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About Me

Found 10 results

  1. Version 1.0.0

    10 downloads

    THIS IS NOT MY MOD ! open posting permissions given at original listing by rhellct and as such i cannot provide official support please see original listing for support options . AMD released an algorithm called Contrast Adaptive Sharpening (CAS) which respects local contrast, so it sharpens blurry parts of the image and has a lighter touch on parts that are already sharp. This is especially useful when a game uses TAA (https://gpuopen.com/fidelityfx-cas/) There's an open-sourced ReShade shader from Marty McFly here: https://gist.github.com/martymcmodding/30304c4bffa6e2bd2eb59ff8bb09d135 (he deserves most of the credit for this!) This mod is a conversion of that sharpener to ENB. It can be added on to almost any ENB to get that ENB's color grading and effects with a sharper picture. I primarily made this for Skyrim VR, which has a really aggressive TAA filter that makes you feel nearsighted. (SkyrimVR supports ENB, but not Reshade). It could also be useful in Skyrim SE if you don't want to run Reshade on top of your ENB just for sharpening. How to Use This isn't a full ENB, it's just a (modular) shader, so you'll need to have an ENB installed already Download the mod. Copy the enbeffectpostpass.fx and enbeffectpostpass.fx.ini files into your enbseries/ folder, overwriting the existing ones Open ENB settings in the game In the game, make sure to check "EnablePostpassShader" in the left column under "Effect". If you want the sharpener to be more/less aggressive, expand "Enbeffectpostpass.fx" in the right column and adjust the sharpness amount to your taste. Optional but recommended: Skyrim VR users can squeeze some more sharpness out of the image by tweaking their TAA settings. Detailed guide here: https://old.reddit.com/r/skyrimvr/comments/h8skem/adventures_in_taa_tuning/ Compatibility Notes This works with most ENBs since by default all they do in the postpass shader is blur+sharpen the image (and this shader is a better version of that for SkyrimVR). The High Fidelity ENB from SGSRules also does sharpening by default. It's quite good too 🙂 If you want to try my sharpener with it, disable its sharpener so you're not sharpening the image twice. FAQ Q: I'm playing SkyrimVR, which ENB do you recommend? A: The best setup I've found is the Luminous ENB + this sharpener. Detailed instructions here: https://old.reddit.com/r/skyrimvr/comments/hjtgjb/i_switched_enb_now_that_the_cas_sharpener_exists/fwoe4fy/ Q: My ENB preset has effects in enbeffectpostpass.fx that I want to keep, can I still use this sharpener? A: You'd have to merge the code instead of replacing the whole file.
    Free
  2. Version 1.0.1

