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Releases: momotori01/ENSHROUDED-VR-MOD

Enshrouded VR MOD 0.9.17

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@momotori01 momotori01 released this 26 Oct 10:49

Enshrouded VR MOD 0.9.17

VR no longer falls back to 2D in long fights

In long fights (a boss fight, for example) VR could fall back to the 2D plate and not come back until the game was restarted. The mod keeps a small record of how your character looks, to hide your head in the eyes; it made a new one at every change of your equipment's look and stopped at 256 of them. Old records are now reused, and if one is ever missing, VR goes on (your head may show for a moment) instead of stopping.

The UI no longer disappears after going back to the main menu

After going back to the main menu and entering a world again, the whole UI could be missing from the headset. This happened when the game had made its window again (another size or window mode). The mod now lets go of the game's old window pictures.

Stamina ring follows the aim point without flickering

The game's own floating stamina ring now always travels with the aim point while you aim a staff or a bow: the part of the HUD carried with the aim point now reaches further left and down, so the ring no longer jumps between the white dot and the HUD.

Building: the button hints match the VR controls

In building mode and while placing a piece, the hints now show the VR buttons: the right stick (with the right grip, or with the piece menu open) instead of the d-pad, RB / LB after RG for undo and sort, LT to leave and LS for the fine move. A stick is a round icon with its two letters (RS, LS) and a small badge at its top right: a triangle for the direction (up, down, left, right, or two for up/down and left/right) or a dot for pressing the stick. The dodge (right stick down) and the sprint (right stick up) use the same icons.

Staff: the spell list beside the aim point

When you switch the staff's spell, the spell list now shows right of the white dot, as the game shows it, at the distance the aim point's HUD always had (towards the aimed point, at most 20 m - the same as the bow's): the same spells in the same order, with the game's own font and icons (read from your game files), for 3 seconds, then it fades. The game itself no longer draws its spell list in VR.

Bow: the arrow count and name only after you change the arrow

While a bow is out, the game no longer draws its arrow count and name beside the aim point (it stayed in the old place for about a second after each shot, and showed at each nock). After you change the arrow, the list shows beside the aim point while you draw the next arrow, and goes with the shot.

Bow: no stray arrow at the release

After a shot, the game's own nocked arrow stayed for a moment on the character's own hand (away from your bow) and could be seen there. It is now kept out of sight.

The HUD fades while health or mana refill

The HUD came back again and again while your mana or health slowly refilled, so it did not fade away. Now only a change of the bars at once (a hit, a spell spent, a potion) shows it again.

Building: the HUD stays while you place a piece

While a building piece is in your hand, the HUD no longer fades away (as in building mode with the hammer), so the button hints for placing stay readable.

Building: fine rotation and fine position

Holding a piece with the right grip (the game's RT), the right stick's press (RT + R3) now reaches the game: it turns the fine rotation on and off near a flame altar too. While the fine rotation or the fine position is on, the right stick with the grip tilts the piece, as the game's hints say, instead of the 90-degree turns; the piece no longer vanishes in those modes, and you still walk where the headset looks.

Items in the hand sit right

Bombs, bottles and the water balloon were held by the middle of their outline, so a fuse, a bottle's neck or a knot pushed the body toward the little finger. Each item is now held by the middle of its own body, measured from its model, and a little toward the thumb; skewers are held by the bare stick. Food on the open hand lies at the base of the fingers, and dishes on a plate are held out toward the fingers with the thumb over the rim. Every food, dish and drink now has its own size, as the thing it shows has in life (three tomatoes, a tray of sushi, a soup bowl, a dinner plate), instead of one size for a whole group. Bombs are as large as the water balloon (by their body, not with the fuse). The underwater glowing root, which was missing, is now shown in the hand and thrown like the other throwables.

The quick slot wheel is whole while a staff or a bow is out

With a staff or a bow in the hand, opening the quick slot wheel took its top row away to the aim point. While the wheel is open the aim point and its part of the HUD now stay where they are, as the game hides its own aim point then too.

Enemy health bars no longer cut holes in the quick slots

An enemy's health bar is shown above the enemy. When the enemy stood low in your view, part of the quick slot bar went with it, and the quick slots flickered. The top and bottom of the HUD now stay where they are.

Staff: the right grip + trigger

Hold the right grip and pull the trigger: while you hold it, it is the game's own right trigger (as before 0.9.15) - for the staff's special ability with a full gauge. The trigger alone still charges and casts when you let go.

Graphics settings

A VR start now changes only what is always right for VR: anti-aliasing to DLSS (DLAA stays DLAA; cards without DLSS use FSR 3), HDR off and vertical sync off. They come back the next time the game starts without VR. The DLSS / FSR 3 quality, indirect lighting and every other setting stay your choice - before, a VR start also set indirect lighting to Quality. Recommended graphics (VR) in "Enshrouded VR setting.exe" sets all graphics settings to the ones recommended for VR on your PC (DLSS Quality, or FSR 3 on cards that are not NVIDIA's).

