really great.
    Books float in front of you when you read them. Lockpicks are in 3d, floating like an object in front of you. Things like that are pretty nice.

    Combat however is not really that satisfying.

    SkyrimVR will probably convince a lot of people that VR is worth investing in, which is a good thing. Vorpx is precisely the same thing, software that makes you realize how much VR is the future.

    I admit that I did like the fact that only those with Vorpx could experience Skyrim in VR, it was nice to have an experience that was exclusive, but there are many other games for which that is still, and probably always will be, true.

    in reply to: Skyrim VR vs Skyrim VorpX – Comparison #172274
    Demosthenes
    Participant

    As I said, the original 32bit version, not SE.
    If you want to make the UI more pleasant in Vorpx use SKYUI.
    Go through the top UI mods on the nexusmods.
    These are all the UI mods I use, you can search using name or id:

    mod_id on nexus / mod_installed_name / mod_version

    27371,”Better Dialogue Controls”,”1.2.0.0
    28170,”Better MessageBox Controls”,”1.2.0.0
    37347,”Customizable Camera”,”1.82.0.0
    3222,”Immersive HUD – iHUD”,”3.0.3.0
    98,”KenMOD – Time on loading screen”,”5.0.0.0
    35154,”Less Intrusive HUD II”,”1.1.0.0″,”
    95,”Main Font Replacement”,”2.0.0.0″
    12625,”No Boring Sleep-Wait Menu”,”1.7.0.0″,
    7901,”No Menu and Loading Smoke”
    25501,”Paper World Map”
    29624,”RaceMenu”,”3.4.5.0
    26490,”Simple Lockpicking”,”1.20.0.0″
    74434,”Simple Reading – Remove Book Menu UI”,”1.1.0.0″,”Take and Steal-74434-1-1.zip”
    2317,”Smaller Cursor”,”
    57046,”UIExtensions”,”1.2.0.0″

    Pretty sure they all require SKSE.
    They also load in the above order for my game.
    Some might interfere slightly with Vorpx fov if you are in full vr but you can always disable/alter those in the menus.
    Hope this helps.

    in reply to: DGVoodoo2 Profile whats that ? #172245
    Demosthenes
    Participant

    You mentioned Gothic 2. There is now a DX11 renderer available for it. maybe that would make a profile easier?

    https://forum.worldofplayers.de/forum/threads/1456102-D3D11-Renderer-f%C3%BCr-Gothic-2-%28alpha%29-18

    and more info:

    https://steamcommunity.com/sharedfiles/filedetails/?id=636014226

    As I go through my games library looking for vorpx candidates, it’s sad to have to pass on the dx7/8 ones, so it’s great news that some of them might work. Thanks for taking the time to look at them.

    in reply to: Bioshock 2 – anyone running it successfully? #171923
    Demosthenes
    Participant

    Thanks for looking into it – I’ll definitely test it in the new version.

    in reply to: VorpX stopped working ""JTI/Suspect!131281"" ?? #171403
    Demosthenes
    Participant

    There’s really no need to use invasive anti-virus scanners or even malware scanners if you have the free in-built Windows Defender on, especially if using Windows 10.
    It does everything those scanners do. The days of needing to pay for good protection against malware are long gone.

    Commercial anti-virus solutions will always have a problem with Vorpx, or any similar programs. They are well known for giving out false positives, especially when they use heuristics [in other words guessing] on files. you can browse the Oculus store and see people complaining about MacAfee [and others] deciding that their game is a virus.

    The developers of these games or programs can’t do anything about it, since it is the engine of the commerical product that is making the error. Even if you report it to them, it will happen again with an update, because the engine again will guess that a program that injects itself into memory as Vorpx does is a virus.

    If you are going to pay you should choose a program that allows you to exclude directories, as Windows Defender does.

    in reply to: Mousepointer Missing #171397
    Demosthenes
    Participant

    You could try this, it might make the mouse appear again.