    10 downloads

    THIS IS NOT MY MOD ! open posting permissions given at original listing by Wolfman5750 and as such i cannot provide official support please see original listing for support options . Mod Description Skyrim in VR can be a beautiful place. Staring out over Lake Ilinalta from the Guardian Stones, or at the Sea of Ghosts from the College of Winterhold is an awe-inspiring experience. That is except for the ugly, immersion breaking water LOD that looms like a blue blob in the distance in the vanilla game. This is because the reflections are removed from the water shader in VR, and nothing was done to replace it. That's where SkyVRaan comes in. This mod started out as a project to find a way to add definition to Skyrim VR's water LOD. The goal was to tweak water parameters and textures to make something visible in the LOD. However, along the way I discovered that you can define a cubemap for an entire Worldspace, the same way you can for an interior cell. If you've ever been to the Frostflow Lighthouse Abyss, the water reflections visible there are due to a cubemap generated specifically for that location. This takes that concept and applies it to the entire Tamriel worldspace. Unfortunately, Tamriel is too large and complex to generate a baked water reflection for, so instead I generated a cubemap with random Perlin noise, blended it with the water colors and the different water types, and then defined it for the entire region. The result is SkyVRaan - Shimmering VR Waters! SkyVRaan - 1.0.0 Update! Version 1.0.0 is a huge update for SkyVRaan! It's major features include: Automated Cubemap and Weather Patches - This is arguably the biggest improvement for SkyVRaan. Using the amazing Synthesis patching pipeline, you can now generate a "perfect" cubemap and weather patch for your load order. The calculations for the weather patcher have been improved to create more natural, and dramatic, sunsets and sunrises. New water colors - Three new main water colors are included: Natural, Natural-Bright, and Fantasy. These water colors have been specifically tuned for the new weather colors to match the scene at all times of the day. Two optional volcanic waters have been added: Pleasant and Poisonous. Finally an optional Blackreach water color. New Cubemaps - The SkyVRaan cubemap has been tweaked to allow the weather and time of day to have a greater impact on the color of the water. A darker option has been added for those who find their water to bright at night. Rocky Riverbeds, Algae, and WaterGrass - The clear waters looked great in most areas, but in many locations in skyrim, I found that the clear water only highlighted tiling river mud textures... Bethesda just didn't put much down there. So now I've added River Rocks and Boulders, Algae and River Grass to the underwater landscape to give you something to look at. Included are a few coloring options to help blend the rocks in with whatever landscape textures you may have installed. What's Included Here are the components of this mod: Noise Cubemap This is the texture that give the water a fake reflection effect. There is an optional darker version for those who feel that their water is too bright at night. This comes at the expense of daytime visibility. Watercolor Patch This esp includes tweaks to the water colors and water type parameters. These have been adjusted to change color more naturally with the weather and time of day. Clear Waters includes improved clear water with increased water refraction. There are three options: Natural - This is the option which I feel gives the best all around look for Skyrim's water. It's the result of hours of tweaking and adjustments. The visibility of shallow streams, like the one in front of Whiterun, has been improved as well. This is probably the best option for most people. Natural-Bright - This is the same as the natural option except that I've made the reflections much brighter. This water color has the best looking sunsets and sunrises, and has the best looking shallow water. Unfortunately, it is also brighter at night. It can be paired with the darker cubemap to mitigate some of this. I don't mind a little bit of reflection in my night-time water, and this is the preset that I prefer. Fantasy - I've always thought Lake Ilinalta should be a glacier lake, and I thought it would be fun to make. The result is something completely different with the Fantasy Water color. Two additional water colors for volcanic water and one for blackreach water are also included. The default, volcanic, and blackreach waters are in separate plugins. These can be merged. I've tweaked the water to make the waterline more visible. This gets rid of the invisible water that is sometimes apparent in VR, but it exposes some vanilla landscaping that could have used more polish. I recommend using a mod like Smooth Shores SSE in addition to SkyVRaan SkyVRaan WaterGrass This esp adds pebbles, rocks, boulders, algae, and watergrass underwater to give you something to look at with the new improved water clarity. There are several different options to try to blend with as many landscape texture mods as possible Textures from Rallyeator. Rock and Grass meshes from Pfuscher and JonnyWang13 Because this is all technically a grass, there are three density options. Normal Density - This was tuned around an imingrasssize=60 High Density - This was tuned around and imingrasssize=100 Normal Density w/o pebbles - Same as the normal density version, without pebble sized rocks Two river rock shades Light - Looks best with vanilla or vanilla-like rock textures Dark - Matches better with darker rock textures Two river rock colors Gray - Generally blends with rock textures Brown - Generally blends with landscape textures There are optional landscape textures that are made to blend with the dark brown river rock textures. Your ini should be edited to include "iMaxGrassTypesPerTexure=15". An ini is included in the fomod that will be applied automatically for MO2 users. It also includes a place to tweak iMinGrassSize. SkyVRaan Synthesis Patchers SkyVRaan Autopatcher - This automated patcher creates a custom patch for your load order. It scans all worldspaces, cells, and water statics (even mod added ones), and sets them up for SkyVRaan. SkyVRaan Weather Patcher - Because the cubemap is a static texture, and is the same during the day, at night, and during all weathers, I have to tweak the weather to change the color of the water reflections. This is how the water reflections are blended into the rest of the scene. This automates the weather patch with improved calculations for sunsets and sunrises. I highly recommend to run this patcher on all weather mods, including Onyx Weathers. I recommend to run Synthesis either immediately before DynDOLOD or immediately after. Information on Synthesis and its installation can be found here! NOTE: Synthesis is in active development and sometimes has some minor issues. The developer is moving fast, and Synthesis gets better every day. Most issues can be resolved by restarting MO2 or, at the worst, your PC. Always make sure you're using the latest version