Karlor

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Viewing 15 posts - 31 through 45 (of 246 total)
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  • in reply to: advice for skyrim "bug hands" #128227
    Karlor
    Participant

    I think I figured out how to edit the arm bones. You should use the show race menu mod and the XPSME skeleton or whatever its called. I also have FNIS not sure if its needed for this.

    After these are installed you can ‘edit’ the arm bone lengths and how big around arm parts are. The sliders were missing untill I added the new skeleton to my game.

    Note: I didn’t try messing with them, I’m fine with how it is. BUT if its bugging you a lot then save first and try messing with those in show race menu. Mite get what your wanting this way?

    in reply to: Outlast 2 #128088
    Karlor
    Participant

    i’m asking vorpx users if any of You got any success regarding outlast 2 in geometry 3D.

    This fact went right over ol’ dborosevs head unfortunately lol

    We should all be trying every ue3 game to get it working.

    This is EXACTLY what is needed if anyone is going to find a profile that works. I’m afraid that G3D will still be a wait. It’s a tricky beast.

    You can have almost identical games, engine and all, sequels that come out only months apart, still require an actual new profile via an update. It sucks but that’s the way it is.

    in reply to: Outlast 2 #128086
    Karlor
    Participant

    @dborosev.. you’re a child. You act like a 4 year old who wants another piece of candy. The only person here making pointless posts are you.

    You’re the worst kind of pointless masturbatory troll. Unsubscribed. Bye.

    This alone shows that you are most definitely a small child, or maybe a teenager with some type of learning disability. Hey whats that?? Uh oh dborosev I think Ralph DIED!!! Quick bash your face into your keyboard and make a post! lol

    in reply to: Outlast 2 #128082
    Karlor
    Participant

    get some info on who you are talking to before spouting your mouth off.


    @dborosev
    … Funny how I didn’t mention you but YOU took it like I had. I think that says more about you and your comments then it does me.. Also dborosev look out or Ralph mite DIE and you’ll have to make another post asking about it lol stop being such a child.

    Anyway the point is, you’ll get news when it’s ready, Ralph has said it over and over so just relax and try to enjoy what you have now. The grass always looks greener but the grass you have now is pretty damn nice, enjoy what works now then enjoy what works in the future. Stop pulling your hair out, you’ll be happier.

    in reply to: Outlast 2 #128079
    Karlor
    Participant

    Ralf would gladly update you on the progress that’s being made but plenty of you showed him that’s not an option. Lots of people would say things like how bout an update, we just want info, we won’t hold you to anything, we just want ballpark…. he gives his best guess then the NEXT post people are holding him to it.. you guys whine for info then you get it and then you bitch and moan just like you said you weren’t going to do lol… ralph learned to not give out any info or possible release dates cuz you all piss and moan if he’s off even a few days.

    in reply to: DirectVR Scan no longer available in Skyrim #127920
    Karlor
    Participant

    This might sound dumb, but are you running Special-Ed or Classic Skyrim? Not sure but I don’t know if SE has DIrect VR yet. Maybe that’s your issue? Fingers crossed anyway ;)

    Karlor
    Participant

    install SKSE, which includes the same functionality

    That would get the game to fire but you wont have the benefits from the ENBoost. The SKSE patch and ENBoost don’t do the same things. To get the maximum potential you need to run both. If you’re modded out the wazoo you need both to get Skyrim to run without CTD.

    No one else runs both patches and tried to do a scan?

    I don’t use Direct VR but I’m just surprised no one else has mentioned this before. These patches I figured most people would be running at this point so to hear now there may be a hiccup is just surprising is all. In my book both are mandatory, at least on a medium to heavily modded game.

    Something about the scan must be reading into the memory values that get changed by the patch or something is my guess. Hope someone can find a work around for you.

    Karlor
    Participant

    Are you using the injector or the wrapper enb?

    Edit: never mind if you’re at the point where your scanning you got the right enb. Not sure but maybe you can set up a diff proxy for it and vorpx won’t notice its there.

    in reply to: Not "VR", but more 3D with Head Tracking? #127893
    Karlor
    Participant

    Well all VR is just 3D with headtracking. That’s sort of the core behinde the whole idea. I would say give it another shot and try to tune it in. VorpX does a great job of getting you there but depending on the game you gotta tweek it to match you. I don’t think your expectations are too high, I just think people under estimate how much work some people put into setting up the perfect experience. like videos of full vr gtav with motion controls looks awesome, but the set up to get there is a ton of work on your end. Keep at it and you’ll figure out what works for you.

    in reply to: Question about Skyrim and DirectVR.. #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.

    in reply to: Skyrim and ENB #127859
    Karlor
    Participant

    Check the ini for:
    [PROXY]
    EnableProxyLibrary=false
    InitProxyFunctions=true
    ProxyLibrary=other_d3d9.dll

    It may take a few times to get it all to hook with vorpx. I find that 90% of the time off a fresh system reboot it hooks first try. After that it’s 50-50. Sort of a pain but with all that’s going on I can forgive it all for stumbling here and there. The benefits from the EnBoost is worth it. Also you might be able to improve the hooking by messing with enbinjector.ini stuff but I haven’t dug around.

    in reply to: Why is Skyrim suddenly limited to 45fps? #127745
    Karlor
    Participant

    BTW, that did solve the problem. I’m getting 90fps (or close to it) in most interiors now

    Nice! Back to tinkering for me, gonna try this out. Do you notice any wonky physics with 90+ FPS? Like if you run into a pot on the ground does it fling across the room and bounce around and kill you? lol With the uncapper uncapped again in VR maybe those ini tweaks will kick in now. Whats you outside FPS like?

    in reply to: Skyrim – CPU or GPU dependent? #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.

    in reply to: Skyrim – CPU or GPU dependent? #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.

    in reply to: Question about Skyrim and DirectVR.. #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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