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v1297 — hotfix: crash after conversations / scripted scenes
Hotfix on v1295. One change: a game crash is fixed.
Fixed: crash a few seconds after some conversations or scripted scenes
The game closed (or froze) about 10–15 seconds after talking to someone or after a scripted scene, always at the same spot (seen in the Dust District). Crash reports name Dishonored2.exe+0xcaf005.
Cause: when the scene ends, the game switches ragdolls and cut-off limbs back to physics. For one whose physics bodies had already been removed, the game picked body 0 instead — Havok's fixed world body, which has no motion data — and Havok crashed on a null pointer.
Fix: the mod now refuses that request (no motion change for the world body or an invalid body). Nothing that can actually move is affected.
Everything else is unchanged from v1295. Update from the launcher's Updates page, or download DishonoredVRLauncher.exe below.
v1295: performance mode with weapons, ammunition per weapon
Performance mode no longer loses frame rate when you hold weapons, each crossbow and pistol keeps the ammunition you chose for it, and a held weapon moves calmly against walls and corners.
Download DishonoredVRLauncher.exe and run it. If you already have the launcher, use its Updates page.
What changed since v1276
- Performance mode with weapons: holding a weapon no longer costs frame rate; a second (dual-wield) weapon no longer breaks up in the rebuilt eye; the loaded bolt and upgrade parts stay on the weapon.
- Ammunition belongs to the weapon: choosing a bolt with one hand changes only that hand's crossbow; a weapon keeps its type through a toss, a catch and a change of hands; picking up bolts does not change what is loaded.
- Hands and items: only a power moves to the other hand (the Timepiece no longer jumps); a held weapon pressed into a wall, edge or corner follows the hand smoothly; hounds can be picked up and carried.
- Timepiece: in normal stereo the lens no longer drops to a flat image while you move.
Headset-tested by the author up to v1291 (frame rate with weapons in performance mode, ammunition per weapon, weapon parts placed in the hand). The last warp change for weapon parts, the hound carry and the Timepiece stereo change were checked in simulation or offline only. Performance mode is still experimental.
Full notes: docs/VR-v1295-RELEASE.md
v1276: the Timepiece in VR, held props stay in the hand
VR v1276 (release, 2026-11-13)
The Timepiece works in VR, things you hold stay in your hand while you walk and run, and performance mode is now a main
launcher setting. Headset-tested by the author on v1276: the Timepiece display and held props. Everything else in this list was
built and checked between v1132 and v1276;
1. The Timepiece (A Crack in the Slab)
| change | what you see |
|---|---|
| Raising the Timepiece no longer breaks the eye pair (v1244-v1248) | no black screen and no flat panel in Stilton's manor |
| The lens is drawn once for each eye, from that eye's own position, with its own shadows (v1257) | the other timeline through the glass has real depth and is lit like the rest of the scene |
| The lens keeps following you while you turn and walk (v1269-v1273) | the picture in the glass no longer drops back to a flat image when you move |
| The device sits on the left grip like the other left-hand items: each squeeze unfolds or folds it; the left trigger is the time shift (v1252-v1254) | |
| Something held in the other hand is drawn in both eyes while the device is open (v1259) |
While the device is raised the game renders the other timeline twice, so the frame rate is lower than with it folded.
2. Things you hold stay in your hand
| change | what you see |
|---|---|
| The game itself now draws a held prop at the pose of the hand you see, carried by your own movement every frame (v1258-v1274) | an ash tray, bottle or book no longer flickers between two positions; it stays put while you walk, run, start, stop and turn |
| Severed limbs go through the same path (v1266-v1274) | a held arm, leg or head stays in the hand on the move |
| Held props have their shadow placed with them (v1236-v1239) | |
| A helmet on a carried head moves with the head (v1237) |
3. Performance mode (experimental)
Performance mode draws one eye per frame and rebuilds the other from the previous frame. It is now on the launcher's main
settings page instead of the Features list, marked experimental: some visual artifacts may appear, mostly around moving hands and
objects.