of Synthesis and the latest version of MO2. Vanilla SkyVRaan Patch A patch has been included for a completely Vanilla install only. This avoids running the SkyVRaan patchers for very simple load orders. This should be the very last plugin in your load order. NOTE: only use this on a vanilla installation!!!!! If you are adding any mods that aren't exclusively texture and mesh replacers, then the Synthesis Patchers are MANDATORY!!!!! Extras Rallyeator has allowed me to include his awesome water foam mod Rally's Water Foam. I recommend this for all set ups. JonnyWang13 has let me include the improved vanilla water textures he made for his mod, Cathedral Water Overhaul. This is recommended for the vanilla version. Load Order and Installation With the addition of the new Synthesis Patchers, load order is no longer a critical issue. Make sure SkyVRaan's plugins come after any water or grass mod so that it's changes apply. For the automated patchers: Install Synthesis per the instructions on the Synthesis Github Page. The web page has some very good gifs that show how to use the program. Make sure you look at the Wiki page. Add Synthesis as an executable to MO2 the same way you would xEdit, Loot, or zEdit. Run Synthesis through MO2, and make sure you select SkyrimVR as your game to patch. you can switch between games in the upper right hand corner. Using git repository, browse for and select BOTH SkyVRaan patchers. The gif on the Synthesis Github Page shows you where to browse for patchers. There are a lot of patchers that have been converted and uploaded to Synthesis that you can browse through. Make sure both SkyVRaan Patchers are selected and click the arrow in the bottom left hand corner of the Synthesis window. Once patching is done, close the window and enable Synthesis.esp at the end of your load order. NOTE: I highly recommend to delete Synthesis.esp and re-run the patcher if you make any changes to your load order. Known Issues/Weirdness Bright water at night - Because the Cubemap used to create the fake reflections is a static texture, I can't change it at night or in different weathers. I discovered that I could adjust water color using the Water Weather Multipliers in the weather records. The current state of the mod is the best compromise I could come up with between visibility during the day, and brightness at night. See the FAQ for ways to darken nighttime water at the expense of daytime visibility. All Water has been set to Defaultwater - The patchers revert all of Tamriel's water types to defaultwater. I believe that what I have done is to force the exterior water to use the interior cell water shader. This shader appears to have a limit of two water types at one time. There were crashes in the early days due to a lack of understanding of this limitation. Setting all the water types to default water has stopped the instabilities experienced with previous versions of the mod. This means that you get a single watertype across all of Skyrim, and you lose some of the different directions of water flow. Strange Water Flow - There are some areas where insconsistent water flow is apparent. One of the easiest areas to see an example of this is near the Guardian Stones, where Lake Ilinalta transitions into a river. You can see fast moving whitewater across water that appears to move much more slowly. This is one disadvantage to using a single water type for all water in skyrim. In my original tweaks to Skyrim's water, I tried to minimize this discrepancy as much as possible. Triangular Water's Edge - There are a lot of locations in vanilla skyrim where the landscape work at the water's edge could have used a little polishing. Seams where the water meshes end are blindingly apparent as 90 degree angles. I previously tried to hide this by setting the water fog near to 0, but unfortunately, that results in invisible water in shallow areas. Things like hovering boats and completely invisible creeks. I have now set the near fog so that it starts above the water's edge, making a clear water line. Unfortunately, this exposes the areas with poor landscaping. I recommend using Smooth Shores SSE along with SkyVRaan to improve the water's edge. Troubleshooting/FAQ I don't see any reflections on the water, fake or otherwise Make sure that you have run Synthesis, and Synthesis.esp is at the very end of your load order. The reflections don't load when I fast travel / There's no reflections on the distant LOD Make sure that the cubemapenabler.esp is at the very end of your load order. Make sure no mods are overwriting the XWEM parameter in xEdit. The water looks strange at XX time of day or during YY weather. Make sure you have selected the weather patcher when you've run synthesis. The default Water Multipliers shipped with weather mods don't always match the scene. My script has been tested with Obsidian, Onyx, Cathedral, and Azurite (in dev) weathers. Weather mods with odd sky colors may not look right. The water looks too bright at night. Is there anything you can do to make the nighttime water brighter? Unfortunately, not without making the daytime water look significantly worse. This is a byproduct of the way I had to make the fake reflections. SSE's water reflections are a combination of a cubemap generated every frame from the LODs, combined with screen space reflections. So at night you'll have a dark cubemap texture, and during the day you'll have a bright cubemap texture. I'm forced to use a single cubemap for all weathers and times of day. I've done the best I can to adjust the water using the weather and watertype parameters, but this is the best compromise I can come up with. If the water at night really bothers you, use the Natural water color with the darker cubemap. If you want to make the water at night even darker, you can reduce "Reflectivity amount" in xEdit for defaultwater. If you reduce that number you'll get darker night time water at the expense of daytime water. You could try something between 0.45 and 0.50 and see if you like it better. NOTE: Even when the night time water looks too bright, it shouldn't be glowing neon!!! If you have psychedelic water at night, there is something wrong with your installation! Make sure you have run the latest Synthesis Weather Patcher!!! I really don't like the water colors you've included it's too green/blue/clear/cloudy etc. Can you make it more like mod XYZ? I've spent a long time making SkyVRaan's water look as good and realistic as I possibly can. However, there's no way that I can make something that is to everyone's tastes. SkyVRaan will work with any water mod out there, so feel free to experiment! Just keep in mind that those mods were made around SSE's reflections. If you do want to use another mod, I suggest reducing the "Reflectivity Amount" in xEdit to something between 0.4 and 0.6. Most water mods set this to 1.0, which is too high for SkyVRaan. Keep in mind you will only see Default Water, Volcanic Water, and Blackreach Water. You have too many plugins! Can I merge them? Go ahead!!! Wait? Where are the Realistic Water Two versions of the watercolor plugins?
    Free
  3. Version 1.0.0

