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MEVR 0.2.0

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@dnehring dnehring released this 10 Nov 12:27

MEVR 0.2.0: Mass Effect 1 in VR

VR for Mass Effect 1, Legendary Edition on PC, played with motion controllers. Built on Halcyon's MassEffect1-VR
renderer. LE1 only.

Install

  1. Download MEVR-0.2.0.zip below and unzip it anywhere. Keep the payload folder next to MEVR-Setup.exe.
  2. Start the game once and quit, so it creates its settings file.
  3. Start your VR runtime (SteamVR, the Meta app or Virtual Desktop), then run MEVR-Setup.exe and press Install.
  4. Press Launch. In the game, hold both thumbsticks (or press \) to open the VR menu.

Needs MassEffect1.exe 2.0.0.48602 (Steam or the EA app, up to date). The zip's README.md has the details: what
Install changes, optional texture packs, uninstalling.

What's new

  • One VR mode: life-size stereo in first person. Advanced no longer offers the original MELE-VR renderer's choices
    (Mono and Depth modes, hand-set eye distance, convergence and eye swap, third person, lean, the field of view fill,
    fixed render sizes, the classic menu). An old MELEVR.ini that still sets them is ignored at launch, and the game
    log lists what was put back. Reset VR settings now returns to these standard settings, not the original mod's.

  • Reachable seated holsters. Seated play raises and moves the hip grab zones forward over the thighs, with larger
    zones and independently adjustable shoulder/chest reach points. Standing placement is unchanged. The native weapon
    wheel can draw while seated as a button alternative; [Holsters] seatedWeaponWheel = 0 disables that fallback.

  • Shepard's size is right from the first frame. The mod remembers Shepard's standing height for each body model, so
    after a load your calibrated size applies at once instead of after standing holstered for a second and a slow resize.

  • Update directly from Setup. Welcome > Updates can download, verify and install a newer release without opening
    a browser. It waits for the game to close and preserves game settings, VR profiles and calibration. Older installers
    need one manual upgrade to gain this feature.

  • Powers: the target on your gun only when it would work. Overkill's target shows on the assault rifle only (Marksman
    the pistol, Carnage the shotgun, Assassination the sniper rifle), and no gesture target shows while the power cools down
    or while your left hand holds the gun.
    The power wheel's last tile, No power, puts your powers away until you pick one again.

  • Omni-tool: the rail of the game's screens now stands to the right of a wrist screen, where your right hand reaches
    it, and slides out of the screen's edge after the screen unfolds. While a wrist screen is up, the rail, the screens and
    the hacking puzzle's d-pad answer Shepard's own fingertip. The gauntlet comes on like a light, dim to full.

  • Weapons after a crouch: with a gun drawn, the weapons no longer stay low after you crouch and stand up again.

  • Galaxy map and landing: the map stays on the CIC table through travel, movies and radio calls, its planet buttons
    and travel question answer the pointer, and a new planet's party screen opens in the room you land in.

  • Smoother start and play: the game no longer resets its graphics four times while starting, each a stall; motion
    blur stays off; the right eye keeps the game's anti-aliasing; a first Automatic install starts at a lower resolution.

  • Squad voice orders: a weapon named with an order is equipped first ("sniper, take the ones on the bridge"), and the
    recognizer's past tenses and fillers ("switched to", "took them out", "yeah") no longer stop an order.

Problems?

  • The troubleshooting guide covers the common ones.
  • MEVR Setup's Report a problem saves a zip with the logs on your Desktop (nothing is uploaded); attach it to a
    bug report.
  • The binaries aren't code-signed: Windows SmartScreen may ask before MEVR Setup runs ("More info", then "Run anyway").

Files

File What it is SHA-256
MEVR-0.2.0.zip The release: MEVR Setup and the mod 2acef1a63d64a8a7a84b3e6edf9f1e6f7994ca9c3836a767f5211c21146e056c
MEVR-0.2.0-symbols.zip Debug symbols for crash reports (not needed to play) 27fb3b7fe2f8efd1c1a1d9d68d9473d5857f7e221a1c6b021e72552db9f2c600

Built from commit 6bb322770a (tag v0.2.0). Source code: https://github.com/dnehring/MEVR, GPL-3.0. Fan
project, not affiliated with or endorsed by EA or BioWare.

MEVR 0.1.1

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@dnehring dnehring released this 08 Nov 05:41

MEVR 0.1.1: Mass Effect 1 in VR

VR for Mass Effect 1, Legendary Edition on PC, played with motion controllers. Built on Halcyon's MassEffect1-VR
renderer. LE1 only.