| change | what you see |
|---|---|
| Moving objects, hands, arms and held items are re-projected from the game's own motion instead of being left where they were (v1150-v1216) | far less doubling on things that move |
| Camera cuts and teleports are rebuilt from the fresh eye (v1170-v1172) | no frame of the old place after a blink |
| The bright band on the right and bottom edge is gone (v1168-v1174) | |
| The spyglass scope holds full two-eye frames (v1222) | |
| The selected anti-aliasing (FSR, DLSS, game TAA) keeps working per eye |
4. Bodies, takedowns and prompts
| change | what you see |
|---|---|
| Grip picks up any body the hand is on, from 28 cm, also with a gun drawn; loot is on the trigger (v1141-v1147) | bodies are easier to grab |
| An unlooted body on the shoulder is looted, then carried (v1142) | |
| Kill and choke offers are held for half a second and their art stays through gaps (v1141-v1146, v1233) | steadier takedown prompts |
| A held or re-pressed grip takes the game's choke in combat (v1232-v1235) | |
| The carry prompt is offered while the hand is on a downed body, with its own picture per kind (v1228-v1242) |
5. Smaller things
- The weapon wheel has no black frame, only the ring (v1144, v1145).
- The moon in the tutorial is round (v1141).
- Tracked arms hold their last pose after a hitch instead of showing a frame of the game's own arm pose (v1213, v1214).
- Arms no longer slip against the body on a stick turn (v1247).
- A gun caught while the game is still putting it away stays the same gun (v1224, v1225).
- A copied upgrade that cannot be attached is rolled back instead of crashing (v1145).
Kill switches
Empty files in %LOCALAPPDATA%\DishonoredVR\build:
| file | effect |
|---|---|
legacy-held-render-goal |
held props and limbs as in v1256 |
lens-mono |
one lens image for both eyes (v1256) |
lens-shared-shadows |
lens shadows as in v1256 |
lens-follow-prepared |
the older test for whether the lens follows you |
no-lens-isolation |
lens draws handled as in v1257 |
no-afw2 |
the older performance-mode warp |
Known issues
- Crossbow bolt type can be wrong: after picking a weapon up from the floor or tossing a weapon from hand to hand, the
selected bolt type may not be the one you chose. - Performance mode is experimental: expect some artifacts around moving hands and objects.
- Two-handed holds and carried bodies do not use the new held-prop path yet and can trail the hands while you move.
- The Timepiece costs frame rate while it is raised (two extra views of the other timeline).
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range. Outside
the tutorial the crossbow aims normally. - Exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless, saves are written first).
Includes v1132 (PSVR2 Sense, Index and Vive controllers) and everything before it.
v1132: PSVR2, Index and Vive controllers
VR v1132 (release, 2026-11-10)
Controllers work on PlayStation VR2 Sense, Valve Index and HTC Vive wands through SteamVR.
Controller bindings
| change | what you see |
|---|---|
The mod suggested bindings only for Oculus Touch. SteamVR binds a controller only to a profile the game suggested, and it presents PSVR2 Sense (and Index, and WMR controllers under SteamVR) as Index or Vive controllers, so those players had no hands and no input. The mod now also suggests the same actions for valve/index_controller and htc/vive_controller; Touch is unchanged |
hands, sticks, triggers, grips and buttons respond on PSVR2 Sense, Index and Vive; before, the game ignored the controllers |
Button mapping on the new profiles: on Index-style controllers (PSVR2 Sense under SteamVR) left B opens the pause menu, since
Index has no menu button. On Vive wands the trackpad is the stick, right menu is A, left menu is the pause menu, and there is no B/Y.
Not headset-tested on PSVR2 yet. If controllers still do nothing, turn on "Save diagnostic logs" in the launcher and share
xr-live-status.json from %LOCALAPPDATA%\DishonoredVR\artifacts.
Includes v1130 (weapon wheel on high-resolution headsets), v1129, v1127 and v1126.
Known issues
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range. Outside the
tutorial the crossbow aims normally. - As v1123: exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless, saves are written first).
v1130: weapon wheel on high-resolution headsets
VR v1130 (release, 2026-11-10)
The weapon wheel selects with dual wield on high-resolution headsets (Pimax Crystal / Crystal Light and others).
Weapon wheel and menu pointer
| change | what you see |
|---|---|
| The mod passed the hand pointer to the game's menus only when the game rendered at most 4096 pixels per side. Headsets that ask for a larger eye image (a Pimax Crystal at 100% asks for about 4312x5104) silently lost the pointer, with no log line. The limit is now 16384 (the D3D11 maximum) | with dual wield, pointing at a wheel item moves the highlight and the trigger equips it; before, the highlight stayed on one item and every choice re-equipped it. Laser pointing in menus works on these headsets too |
Not headset-tested on a Pimax yet. If the wheel still freezes, turn on "Save diagnostic logs" in the launcher and share
dual-wield-events.jsonl (its wheel_pointer lines) and xr-live-status.json from %LOCALAPPDATA%\DishonoredVR\artifacts.
