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v0.4.0 - Controller hands and motion-sickness fixes
Pre-releaseJensen's hands at your controllers, and the fix for the view motion that made this game hard to play in VR.
This is a fork of farmerarmor/DeusExHRVR, continuing from upstream v0.3.0.
Install
Download DeusExHRVR-hands-2026-10-19.zip, extract it, and from that folder run:
powershell -ExecutionPolicy Bypass -File .\install.ps1 -GameDirectory "<your Deus Ex HR Director's Cut folder>"On a first install it now writes a DeusExHRVR.ini for you, containing the configuration this release was tested with. Previously the mod installed four binaries and no settings, so a fresh install ran with the hands, the comfort options and the motion-sickness fixes all switched off, and you had to know to copy a file to get any of them.
If you already have a DeusExHRVR.ini, the installer leaves it completely alone. Upgrading never changes or even reads your settings.
Steam DXHRDC 2.0.66.0 only. The installer checks the executable's hash and refuses anything else.
Controller hands
With motion controls enabled, Jensen's hands are drawn at your controllers instead of the arms the game animates, and an equipped weapon is carried using the game's own hand-to-weapon relationship.
No calibration is required. The hand position comes from the player model's own skeleton, so there is no gesture to perform, no file to build, and nothing to redo when you change controllers.
The game does not use one player model throughout — a second one, with 162 bones instead of 223, appears from M1 - Searching for Proof onward. Both are supported. If the mod meets a model it does not recognise it does not guess: the hands are not drawn and the weapon is carried at your controller, so the game stays playable, and it retries until a supported model appears.
The view motion fix
The game builds its camera from an animated skeleton, so walking, sprinting and drawing a weapon move the camera. On a monitor that reads as ordinary animation. In a headset it is motion you did not make, and when a save's own look angle is steep the heading extracted from that camera becomes several times more sensitive to small rotations — which shows up as the whole scene swaying as you move.
Three new options take the view from your aiming input instead, upstream of the animation: NativeLookPitchLock, NativeLookHeading and NativeCameraPosition. They are on in the installed configuration.
Also in this release
- Guns no longer vanish when equipped during a level load — from PR #8 by Carnuntum.
- An optional fixed first-person conversation camera, also Carnuntum's, shipped off — see Known limitations.
- The HRDCfix stutter fix (
SleepFix), from HRDCfix by imring, MIT. - Immersive scope on by default, and the left stick click no longer waits 150 ms before registering.
Known limitations
Weapons in third-person views. When the game takes the camera out of Jensen's eyes — cover, ladders and some scripted shots — the hands step aside and Jensen is drawn normally, but an equipped weapon still follows your controller rather than returning to his hand. You will see the gun beside you while his hands are empty, and its angle differs from the one you are used to. Aiming and firing still work. This is known, not a fault in your setup.
The fixed conversation camera ships off. In some conversations the held view ends up at floor height, leaving you looking up from the ground for the whole scene. That has been reproduced and captured, but the cause is not yet understood and no fix has been attempted. With it off, conversations use the game's own camera cuts, which cannot do this. Setting FixedDialogueCamera=1 is at your own risk.
Snap turn is on, and it is a matter of taste. Smooth turning makes many people sick in VR, so snap turn is in the installed configuration — but plenty of people prefer smooth. Set SnapTurn=0 in DeusExHRVR.ini and restart. Nothing else depends on it. The first few snap turns after a fresh install may overshoot while the mod calibrates itself against your mouse sensitivity; it settles within two or three turns.
Tested on one setup: Quest 3 over Virtual Desktop, VDXR runtime, on the Steam Director's Cut build. Other headsets and runtimes are unverified.
Verifying the download
SHA256 0D936D95BBACB7C460B81D17E526544353640F2EBCA91F5C178E06DFE1AC87C0
Credits and licence
DeusExHRVR is by farmerarmor, LGPL 2.1. The gun-visibility fix and the conversation camera are Carnuntum's, from upstream PR farmerarmor#8. The stutter fix is imring's, from HRDCfix, MIT. See THIRD_PARTY_NOTICES.md in the package.