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FNVVR Reborn v0.3.0
Pre-releaseThird public build of FNVVR Reborn: a VR mod for Fallout: New Vegas built into a DXVK fork (32-bit d3d9.dll), for Proton on Linux and Wine/Windows.
What's new since v0.2.0
Image (please test)
- Fixed the "fisheye" some testers saw (Quest 2 over Link, Quest 3): the vertical field of view of the eye image was mixed up, which stretched the picture depending on head pitch.
- Meshes no longer disappear at the sides of your view in dialogues, menus and with the Pip-Boy open.
Settings
- New VR page in Settings (main menu and pause menu): snap or smooth turning, and the smooth turning speed (30 to 360 degrees per second).
- Your choices are saved in
fnvvr/vr_options.ininext tod3d9.dlland overridedxvk.conf.dxvk.confis never rewritten.
Controls
- A short tap of Y opens the wait menu. Holding Y still opens the pause menu.
Pip-Boy
- The arm raise and lower animations are skipped: it opens and closes right away when you look at (or away from) your left forearm.
- Closing it with the gaze no longer reopens it in a loop.
- The button icons are drawn correctly (they showed font fragments before).
Weapon
- The weapon stays drawn: no draw or holster animation delaying your first shot, and holding reload no longer holsters it.
- You can sit down and use furniture with the weapon drawn.
Menus and dialogues
- Arms and weapon are hidden while the lasers point at a menu (except in V.A.T.S.), so they no longer pop up in front of the panel.
- The dialogue panel is placed between your head and the speaker's head, so the face stays visible and a speaker standing behind you no longer leaves the panel behind your back.
If you changed your SteamVR settings because of the fisheye
- Set SteamVR's field of view back to 100 %. Otherwise your workaround hides the fix and you cannot tell whether it worked.
- If a problem remains, play about a minute with it visible, quit the game, and send
FalloutNV_d3d9.logfrom the game folder with your headset, how it is connected, and what exactly looks wrong. Please make sure the log contains theVR: Left eye: raw projection ...,VR: Right eye: raw projection ...andVR: The eye is drawn ...lines.
Many thanks to shirdan87 and rleonar5 for their insights, which led to this fix.
Not done yet
Compass and health bar on the hand, hand-anchored interaction prompt, optics and scopes, culling behind the player, melee, time still stops while the Pip-Boy is open.
Install
See INSTALL.txt in the archive. Short version: copy d3d9.dll, openvr_api.dll (the 32-bit OpenVR library, included), dxvk.conf and fnvvr/ next to FalloutNV.exe, on Linux (Proton) only, set the launch option WINEDLLOVERRIDES="d3d9=n,b" %command% (not needed on Windows), start SteamVR first. If you already have a dxvk.conf, merge the lines.
Tested
Linux, Proton Hotfix, RTX 4070, Meta Quest 2 through Steam Link. Other headsets and bindings are untested; only Touch bindings are shipped. The fisheye fix could not be checked on the affected headsets and is waiting for tester feedback.