Install

  1. Download MEVR-0.1.1.zip below and unzip it anywhere. Keep the payload folder next to MEVR-Setup.exe.
  2. Start the game once and quit, so it creates its settings file.
  3. Start your VR runtime (SteamVR, the Meta app or Virtual Desktop), then run MEVR-Setup.exe and press Install.
  4. Press Launch. In the game, hold both thumbsticks (or press \) to open the VR menu.

Needs MassEffect1.exe 2.0.0.48602 (Steam or the EA app, up to date). The zip's README.md has the details: what
Install changes, optional texture packs, uninstalling.

What's new

  • Seated play. Choose I play seated at the calibration's height or crouch step, or later in Body & calibration >
    Play position
    . Lowering your head never crouches Shepard (the left stick click still does), Shepard keeps his standing
    height with your head movement on top, and the holsters and grenade slot are measured from your head. Saved for each
    controller type.
  • Your height without the crouch-and-recenter trick. The floor lock is on again: the view sits at your real eye height
    above Shepard's floor, and the omni-tool's screens (Computer and the rest) no longer lift the arms above where they are
    on foot.
  • Arms no longer vanish when you hold them out and turn with the stick: Shepard's body is no longer culled by a box
    that only covered his torso.
  • Galaxy map: the system and cluster names sit on their stars and stay there when you move your head (they were
    projected through the headset's wider field of view), they no longer flicker, and leaving the map no longer stutters.
  • Omni-tool: the rail closes by itself when you load a save, a cutscene or conversation starts, or you get in the Mako.
  • Smoother on Virtual Desktop: less work on the render thread on a timer (a player saw a judder every 10 seconds),
    and the automatic frame-rate recovery stays off on Virtual Desktop's own runtime.
  • Updating keeps your settings: installing a new version over an old one no longer resets your render resolution
    and the other game settings.
  • Launch: if Windows refuses to start Steam (for example Steam set to run as administrator), Setup tries the other ways
    and says what failed; each attempt goes into problem reports. You can always start the game from Steam's library.
  • Fixes from a code review: a power push started at your chest now casts once your arm is out; sprinting through a level
    change could touch a destroyed Shepard; the voice talk key survives a recognizer restart and the key picker works with
    the menu open; the controller guide follows your power-wheel settings.

Problems?

  • The troubleshooting guide covers the common ones.
  • MEVR Setup's Report a problem saves a zip with the logs on your Desktop (nothing is uploaded); attach it to a
    bug report.
  • The binaries aren't code-signed: Windows SmartScreen may ask before MEVR Setup runs ("More info", then "Run anyway").

Files

File What it is SHA-256
MEVR-0.1.1.zip The release: MEVR Setup and the mod 17fc7b8c1612131ac61f400a75d48026a3df2150f4f190e2afc77c90426c87c8
MEVR-0.1.1-symbols.zip Debug symbols for crash reports (not needed to play) 0d4d213396ea7ba36420d95049a578d71a7d4d6831b5b68d8d5c208431dc9f58

Built from commit b9492d8725 (tag v0.1.1). Source code: https://github.com/dnehring/MEVR, GPL-3.0. Fan
project, not affiliated with or endorsed by EA or BioWare.

MEVR 0.1.0

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@dnehring dnehring released this 07 Nov 12:23

MEVR 0.1.0: Mass Effect 1 in VR

VR for Mass Effect 1, Legendary Edition on PC, played with motion controllers. Built on Halcyon's MassEffect1-VR
renderer. LE1 only.

Install

  1. Download MEVR-0.1.0.zip below and unzip it anywhere. Keep the payload folder next to MEVR-Setup.exe.
  2. Start the game once and quit, so it creates its settings file.
  3. Start your VR runtime (SteamVR, the Meta app or Virtual Desktop), then run MEVR-Setup.exe and press Install.
  4. Press Launch. In the game, hold both thumbsticks (or press \) to open the VR menu.

Needs MassEffect1.exe 2.0.0.48602 (Steam or the EA app, up to date). The zip's README.md has the details: what
Install changes, optional texture packs, uninstalling.

What's new

  • Fixed a Quest over Link dropping to half rate after a level load and staying there: after a load the game rendered both
    eyes in full for about 11 s before going back to one render a frame, which the headset's compositor answered with half
    rate. It now goes back within about half a second. A detector logs the stuck state and asks the runtime to recover.
    The optional full OpenXR frame order ([Performance] frameLoop = full) is there for testing.