    I suggest changing your monitor resolution to match the game then applying the borderless fullscreen.

    https://github.com/Codeusa/Borderless-Gaming/releases

    in reply to: Callo of Duty 2 #170338
    Demosthenes
    Participant

    There’s always a way to remove huds.

    I find this site useful for many games:

    http://nohud.wikia.com/wiki/Nohud_Wiki

    It has a no-hud mod for COD2

    http://nohud.wikia.com/wiki/Call_of_Duty_2_No_Hud

    in reply to: First time user, Vive base stations question! #170195
    Demosthenes
    Participant

    You seem to be misunderstanding the way the vive and Vorpx works.
    If you want to play a stationary 3rd person perspective game your choices are:

    1] Play it in cinema mode, which VorpX can do. Like a huge 3d monitor.

    2] Don’t play it.

    Cinema mode requires head tracking. You could turn it off in Vorpx and then you’d have to keep your head absolutely still. But as Ralf said that’s a bad idea.

    You can’t move the headset to another room, the compositor for SteamVR requires head tracking lighthouse data [the base stations] to send any image to the Vive.

    See:

    Will the Vive work without lighthouses?
    byu/goalcam inVive

    https://community.viveport.com/t5/Developer-Support/Using-Vive-with-external-Tracking-without-Lighthouses/m-p/12115#M278

    Best solution: Same room, folding table, wireless mouse and keyboard.

    Hope that was useful.

    in reply to: Skyrim & Mod Organizer not working #170134
    Demosthenes
    Participant

    Yes, I suspected you would reject requests for basic information.

    I don’t use MO any different to a normal installation for Skyrim.
    You misunderstand and over-complicate to think everyone uses it differently, and you misdirect your attention when you think it is mods that are always the problem.
    Very few mods touch memory functions or startup, and the ones that do work fine with Vorpx.
    My Skyrim installtion is working fine with the *previous* version of Vorpx – with 400+ mods, 253 plugins and a 1080ti.

    My only problem is that, for mysterious reasons, you won’t give someone who’s supporting your program any information on how the *new* Vorpx behaves.

    If that genuinely is too much, I would again advise you to remove Vorpx’s messing with MO’s files and just say ‘it does not support it’.
    MO users can provide support to each other and I and others can stop wasting time asking questions that won’t be answered.

    This is the best option.

    And will still be the best option when Vortex releases at the end of January.

    I know lone wolf programmers tend to think in bizarre ways, but it’s still disappointing to discover that paying customers asking for basic information about Vorpx’s own features is considered verboten.

    in reply to: Skyrim & Mod Organizer not working #170133
    Demosthenes
    Participant

    Yes, I suspected you would just ignore my requests for basic information.

    By the way I don’t use MO any different to a normal installation for Skyrim.
    You misunderstand and over-complicate to think everyone uses it differently, and you misdirect your attention when you think it is mods that are the problem.
    Very few mods touch memory functions, and the ones that do work fine with Vorpx.

    The problem is that you, for mysterious reasons, won’t tell someone who’s paid for your program whether Vorpx changes the ini files for all profiles or just for the launched instance.

    It really isn’t that hard, and it won’t hurt.

    If that genuinely is too much, I would advise you to remove Vorpx’s messing with MO’s files and just say ‘it does not support it’. Then MO users can provide support to each other and I and others can stop wasting time asking questions that won’t be answered.

    This is the best option.
    And will probably be the best option when Vortex releases at the end of January.

    And I guesss I will have to find those ini edits out for myself through file comparison since copy and paste for the developer is too much trouble.

    I know lone wolf programmers tend to think in bizarre ways, but it’s still disappointing to discover that paying customers asking for basic information about Vorpx’s own features is considered verboten.

    in reply to: Skyrim & Mod Organizer not working #170130
    Demosthenes
    Participant

    The replies have made me more uncertain as to what Vorpx is doing.

