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Releases · letmein-vr/OUTERWORLDS2_UEVR
Outer Worlds 2 UEVR 1.6
Update 1.6
- Scopes: weapons with a magnifying scope now get a PIP scope. It appears when you bring the eyepiece up to your eye and switches off when you lower the gun. The scope view looks straight down the barrel. It follows the sight actually fitted to the weapon: scope mods added at the workbench get a PiP, holographic sights don't. Zoom with the right stick while looking through it.
- Holsters: right grip with your right hand at your right hip, right shoulder, left shoulder or left hip switches to weapon slots 1 / 2 / 3 / 4. Left grip with your left hand in front of your face toggles the flashlight. A short buzz tells you when your hand is in a holster zone. Zones can be moved and resized in the Holsters section.
- IK arms wrist fix: the forearms now turn with your wrists instead of twisting like a candy wrapper (both arms).
- IK two-handing: the right hand now turns with the gun as it pivots between both hands.
- Left-hand gadgets: the Dematerializer spray is now held in your left hand.
- Menus: Native Stereo Fix switches off automatically in the inventory, companion selection, trading and workbench screens (and back on when you close them), and those menus use normal flat controls.
- Cutscenes: IK arms no longer float above you in scripted cutscenes, and the character appearance screen shows your character properly.
IMPORTANT!
- Requires my custom UEVR build (download link below) to run in either Native Stereo or AFW. CheekyDLSS recommended!
Outer Worlds 2 UEVR 1.5
Update 1.5
- Weapon Recoil added: on by default, can be toggled off in Outer Worlds 2 VR menu, as well as tuned.
IMPORTANT!
- requires custom UEVR build (download link below) to run in either Native Stereo or AFW. CheekyDLSS recommended!
Outer Worlds 2 UEVR 1.4
Update
- Stabilized IK hands and attachments so they no longer drift in hand
IMPORTANT!
- requires custom UEVR build (download link below) to run in either Native Stereo or AFW
Outer Worlds 2 UEVR 1.3
Updates
- Added toggle to switch LG and LT (enabled by default)
- Enabled LG to 2-hand weapons by default, but can be toggled to LT
- Interaction reticule/laser added which can be enabled/disabled and customized (visible/hidden): point it at what you want to interact with or pickup and press X!
IMPORTANT!
- requires my custom UEVR build (download link below) to run this profile in either Native Stereo or AFW
- AFW now off by default. Change render method to 3 in config.txt to alter this to AFW.
Outer Worlds 2 UEVR 1.2
Updates
- IK/hands prosthetics added (if you choose a character with a prosthesis, it also works!)
- Reticule option added, enabled by default and includes on/off toggle plus brightness slider
- Interactive animations should now hide IK/hands and let the game's original FP mesh take over
- Updated weapon swaps so they are more instant (new UEVR backend required)
IMPORTANT!
- requires my custom UEVR build (download link below) to run this profile in either Native Stereo or AFW
- AFW on by default. Change render method to 0 in config.txt to alter this to Native Stereo.
Features
Hands and weapons
- Visible VR hands, two ways. A "Hands Mode" panel lets you pick either glove hands, cut down from the game's own arm mesh so they match the suit, or full IK arms that reach from your shoulders to the controllers with elbows solved in between. Switch between them live, no reset. Both appear automatically on every level load.
- Hands follow your outfit. Change suit or armor in the inventory and the hands or arms rebuild themselves with the new model and skin within half a second, and come back already holding your current weapon's grip pose.
- Per-weapon grip poses. The hands wrap around each weapon type correctly, with separate grip and trigger poses for pistol, revolver, SMG, machine pistol, rifle, assault rifle, shock rifle and baton. One pose set drives both glove hands and IK arms.
- Weapon in hand. The equipped weapon is attached to your right controller and aims where you point it, with a per-weapon position and rotation offset. Bullets go where the barrel points via a small native aim-fix plugin.
- Two-handed aiming. On rifles and other long guns, reach your left hand to the fore-grip and hold the left trigger to grab it. The weapon then pivots between both hands. The left hand takes a grip pose captured from the game's own animation for that weapon and holds it for the whole grab, with the left trigger ignored for finger animation while you're gripping. Works in both hand modes; in IK mode the whole left arm is solved onto the fore-grip and follows the gun as it pivots.
- Physical melee. With a melee weapon out, a fast swing left, right or down attacks.
- Reticule. Dynamic reticule which can be toggled on/off and includes a brightness slider.
- Reload fix. Reloads always refill the magazine, which the game otherwise skips in VR.
- Clean weapon swaps. The game's own arm mesh no longer flashes on screen when switching weapons, and weapon mods such as magazines render with their proper textures.
Camera and movement
- Steady camera. Head bob, camera shake, melee camera animations and weapon-kick camera effects are all disabled. The first-person camera is taken off the animated arm socket the game bobs it with, so walking, sprinting and swinging no longer shake the view.
- Correct eye height. The VR camera sits at the character's real eye level rather than the top of the collision capsule.