  • Display: SteamVR players can turn motion smoothing off for the Steam version of this game, or return it to SteamVR's global setting, through MEVR Setup. No change until requested.

  • Galaxy map: opening it at the CIC's console no longer closes it at once; the game's own projector hologram shows on
    approach, and the open map lies where that hologram is, at 0.7 of its size ([Galaxy] windowScale).

  • Omni-tool rail openings reserve world UI before the game's opening call, preventing the intervening flat-menu decision.
    Rail Equipment and its related panels use the wrist even when a nearby useable was recently selected; use-opened screens keep their anchors.

  • Optional conversation walking prototype: in First person conversations, worldWalk = 1 requests an AI walk (slide fallback),
    or 2 slides NPCs toward lasting stage marks after a wait. Off by default (0); not yet checked in the game.

  • Hide the game's centre reticle throughout VR gameplay with the hand reticle on, including holstered weapons and Mako controls; park the cockpit's orange aim marker on exit and refresh its eye-hidden ownership on possession changes. Native sniper scope and non-gameplay screens keep their presentation; mevr reticles diagnoses both reticle paths.

  • First-person eye height follows your real floor height, through recentering, drawing weapons and crouching. Physical crouch
    lowers the view once; button crouch keeps its game effect while your real head controls the camera. Automatic body sizing
    uses a fixed standing reference. Off by default in this release (with it on, the arms sit too high in the omni-tool's
    screens); file setting [Body] floorLock = 1 turns it on.

  • Fixed X throwing a grenade while selecting powers: on foot with the hand power wheel on, taps and holds of X only
    use that wheel. Grenades: grab one at the left of your chest with either hand (the left while the right holds the gun) and throw; release slowly to put it back.
    An old grenadeButton = 1 and the old right-hand-only grenades move once; X keeps its game meaning in the Mako, menus and conversations.

  • Powers on yourself now show where to touch and a ring while you hold: gun powers such as Overkill use the gun's top.
    A flash, the power's name and a pulse in both hands confirm a cast; a red message explains a cooldown, unavailable power
    or holstered weapon.

The first public release, a development preview: Mass Effect 1 (Legendary Edition) in VR, played with motion
controllers. Built on Halcyon's MassEffect1-VR renderer, with our hands, body and menus on top. LE1 only; Mass Effect 2
and 3 come later. Much of it has been tried in a headset only a few times so far: reports are very welcome.

Seeing the game

  • Stereo 3D and head tracking (6DOF) in first person, at life size: each eye is rendered from where it really is, and
    your steps, leans and crouches move you one to one.
  • Conversations and cutscenes on a large 3D cinema screen (16:9, 2.9 m wide at 3.5 m) at your headset's full frame rate.
    It stays where the scene began when you lean or look around, stands over a dim floor with a horizon behind it, and the
    switch to it and back dips from black. Or play them in VR, or on a flat screen: Comfort > Conversations and cutscenes.
  • Motion blur stays off (in VR it smears each eye its own way), after level loads and cutscenes too.
  • The HUD on a panel that follows your body; your health and shields on your left wrist, your weapon's heat and
    grenades on the gun.
  • The game's own screens (shop, loot, journal, codex, map) as panels in the room, used with a laser pointer.
  • Your omni-tool: tap your left wrist with your right index finger and a menu of the game's screens (squad, equipment, map,
    journal, codex, the mission computer) appears on your wrist; touch one and it's projected from your wrist, the menu
    beside it to switch. The hacking screen comes from the omni-tool too.
  • The galaxy map as a hologram on the Normandy.
  • Colour presets per headset (brightness, contrast, saturation), and a render resolution sized to your headset: 85% of
    its eye size, sharpened back up by FSR 1, for frame rate. When MEVR Setup can't tell your headset's size yet, the first
    VR start sets it for the launches after it.
  • Each frame renders the scene once and builds the second eye from it, about a fifth less work per frame than two full
    renders.

Performance

  • A Performance setting on the menu's Display page: Quality, Balanced (the standard) and Performance. Each sets the
    render resolution, FSR and the settings that decide the frame rate together; the line under it says what it trades. Change
    one of those settings yourself and it shows Custom. Everything applies at once except the render resolution, which
    applies after a restart (the row says when one is waiting).
  • The individual settings are in Advanced > Performance: small-object culling, grass distance, dynamic shadows, ambient
    occlusion and FSR sharpness, with the original fixed render sizes (2048 to 6144 wide).

