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Avowed UEVR 1.0.1

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@letmein-vr letmein-vr released this 29 Oct 20:40

Avowed UEVR 1.0.1

  • Height adjusted to game eye height

⚠️ Requirements

  • This mod requires my custom UEVR build that can be downloaded below.

Avowed UEVR 1.0

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@letmein-vr letmein-vr released this 29 Oct 11:00
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Avowed UEVR 1.0

This mod is built on jbusfield's original Avowed UEVR mod: https://github.com/jbusfield/AV_UEVR. All credit for the foundation goes to jbusfield. This release extends it with full-arm IK, physical melee, gestures and a long list of fixes.

⚠️ Requirements

This mod requires my custom UEVR build.

Both files are attached to this release:

  • UEVR build (ZIP): the custom UEVR injector/backend. It includes the fixes needed for the latest Avowed patch.
  • Avowed profile (ZIP): the mod itself (scripts, data and plugins).

Features

Hands & Arms

  • Two hand modes, switchable live (Avowed Config → Options → Hands Mode):
    • Hands: VR hands built from your character's own gloves and sleeves.
    • IK Arms: full arms driven by inverse kinematics, from shoulder to hand.
  • Your outfit carries over: changing gloves or chest armour rebuilds the hands/arms automatically.
  • Finger posing from trigger/grip, plus per-weapon grip poses.
  • Weapons and shields are locked to your hands in both modes, with no lag behind the IK hands.
  • Hands/arms hide automatically when swimming, climbing ladders, and during scripted animations.

Weapons

  • Weapons, shields and grimoires sit in your hands with tuned per-weapon offsets.
  • Bows are held in the left hand; spells/grimoire effects follow the casting hand.
  • Aiming follows the hand you're using: right hand by default, left hand for bows and left-hand actions.
  • 3D weapon reticule: pure white, with a Reticule Brightness slider (1–100).
  • Holstered weapons from your inactive loadout are hidden in first person, so they no longer float in front of you.

Melee (two modes, switchable live)

  • Swing mode: swing the controller to attack.
    • A fast swing performs a strong (charged) attack.
    • Left, right and downward swings attack; upward swings are ignored.
    • Defaults to the classic fast attack speed (×10) with the attack lunge enabled.
  • Physical mode: your weapon has to actually touch the target.
    • Hits enemies and breakables (crates, webs, walls); companions are never hit.
    • The hit is aimed at the exact point your weapon touched, low crates on the floor included.
    • Hand speed decides a normal or strong attack, with haptic feedback on contact.
    • Tunable: Hit Forgiveness, Strike Delay, re-hit timing, aim hold time and target scan range.
  • Each mode has its own attack speed and attack lunge (dash to target) settings.
  • The left hand can always swing to attack.
  • Strong-attack tuning: speed threshold, speed ceiling and hold duration.

Shield

  • Block gesture: raise your shield close to your face to block.
  • The shield shrinks while blocking so it doesn't fill your view (distance and size are configurable).

Gestures

  • Inventory gesture: put your left hand on your left shoulder and squeeze the left grip to open the inventory, with a haptic buzz to confirm. It's more reliable than long-pressing the menu button. Zone size and position are adjustable.

Animations & Scripted Moments

  • Doors, levers, containers, ladders and similar animations no longer fight the VR camera; input pauses briefly to prevent flicker.
  • Per-animation rules: weapons can be returned to the character for an animation and put back in your hands afterwards, and either hand's weapon can be hidden during specific animations.

Body & Movement

  • Roomscale movement: your character follows you as you walk around your play space.
  • Body rotation follows your head.
  • Full Body Mode (experimental): uses the game's third-person body.
  • Ladder handling for both first-person and full-body modes.

UI & Visuals

  • The game's UI is shown in VR, with a clean black background during loading screens.
  • Lumen toggle for performance.

Quality of Life

  • All settings are saved and restored correctly on every launch and script reset.
  • Developer/tuning panels are hidden for a clean menu.

Credits

  • jbusfield: original Avowed UEVR mod and the uevrlib framework this is built on: https://github.com/jbusfield/AV_UEVR
  • markmon: melee attack speed tweak and the Lumen toggle.
  • praydog and the UEVR team: UEVR.