- Head-directed movement. Push forward and you walk where you're looking. The right stick still turns you. Sprinting runs straight, with no drift.
- Decoupled pitch. Looking up and down does not tilt the game camera, so no motion-sickness pitch coupling.
- Depth-correct weapon rendering. Weapons, mods and hands are moved out of the game's flat foreground pass so they sit at the right depth in stereo, with no black or missing parts.
Interface and comfort
- UI that moves with context. The
- HUD and menus sit at a comfortable distance normally and pull in close during conversations and terminal use, driven by the game's zoom.
- Conversation and cutscene handling. Camera offsets, UI placement and hands adjust automatically in dialogue and cutscenes.
- Controller face-button swap. X and B are swapped on the gamepad mapping for a more natural VR layout.
Controls
| Action | Input |
|---|---|
| Move | Left stick, relative to where you look |
| Turn | Right stick |
| Aim / fire | Point the right controller, right trigger |
| Two-hand a long gun | Bring the left hand to the fore-grip and hold the left trigger |
| Melee attack | Swing the right controller left, right or down with a melee weapon equipped |
| Menus and terminals | Right-hand laser pointer |
Tuning
The overlay shows two panels, both saved automatically:
Outer Worlds 2 VR – all of the mod's own settings, in collapsible sections:
- Hands – glove hands or IK arms.
- Two-Handed Aiming – grab button, radii, fore-grip point and left-hand pose per weapon.
- Physical Melee – swing sensitivity, cooldown, other settings can be adjusted at your own risk.
- Camera Stabilize – individual toggles for head bob, camera shake, camera animations, weapon kick, and the camera-rotation source.
- UI & Conversations – aiming method during conversations, conversation zoom, UI distance and size per situation.
- Reticule
Outer Worlds 2 UEVR 1.1
Updates
- IK/hands now appear quicker on level load
- camera no longer spines on level load
- Main menu now appears correctly with Moonman backdrop
- physical melee completely reworked to be collision overlap / swing speed based
- HMD roomscale rotation fixed
IMPORTANT!
- requires my custom UEVR build (download link below) to run this profile in either Native Stereo or AFW
- D-pad may or may not work with Steam game version
Features
Hands and weapons
- Visible VR hands, two ways. A "Hands Mode" panel lets you pick either glove hands, cut down from the game's own arm mesh so they match the suit, or full IK arms that reach from your shoulders to the controllers with elbows solved in between. Switch between them live, no reset. Both appear automatically on every level load.
- Hands follow your outfit. Change suit or armor in the inventory and the hands or arms rebuild themselves with the new model and skin within half a second, and come back already holding your current weapon's grip pose.
- Per-weapon grip poses. The hands wrap around each weapon type correctly, with separate grip and trigger poses for pistol, revolver, SMG, machine pistol, rifle, assault rifle, shock rifle and baton. One pose set drives both glove hands and IK arms.
- Weapon in hand. The equipped weapon is attached to your right controller and aims where you point it, with a per-weapon position and rotation offset. Bullets go where the barrel points via a small native aim-fix plugin.
- Two-handed aiming. On rifles and other long guns, reach your left hand to the fore-grip and hold the left trigger to grab it. The weapon then pivots between both hands. The left hand takes a grip pose captured from the game's own animation for that weapon and holds it for the whole grab, with the left trigger ignored for finger animation while you're gripping. Works in both hand modes; in IK mode the whole left arm is solved onto the fore-grip and follows the gun as it pivots.
- Physical melee. With a melee weapon out, a fast swing left, right or down attacks.
- Reload fix. Reloads always refill the magazine, which the game otherwise skips in VR.
- Clean weapon swaps. The game's own arm mesh no longer flashes on screen when switching weapons, and weapon mods such as magazines render with their proper textures.
Camera and movement
- Steady camera. Head bob, camera shake, melee camera animations and weapon-kick camera effects are all disabled. The first-person camera is taken off the animated arm socket the game bobs it with, so walking, sprinting and swinging no longer shake the view.
- Correct eye height. The VR camera sits at the character's real eye level rather than the top of the collision capsule.
- Head-directed movement. Push forward and you walk where you're looking. The right stick still turns you. Sprinting runs straight, with no drift.
- Decoupled pitch. Looking up and down does not tilt the game camera, so no motion-sickness pitch coupling.
- Depth-correct weapon rendering. Weapons, mods and hands are moved out of the game's flat foreground pass so they sit at the right depth in stereo, with no black or missing parts.
Interface and comfort
- UI that moves with context. The HUD and menus sit at a comfortable distance normally and pull in close during conversations and terminal use, driven by the game's zoom.
- Conversation and cutscene handling. Camera offsets, UI placement and hands adjust automatically in dialogue and cutscenes.
- Laser pointer menu interaction. A pointer from the right hand for clicking menus and terminals.
- Controller face-button swap. X and B are swapped on the gamepad mapping for a more natural VR layout.