Your squad

  • Point and order: squeeze the left grip away from the gun, point at an enemy, a spot or a squadmate, let go: attack, move
    there, or regroup. Pointing at a squadmate as you squeeze orders them alone. Your squad answers with the game's own
    lines.
  • Send them somewhere: hold B and an arc leaves your right hand like a thrown ball; let go and your squad goes where
    it lands and holds that spot. With two squadmates, a small wheel at your right hand picks who goes (move your hand
    toward one, or up for both). Double-tap B to call everyone back.
  • Say it: hold the left grip at your left ear, speak ("Garrus, take out those troopers on the bridge", "Wrex, hold the
    line", "Liara, lift the big one", "everyone on me", "get behind that crate"), let go. Call them by first name, surname,
    short form or rank ("Vakarian", "Ash", "Chief", "Alenko"), or "everyone". Recognized on your own machine, nothing leaves it; no
    microphone, no voice, the rest of the mod is unchanged. Needs the speech recognizer: MEVR Setup's Optional content
    page downloads it (about 70 MB from Moonshine Voice's GitHub release and Hugging Face, each file checked against its
    SHA-256; Remove and Uninstall take it out again). A line the rules can't place ("Ash, the thresher maw is yours") goes to
    a small language model trained for the squad (also on your machine, under a second): the same page's model tier adds it
    (llama.cpp and the model, about 665 MB). Until the model's own release is published, the setup installs the recognizer
    alone and the orders run on the built-in rules.
  • The menu's Voice page: pick your microphone by name, watch its input level move as you speak, see whether the
    recognizer is ready, choose its size, the radio hum's strength and a keyboard key to hold for talking.

Your hands

  • You aim with the controller, not your head. Your arms, hands and fingers follow the controllers; the gun is in
    your hand.
  • Only reaching a holster draws your weapon: the trigger, melee, grenade and holster buttons no longer pull it out
    when it's away (medi-gel and powers still do, they need it).
  • On Quest (Touch) and Index controllers your fingers follow the touch sensors too: lift your finger off the trigger
    to point, lift your thumb off the stick for a thumbs-up, and keep your finger off the trigger along the gun's frame.
  • Hold a rifle with both hands: the left hand grabs the foregrip.
  • Red dots and holo sights on the guns, and a real zoomed scope on the sniper rifle when you bring it to your eye.
  • The gun kicks in your hand when you fire, muzzle up and back, harder for a shotgun or a sniper rifle and less with
    both hands on it; your view never kicks, and your aim and the shots stay where you point (Controls > Weapon drawn).
  • Body holsters: the pistol at your right hip, the shotgun at your left, the rifles over your shoulders. Reach there
    and squeeze the grip to draw; let go there to put the gun away.
  • Throw real grenades (take one from your chest), strike in melee with a fast swing, and vent an overheated gun by
    racking it with your left hand.
  • When you rack a hot gun, a part of the gun itself (the pistol's slide, the assault rifle's receiver cover) moves
    back with your hand and snaps forward when you let go. Guns without such a part (the sniper rifles so far) stay
    still.
  • Give your squad weapons from the game's weapon wheel at your left hand: pull the left trigger, point at a squadmate,
    let go.
  • Use doors, lockers and people by looking at them and pressing A; the prompt appears at the object.
  • Your powers on a wheel at your left hand: hold X and it opens around your palm with your biotic, tech and com...
Read more

Voice order model 1

Voice order model 1 Pre-release
Pre-release

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@dnehring dnehring released this 07 Nov 07:17

The squad order model for MEVR's voice orders (Mass Effect Legendary Edition in VR, LE1).

What it is. A LoRA fine-tune of Qwen3-0.6B (Apache 2.0) on 20,000 synthetic spoken squad orders, exported as a q8_0 GGUF for llama.cpp. Given a transcript and a short block describing the scene (the party, enemy groups, cover), it answers with one order line such as G|-|-|attack|E1, decoded under a grammar so only valid lines come out. The mod asks it only when its built-in rules are not sure about a phrase; the rules handle the rest.

How it is installed. MEVR Setup's Optional content page downloads this asset into ASI\voice\llm\model.gguf and checks the download against the size and SHA-256 GitHub lists for it. Nothing is needed from you beyond that page.

This file. model.gguf, 639,446,880 bytes, SHA-256 7452847f4326b91b58de9d5503524678972fecdf8da9189eea663bf1331e108b. Run 1 of the pipeline in tools/voice-model (research/54 "The fine-tune"): 939 of 1,000 held-out lines exact; 285 of 300 exact in the game's runtime at 0.62 s median on 4 CPU threads.

This is a pre-release tag for a data asset, not a release of the mod. The mod's releases are the v* tags.