    I honestly don’t understand the reluctance to providing basic information.

    Previously you said you were now providing ‘support’ for Mod Organizer ini profiles and you asked for our help with that:

    Quick question for Skyrim modding pros

    You said “Today I added support for ‘Skyrim Mod Organizer’ managed ini-files to the new settings optimizer. “

    Now you say “I can also assure you that definitely no other customization tools like ModOrganizer will ever be considered by vorpX.”

    ???

    Anyway, I would like to know what Vorpx ‘support’ of MO profiles means in practice. **What does it do?**

    At the risk of repeating myself:

    1] What ini edits does Vorpx add to Skyrim’s ini files?

    If possible add a note explaining what they do, although *this is not necessary* as I can figure that out for myself.

    2] Does it edit only the ini files for that profile which is used upon starting a Vorpx game?

    Does it leave other profiles and their inis for the same game alone?

    Is the behaviour the same for every game?

    If I set the MO profile ini files to read only for testing particular changes will Vorpx crash / fail to hook or just continue and ignore it [the game will start you just won’t have those optimizations] ?

    As to the ‘support’ for MO, it would be better just to remove it and say it is not supported, than to have the changes it is making, and even what it is doing, so obscure.

    These issues are going to keep coming up again especially when Vortex, the new Nexus mod manager being developed by the programmer of MO, is released shortly.

    I want to upgrade to the new version of Vorpx without hours of troubleshooting and wasted time that could have been avoided with a little info.

    If you feel this small amount of information is too ‘dangerous’ for your general users to know, fine, then can I send you a support email which you reply to with the info?

    Thanks.

    in reply to: Skyrim & Mod Organizer not working #170107
    Demosthenes
    Participant

    Since I started this thread, and since I have been forced to revert to a previous Vorpx version to get Skyrim working again, I’d like to make a request for more information.

    1] Please list exactly what ini edits Vorpx adds to Skyrim’s ini files. If possible add a note explaining what they do.

    ie:
    SkyrimPrefs.ini: [Imagespace] section, changes BDoDepthOfField=1 to bDoDepthOfField=0 , to prevent black water bug.

    2] What exactly does Vorpx do in relation to Mod Organizer?

    ‘Support’ for Mod Organizer seems somewhat vague. I originally thought it meant it would be less likely to conflict, but it seems to mean Vorpx now knows to look in Mod Organizer profiles folder for ini files.

    Does it edit only the ini files for that profile which are used upon starting a Vorpx game? Does it leave the rest alone?

    I have a Vorpx profile and a non-Vorpx profile. For obvious reasons I don’t want it messing with the ‘non-Vorpx’ profile.

    If I set the MO profile ini files to read only will Vorpx crash / fail to hook or just continue and ignore it [the game will start you just won’t have those optimizations] ?

    3] I may be remembering this incorrectly because of my brief experience with 17.3 but is it correct that Vorpx now edit files *before* giving you the option for those edits?

    If the game will not start because of a particular change Vorpx has introduced then the user cannot access the menus that reverse that particular change.
    This seems like a Catch 22.

    You then have to resort to ‘disabling’ everything generally, which naturally you disapprove of.

    Obviously, all these issues mainly concern games that can be modded. And indeed games that have to modded to be stable, like Skyrim 32bit.
    For the rest of them I’m quite happy to trust your judgement, but with a Jenga-like construction of a modded Skyrim and the amount of time I have spent making it work, more information is vital.

    in reply to: Standing Ovation #168609
    Demosthenes
    Participant

    I echo these sentiments. As well as the newer games, the ability to take an old game off the shelf [literally since I have a massive big-box collection] and discover that with some effort it can work with Vorpx is great. I’ve gone back and played games that I always meant to play with immersion better than the orginal developers could have hoped for.

    I look forward to the next version of VorpX, and indeed VorpY & VorpZ.

Viewing 15 posts - 46 through 60 (of 64 total)

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