Releases: letmein-vr/CRONOS_UEVR
Releases · letmein-vr/CRONOS_UEVR
Release list
Cronos UEVR 1.2
⚠️ LATEST UEVR NIGHTLY REQUIRED🛑 ROOMSCALE NOT SUPPORTED / PHYSICAL TURNING NOT SUPPORTED
- Wall walking switches to native third person view, Uobjecthook disabled
Cronos UEVR 1.1
Cronos: The New Dawn UEVR 1.1
⚠️ LATEST UEVR NIGHTLY REQUIRED🛑 ROOMSCALE NOT SUPPORTED / PHYSICAL TURNING NOT SUPPORTED
- AFW and Native Stereo (w/Fix) both now fixed for flashlight visibility & gesture, plus 2-handing weapons
- Recommend switching render methods in Pause Menu
Cronos UEVR 1.0
Cronos: The New Dawn UEVR 1.0
⚠️ LATEST UEVR NIGHTLY REQUIRED🛑 ROOMSCALE NOT SUPPORTED / PHYSICAL TURNING NOT SUPPORTED
Credits
- Praydog: For creating UEVR and making these mods possible
- jbusfield: For the incredible helper libs framework (https://github.com/jbusfield/uevrlib)
- DJ: For creating the weapon trace for this game, and the visible crosshair code
- Keyser-Soze: For finding some of the original meshes to hook, and for all the testing help!
Features
- 🥽 Full 1st Person 6DOF: Complete 6DOF motion control support.
- 🖐️ VR Hands: VR rendered hands and arms with grip animations for equipped weapons, attached to left and right motion controllers.
- 🔫 6DOF Weapons: The Traveler's current weapon is tracked and attached to the right controller, with VR hands following accordingly.
- 🤲 2-Handing Weapons: Hold the Left Hand to the weapon barrel or handle and hold down Left Grip to 2-hand weapons! Toggle this on or off in the Cronos VR config menu.
- 🔦 Flashlight Toggle: Hold your right hand to the back of the flashlight on your left arm, and press right grip to toggle the light on/off. This overrides the game's logic for this.
- 👊 Punch Melee: Punch forward with your right controller to trigger the punch melee attack.
- 🖥️ UI HUD Follow Mode: UI HUD follows HMD (head).
- 🎯 HUD / Interaction Prompts: Use right stick up/down to move HUD prompts to interact.
- 🎬 Cinematic Handling: Automatic detection of cinematic sequences. Object hooks are disabled and VR aim method switches during cutscenes to preserve the original cinematic presentation, then restores on exit. (Some bugs!)