Includes v1129 (wheel pointer no longer turns itself off), v1127 (parry) and v1126 (tutorial fixes).
Known issues
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range. Outside the
tutorial the crossbow aims normally. - As v1123: exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless, saves are written first).
v1129 - weapon wheel selects again
The weapon wheel selects again with dual wield. Update from the launcher's Updates page (Update now), or download DishonoredVRLauncher.exe and run it. The README has the setup, controls and troubleshooting.
Weapon wheel
- Frozen highlight fixed: with dual wield, pointing at an item moves the wheel highlight and the trigger equips it again, also late in a long session. Before, the wheel could stay stuck on one item for the rest of the session.
- With Save diagnostic logs on,
dual-wield-events.jsonlgets onewheel_pointerline per wheel opening, so a frozen wheel can be traced from a single log.
Includes v1127 (parry by a quick push of the sword) and v1126 (tutorial fixes).
Known issues
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range, and bolts and the crosshair stop on it. Outside the tutorial the crossbow aims normally.
- As v1123: exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless; saves are written first).
v1127 - parry by a quick push of the sword
Parrying works. Update from the launcher's Updates page (Update now), or download DishonoredVRLauncher.exe and run it. The README has the setup, controls and troubleshooting.
Combat
- Parry: while you block (sword held in front), push the sword quickly into the enemy's swing. The mod gives the game the fresh Block press a parry needs, so the enemy is knocked off balance. Holding still is still a plain block.
- A swing straight out of a parry still lands.
Includes v1126: the tutorial can be finished (sword draw in the combat lesson, no vanishing sword, hold the right stick down to dive).
Known issues
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range, and bolts and the crosshair stop on it. Outside the tutorial the crossbow aims normally.
- As v1123: exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless; saves are written first).
v1126 - tutorial playable: sword draw, swim dive
The game's tutorial can now be finished in VR. Update from the launcher's Updates page (Update now), or download DishonoredVRLauncher.exe and run it. The README has the setup, controls and troubleshooting.
Fixes
- Tutorial combat: the sword can be drawn from the shoulder. The tutorial hands you a fresh sword when the combat lesson starts, and the mod used to refuse it.
- A grabbed sword no longer drops out of the hand and vanishes. Block now waits until the sword is really in the hand.
- Swimming: hold the right stick down to dive (it was a short crouch tap), push it up to rise. On land crouch works as before.
Known issues
- Parrying is hard. A parry is a fresh Block press just as the enemy swings, but Block is held the whole time the sword is in front of you, so the tutorial's parry step takes several tries.
- Crossbow aim in the tutorial's firing range looks wrong: the tutorial puts an invisible wall in front of the range, and bolts and the crosshair stop on it. Outside the tutorial the crossbow aims normally.
- As v1123: exiting to desktop ends in a fault inside the Virtual Desktop OpenXR runtime's teardown (harmless; saves are written first).
v1123.3 - launcher: versions in the window title
A launcher update on the same v1123 mod. On v1123.2, open Updates in the launcher and press Update now; older launchers: download DishonoredVRLauncher.exe and run it. The README has the setup, controls and troubleshooting.
Launcher
- The window title shows the launcher release and the mod version, for example
Dishonored 2 VR Launcher (launcher v1123.3, mod v1123). Include it in bug reports.
Known issues
As v1123.1.
v1123.2 - launcher: Updates page with one-click update
A launcher update on the same v1123 mod. Download DishonoredVRLauncher.exe and run it; it replaces the old launcher. The README has the setup, controls and troubleshooting.
Updates page
- New Updates entry in the launcher menu: shows the latest release and its notes, with Open release page and Update now.
- Update now downloads the new launcher, checks it against the sha256 in the release's
release.json, replaces the running launcher and restarts it. Your settings, features and imported game art are kept. - The launcher checks for a new release when it starts; the menu entry reads New update when there is one.
- This is the last update you install by hand: from this version on, updates are one click.
Known issues
As v1123.1.