    0 downloads

    THIS IS NOT MY MOD ! open posting permissions given at original listing by Scatterlogical and as such i cannot provide official support please see original listing for support options For Fallout 4 VR. Simple ini tweak to position the power armor HUD in VR in a less intrusive way, only visible when you look down, more akin to the standard compass. Simply change these settings in your Fallout4VRCustom.ini file in Documents\Games\Fallout4VR\ ; Power Armor Frame fPowerArmorOverlay_ForwardDistance= 27 fPowerArmorOverlay_MaxAngleLeft= 0 //15 fPowerArmorOverlay_MaxAngleRight= 0 //15 fPowerArmorOverlay_MaxAngleUp = 90 //0 fPowerArmorOverlay_MaxAngleDown = 40 //10 fPowerArmorOverlay_Helmet_TranslateX= 0 fPowerArmorOverlay_Helmet_TranslateY = -15 //-10 // +Away -Towards fPowerArmorOverlay_Helmet_TranslateZ = -25 // -16 // +Up -Down fPowerArmorOverlay_Helmet_RotateX = -30 // -Towards you +Away from you fPowerArmorOverlay_Helmet_RotateY = 0 fPowerArmorOverlay_Helmet_RotateZ = 0 fPowerArmorOverlay_Helmet_Scale = 1.0 //0.7 I spent a little while tweaking these through the console in-game, but clearly not as little time as Bethesda did - some of the UI behaviour is atrocious. Thankfully this one is quite fixable. I think it could be improved more by killing the PA model and just having an overlay. The model is quite obnoxious.
    Free
  4. Version 0.7.1

    26 downloads

    THIS IS NOT MY MOD ! open posting permissions given at original listing by wolfman5750 and as such i cannot provide official support please see original listing for support options . Mod Description This weather mod has been a long time in the making. It was started by Prog and SGSRules. I helped to do some final tweaks, polishing, and to prepare this mod for release. Weather in Skyrim is tricky. There are many oddities, like grass and ground being lit in completely different ways, and it's often a balancing act to try to get things to look consistent. This is especially difficult in VR where some aspects of weather act differently, or are disabled completely, such as volumetric lighting. Onyx - VR Weathers is a mod based on Obsidian Weathers with adjustments made to weather colors using a custom script. The main goal of this mod was for the foliage to look correct and have a nice dark night time that felt natural. Onyx includes five levels of night time darkness. 100% is kept the same as obsidian, which is a relatively bright night. 20% is almost pitch black. Most "Dark Nights" mods make things darker by editing the imagespaces. This works, but unfortunately, this darkens everything, including light sources like torches, lanterns, and campfires. This mod uses a different technique, where half of the darkness is set by the imagespace, and the other half is done by darkening the weather colors themselves. The result is that even with pitch black nights, light sources actually light up the night in a more natural way. A side effect of darkening the night sky this way is that the normal rain textures can look like bright noise or TV static at night. That is why Onyx Weathers also includes carefully made rain particles that strike a balance between being visible during the day and not overwhelmingly bright at night. Please note that rain and snow texture replacers may not work well without adjustments. Onyx weathers also includes an ENB version. This version of the mod "flattens" all of the weather colors so that the enb can be in complete control of the colors and lighting. Included in the optional files is SGS's custom ENB for Onyx Weathers specially made for the ENB version of Onyx. Onyx weathers is also built with SkyVRaan compatibility. No Water Weather patch needed! Cresty's Distant Mists is another mod which looks great in VR. Included in the fomod installer is a version of Onyx compatible with Cresty's mists. Just load Onyx Weathers after Cresty's Diststant Mists. No further patching required! All screenshots have been taken in VR Recommended Mods Storm Lightning SE and VR SkyVRaan - Shimmering Waters Cresty's Distant Mists Solveig - Cinematic Sunglare (oldrim mod, but works fine) Smooth Sky Mesh SSE SGSRules Night Sky (included in optional files) Installation Download and install with your preferred Mod Manager. Select your nighttime darkness in the fomod: -100% --> Bright Nights (same as Obsidian Weathers) -20% --> Pitch black nights -ENB --> Controlled by ENB Compatibility Compatible with any water mod as long as you overwrite with this one. But it was intended to use with SkyVRaan, so that will give the best possible results. It should be compatible with every mod that Obsidian is compatible with. Credits Prog and SGSRules for the initial concept and 99% of the work to create Onyx - VR Weathers Rallyeator for the awesome banner and logo, all his troubleshooting, testing and support frazaman, flowlocka, Shizof, and TheCangar1 for testing, troubleshooting and support DrMegaloblast for Obsidian Weathers and Seasons and his Guide to Weather Creation Jonnywang13 for documenting and sharing his findings from the creation of Cathedral Weathers and Seasons
    Free
  5. Version 1.0.0

