My first thought is to possibly fiddle with the settings that lock/unlock the various VRIK functions, and try to let the animation / SL functions handle the positioning freely when they do.. and then set the VR viewpoint to correct location. (probably player).

Weapons can be kept, drawn, and sheathed in up to 14 visible holsters on your body.

select NPC schlong on SoS and the puppeteer actions on aroused). Get index bindings from VRIK mod page at nexus (for valve index controllers only), - animObjects won't show when attached to player (this may be a generic issue with Skyrim VR). Supports vanilla and mod added weapons.

It also has options for binding different arrows to different buttons, for the position and size of the quiver, and options for attribute costs.Up to 25 arrow types can be bound at once. It just uses the cloning style which comes with some issues that need to be addressed to get full compatibility. SL VRpatch Beta8 38 - test.7z VRIK V0.8.1 In-Dev Build 28.7z, SL VRpatch hotfix for v38.7z (fixes MCM menus not showing when NPC selected by NPC selector mod). That's a lot of papyrus on those race functions : ).

it's not mingled into official SL thread, it should be fine. While Ashal is aware of this patch, and was kind enough to provide his own beta version of Sexlab VR for testing (and I've bundled the Sexlab Utils DLL from that test version with this patch), his focus is in making Sexlab work in Skyrim SE, and as of writing this, he has neither time nor means to offer support for using Sexlab in VR.

Hopefully it'll remain compatible enough that many of the SL mods will be able to function with it. This was made for VR version in mind but I am 99% sure it will work with regular Skyrim Special Edition as well. I'm still a bit hesitant to call this "stable", but the fact is the patch is probably working well enough to use in regular play.

Is there a setting I am missing?

The goal was to fix up SkyrimVR's input system so we could do things like make a jump button, send a normal Hotkey for SSE mods, or do some in-game action. @EphemeralSagacity - One issue I have is, if I enable 'marker-as-vehicle' in the code (which is what SL full uses), Both the VR viewpoint and the VR body go up into air, and totally not in alignment with the scene.. even if I just use minimal changes to actorAlias script. Wow!

Go to SteamVR Settings -> Devices -> Controller Settings. VRIK is a new SKSE plugin for Skyrim VR which adds an analytical inverse kinematics solver for the player's arms while using the VR Body mod. But my arms? Thank you!! Really wanting these core changes to be non-invasive as possible. Mod.

I just fired it up and played around. Find the VRIK Index Bindings V1.0.0 in the list. So.. it worked for me.

My fix for sexlabutil.dll was incomplete (face palm moment). - VR Patch 31 'height adjust' thing needs a bit of explanation: When you set the snapback threshold to really low number (1 or 0), your viewpoint will be tightly matched by head position of animated player body (in 1st person view mostly). "Looks" cleaner at first blush for the clone style and should be more compatible externally. Have the ability to sit anywhere you choose while trekking through the wilderness?

Casting the spell once, will have the NPCs start an animation after 5 seconds. Log in to view your list of favourite games. On that, the biggest wall I'm hitting is, no matter what I do, I haven't been able to set the VR body to fully follow the animation AND tie the VR viewpoint to the body. (, Collectables, Treasure Hunts, and Puzzles, Mercantiles (shops, stores, inns, taverns, etc), Bodyslide, OutfitStudio, and TexBlend Presets, Haptic Skyrim VR - Spellcasting and Enhanced Bow and Melee Haptics.



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