Controls
| Action | Input |
|---|---|
| Move | Left stick, relative to where you look |
| Turn | Right stick |
| Aim / fire | Point the right controller, right trigger |
| Two-hand a long gun | Bring the left hand to the fore-grip and hold the left trigger |
| Melee attack | Swing the right controller left, right or down with a melee weapon equipped |
| Menus and terminals | Right-hand laser pointer |
Tuning
The overlay shows two panels, both saved automatically:
Outer Worlds 2 VR – all of the mod's own settings, in collapsible sections:
- Hands – glove hands or IK arms.
- Two-Handed Aiming – grab button, radii, fore-grip point and left-hand pose per weapon.
- Physical Melee – swing sensitivity, cooldown, other settings can be adjusted at your own risk.
- Camera Stabilize – individual toggles for head bob, camera shake, camera animations, weapon kick, and the camera-rotation source.
- UI & Conversations – aiming method during conversations, conversation zoom, UI distance and size per situation.
Outer Worlds 2 UEVR 1.0
The Outer Worlds 2 - UEVR Profile
A full motion-controller VR conversion of The Outer Worlds 2 for UEVR, with visible hands, physical weapon handling, two-handed aiming, physical melee and a stable, comfortable camera.
IMPORTANT!
- requires my custom UEVR build (download link below) to run this profile in either Native Stereo or AFW
- GAMEPASS ONLY
- performance is not good, nothing I can do
Features
Hands and weapons
- Visible VR hands, two ways. A "Hands Mode" panel lets you pick either glove hands, cut down from the game's own arm mesh so they match the suit, or full IK arms that reach from your shoulders to the controllers with elbows solved in between. Switch between them live, no reset. Both appear automatically on every level load.
- Hands follow your outfit. Change suit or armor in the inventory and the hands or arms rebuild themselves with the new model and skin within half a second, and come back already holding your current weapon's grip pose.
- Per-weapon grip poses. The hands wrap around each weapon type correctly, with separate grip and trigger poses for pistol, revolver, SMG, machine pistol, rifle, assault rifle, shock rifle and baton. One pose set drives both glove hands and IK arms.
- Weapon in hand. The equipped weapon is attached to your right controller and aims where you point it, with a per-weapon position and rotation offset. Bullets go where the barrel points via a small native aim-fix plugin.
- Two-handed aiming. On rifles and other long guns, reach your left hand to the fore-grip and hold the left trigger to grab it. The weapon then pivots between both hands. The left hand takes a grip pose captured from the game's own animation for that weapon and holds it for the whole grab, with the left trigger ignored for finger animation while you're gripping. Works in both hand modes; in IK mode the whole left arm is solved onto the fore-grip and follows the gun as it pivots.
- Physical melee. With a melee weapon out, a fast swing left, right or down attacks, and the game's swing animation is sped up to keep pace with your arm.
- Reload fix. Reloads always refill the magazine, which the game otherwise skips in VR.
- Clean weapon swaps. The game's own arm mesh no longer flashes on screen when switching weapons, and weapon mods such as magazines render with their proper textures.
Camera and movement
- Steady camera. Head bob, camera shake, melee camera animations and weapon-kick camera effects are all disabled. The first-person camera is taken off the animated arm socket the game bobs it with, so walking, sprinting and swinging no longer shake the view.
- Correct eye height. The VR camera sits at the character's real eye level rather than the top of the collision capsule.
- Head-directed movement. Push forward and you walk where you're looking. The right stick still turns you. Sprinting runs straight, with no drift.
- Decoupled pitch. Looking up and down does not tilt the game camera, so no motion-sickness pitch coupling.
- Depth-correct weapon rendering. Weapons, mods and hands are moved out of the game's flat foreground pass so they sit at the right depth in stereo, with no black or missing parts.
Interface and comfort
- UI that moves with context. The HUD and menus sit at a comfortable distance normally and pull in close during conversations and terminal use, driven by the game's zoom.
- Conversation and cutscene handling. Camera offsets, UI placement and hands adjust automatically in dialogue and cutscenes.
- Laser pointer menu interaction. A pointer from the right hand for clicking menus and terminals.
- Controller face-button swap. X and B are swapped on the gamepad mapping for a more natural VR layout.
Controls
| Action | Input |
|---|---|
| Move | Left stick, relative to where you look |
| Turn | Right stick |
| Aim / fire | Point the right controller, right trigger |
| Two-hand a long gun | Bring the left hand to the fore-grip and hold the left trigger |
| Melee attack | Swing the right controller left, right or down with a melee weapon equipped |
| Menus and terminals | Right-hand laser pointer |
Tuning
The overlay shows two panels, both saved automatically:
Outer Worlds 2 VR – all of the mod's own settings, in collapsible sections:
- Hands – glove hands or IK arms.
- Two-Handed Aiming – grab button, radii, fore-grip point and left-hand pose per weapon.
- Physical Melee – swing sensitivity, cooldown and animation speed.
- Camera Stabilize – individual toggles for head bob, camera shake, camera animations, weapon kick, and the camera-rotation source.
- UI & Conversations – aiming method during conversations, conversation zoom, UI distance and size per situation.