    0 downloads

    THIS IS NOT MY MOD open upload permissions by author Kiwiat_W By default when you open your pip-boy quest section you see a fancy vault-boy animation, quest text summary is displayed after the animation has finished playing or after you select "show summary" option from menu available by pressing left joystick. This mod reverses that functionality, the quest text is displayed when you open pip-boy and to view the animation you have to use the left joystick menu.This mod modifies a single file (Pipboy_DataPage.swf) in a simmilar way KhaoMaat did this for pancake FO4.
    Free
  6. Version 1.0.6

    5 downloads

    THIS IS NOT MY MOD open posting permissions given by theretrocarrot on original page This is an unofficial port of the beautiful Dear Diary - Paper SkyUI mod by UranReactor. With his permission I have recreated all menus using his assets for VR. I have also remade VR exclusive menus. There is included compatibility for Frostfall, which carries forward all SkyUI VR Frostfall fixes. I have also corrected any SkyUI VR inconsistencies I could find along the way. This also restores categorized favorites to VR in an aesthetic way. All aspects have been painstakingly ported over while retaining all of the original VR scripting, as such, compatibility will be the same as SkyUI VR. If you notice any inconsistencies in the screenshots, they have likely been fixed by the time of release. If you notice any inconsistencies in the UI please submit a bug report. No fixes are too small, I have tried to put as much polish as possible into consistent placement of text and assets. None of this would have been possible without the help of UranReactor and all of his work on the original Dear Diary, as well as help from everyone who helped me in testing this mod. My HMD failed me in the polishing stages of the mod, so their help was vital in getting it to be release ready. New in version 1.02: Ported over UranReactor's official Wood and Paper skin. New in version 1.04: SkyUI Weapons pack integration and VR Arsenal Icons, (Heal and Poison grenade icons will not show correctly until the next VR Arsenal update), optional files for MoreHUD VR and No More Map VR. New in version 1.05: Additional icon support for my upcoming mod "Navigate VR", as well as making a prettier no map version that also affects the quest journal. COMPATABILITY Compatible with all mods that do not overwrite the included interface files. Some of these files can be overwritten, however you will lose the changes and could introduce issues depending on the changes made. It's compatible with map marker mods, and font mods. If overwriting the fontconfig.txt from DearDiaryVR, you can carry forward font changes to your new fontconfig.txt if you want to mix and match, this is recommended if using something that overwrites book fonts. Compatible with Paper UI Sounds, at this time it does NOT support any additional sounds added by this mod, only those replacing vanilla sounds. This support may come in the future. Fully compatible with VR Menu Mouse Fix. iNSTALLATION 1. Install SkyUI VR, if using Frostfall, also install the Unofficial Campfire and Frostfall SSE Compatibility patch. The Frostfall SkyUI VR patch is not needed. 2. Install via your mod manager of choice. Follow the prompts, make sure nothing is overwriting these files after, unless using custom fonts. 3. I highly recommend using the following INI tweaks in your SkyrimVR.ini. These are not necessary, however they will make the perk menu far more readable, and will move the Inventory, favorites, barter, etc, menus to the right, which will make them easier to read in VR. If you wish to customize the inventory positions, "fSafeZoneXWide" controls the horizontal position, and the various "3DItemPos" tweaks adjust 3d item positioning on the right. [VRUI] fMagic3DItemPosX=7.0000 fInventory3DItemPosX=-29.0000 [VRStatsMenu] bInstantTurning=0 fLerpTime=0.2000 fPerkPlaneZMultiplier=0.13 fPerkPlaneYMultiplier=0.1 fPerkPlaneXMultiplier=0.5 fPerksScale=1 fMenuScale=.5 fPerkStateScale=15 fPerksCursorScale=0.5000 fPerkStarsScale=.5 bUseSeperateFocusedSkillPanelScale=0 bEnableFloorModel=0 fMenuX=15 fMenuZ=28 fPerkCameraZ=20 [Interface] fSafeZoneXWide=100 fCrafting3DItemPosX=-30.0000
    Free
  7. Version 1.0.0

    5 downloads

    THIS IS NOT MY MOD open posting permissions by Onmogeloos on original page Description: Drop On Death causes NPC's to drop their items on death. With HIGGS you can physically pick up items and bring them over your shoulder to store them in your backpack. This mod removes the need to open a menu when killing NPC's which increases immersion. You can choose what actors drop their items using the attached .ini file. Only unequipped items are dropped on death, so NPCs are not stripped naked. You can grab these equipped items off a corpse with HIGGS. Also don't worry about lag, as the mod supports multiple despawning modes and conditions. At last there are also advanced options that can help you clean scripts in case of bugs. Since it's my first mod, problems might occur. I appreciate any feedback. Requirements: - SKSE - Spell Perk Item Distributor for applying scripts to npcs - PO3's Papyrus Extender for filtering quest items - HIGGS for it's grab/pull events Known Issues: - None currently Future ideas/plans: - Scatter dropped items around corpse Update Manual: From 0.5 to 0.6: 1. Remove the mod and save in a cell without NPC's 2. Download and open FallRimTools 3. Select the new save 4. Remove all unattached scripts and undefined elements 5. Delete under "scripts/" all scripts starting with "onmo" 6. Load up your save with new version loaded Didn't work? Contact me! FAQ: How do I change what actors drop their items on death? Edit /Data/DropOnDeath_DISTR.ini Explanation is on the SPID mod page Help, the mod is not working! Please leave a bug report or contact me Help, a quest objective didn't trigger when it was supposed to! Please leave a bug report or contact me, then temporarily disable the mod and reload a previous save or use console commands to skip the quest stage. Where do I put this in the load order? At least after SkyUI so that the MCM loads in.
    Free
  8. Version 1.0.0

    6 downloads

    THIS IS NOT MY MOD open posting permissions given with original upload Smaller HUD for VR By Billyro Description A simple mod that reduces the size of the HUD elements by about 50%. This includes the compass, health/magicka/stamina bars, enemy healthbars, quest markers, stealth indicator, etc. I also moved the pieces around a bit so that they're less intrusive, but still accessible. This mod does not affect the world map screen, inventory, magic, favourites menu, skills and books. This mod is fully compatible with SkyUI VR. Other HUD mods may not be compatible, I dunno. The following .ini tweak is necessary for the Activation UI element (talk/pick up/open door/etc) and dialogue. Put this inside your SkyrimVR.ini file (Documents\My Games\Skyrim VR); if it doesn't exist, make one. [VRUI] fActivateRolloverWandScale=10.0000 fDialogueMenuScale=22.0000 Installation Manual install: Extract files, copy to your Data folder. Vortex install: Click the Mod Manager Install button, follow Vortex instructions. Permissions Feel free to use, just give due credits.
    Free
  9. Version 1.0.0

    10 downloads

    THIS IS NOT MY MOD ! open permissions given with original posting by AshAuryn Fix for an issue that appears in Skyrim VR for users of the Unofficial Skyrim Special Edition Patch. Issue causes Dwarven Ballistas in the Dragonborn DLC of SkyrimVR to appear grey and textureless. This mod adds the correct mesh and the missing textures. Place below USSEP in load order. If you still have issues, place at the bottom of the load order. Should be compatible with all mods. No scripts, just mesh and textures. NOT SSE COMPATIBLE
    Free
  10. Version 1.0.0

    36 downloads

    an outdated USSEP for SKSEVR compatibility .
    Free
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