Enshrouded VR setting.exe

  • Start game (above Update): starts Enshrouded through Steam.
  • The "AFW DLSS / FSR3" row is gone (the game's own DLSS setting is used).

README

The special abilities of each weapon (melee, wand, staff, bow) are now listed.

Enshrouded VR MOD 0.9.16

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@momotori01 momotori01 released this 25 Oct 06:58

Enshrouded VR MOD 0.9.16

Controller VR: the locked enemy's health bar above the enemy

In controller VR (FPS and TPS) the locked enemy's health bar and lock-on arrow were on the UI in front of you, at another distance than the enemy, which made them hard to look at. They now stand above the enemy, as in motion VR.
The bar is taken out of the UI only on the play screen: opening the bag or the map while locked on no longer leaves a hole in that screen.

Enshrouded VR MOD 0.9.15

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@momotori01 momotori01 released this 25 Oct 06:33

Enshrouded VR MOD 0.9.15

Play modes: controller VR

"Enshrouded VR setting.exe" now has four play modes:

  • motion VR - full VR with motion controllers, as before.
  • controller VR 【FPS】 - the headset shows the game in first person, played with an Xbox controller and the game's own controls. You aim where your head looks. The head bob stays out, as in motion VR. While gliding, the glider's cape is kept out of your eyes.
  • controller VR 【TPS】 - the game's own third-person camera in the headset, played with an Xbox controller. You aim with the right stick; the HUD and the crosshair stay in front of the game camera.
  • Desktop - on your monitor.

For controller VR there are two more settings, in the program and in the game's start menu:

  • Pitch lock (TPS): the view stays level; the camera's up and down is left out.
  • View tilt (0-90°): for playing lying down. At 90°, lying on your back, the ceiling is ahead.

In the start menu a small panel shows the controller's buttons there: RT switches FPS and TPS, D-pad left/right sets the view tilt (1° a press), LT resets the view (where your head looks now becomes ahead, the tilt included), the right stick click switches the pitch lock, the left stick click starts a VR bug report.
The HUD fades out by itself in controller VR too.
Online, controller VR takes part as the desktop mode does: you see other VR players' movements, and players without the mod can play with you.

ALVR through SteamVR: no longer cross-eyed

With ALVR through SteamVR the view was cross-eyed. When the mod finds ALVR, the picture sent to the headset is now cut to the headset's own field of view ("View fit" in "Enshrouded VR setting.exe": Auto). If the view is still cross-eyed, set it to Fit (if cross-eyed). If you had added EVR_CANTED_FOV or EVR_SYMMETRIC_FOV lines to EnshroudedVR.ini, remove them. Without ALVR nothing changes.

Staff: let go to cast

The staff no longer casts by itself when the charge is full. Hold the right trigger to charge and let it go to cast. The left trigger charges as well, without casting; the right trigger's release casts. Spells can be switched while charging without a cast going off.

Bow: the strong shot from every bow

Taking the string with the right grip and letting go is the strong shot. It now works the same with a bow on the action bar and with the equipment's bow taken from the left shoulder (0.9.14 said the latter had no strong shot: that was wrong). The bow aims while you draw, and when you let go the mod asks the game for the bow's special ability.

The strong shot is the game's own: it needs the Bow Specialization skill and a full special-ability gauge. When the game does not give it, the release shoots an ordinary arrow, so letting go of the string always shoots.

The strong shot's arrows, and the ordinary arrow shot instead of it, now fly where the bow points.

In controller VR, arrows shot while locked on no longer fly into the ground.

Enshrouded VR MOD 0.9.14

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@momotori01 momotori01 released this 24 Oct 11:09

Enshrouded VR MOD 0.9.14

Bow from the shoulder: full walking speed

When your equipped bow is not on the action bar, taking it from the left shoulder used to hold the game's "ranged combat" key for you. The game treats that key as aiming, so you walked slowly the whole time and floated in the air. Now the mod shows the equipment's bow in your left hand by itself, and the game only takes out its own bow while you draw the string. You walk at full speed with the bow in hand, and drawing in the air still uses the bow's air skills (Bee Sting). Put it away at the left shoulder again and the weapon you had comes back. Your shield is put aside while the bow is in your hand.

With this bow the right grip on the string draws a normal shot: the game has no strong shot for a bow that is not on the action bar. Put the bow on the action bar for the strong shot. EVR_MOD_BOW=0 in the [Environment] section of EnshroudedVR.ini brings back the old behaviour.

Arrows and spells go where you aim

  • Arrows during lock-on: with an enemy locked on, arrows flew to the locked enemy instead of where you aimed. They now always go where you aim (EVR_LOCKED_BOW_TO_HAND=0 brings back the old way). Wands and staffs still follow the lock-on.
  • Spells: since the wand's shots were made faster (0.9.9), the wand's shots no longer took your hand's aim, and part of a staff's spells never did. Both go where your hand points again.
  • The list of spells and arrows next to the crosshair was cut off on the right; it is shown whole now.

Menus with the pointer: right A works everywhere

With the pointer on a menu, the right A used to be a mouse click, so A did nothing on many screens (crafting, skills, the map, NPC screens). On every menu the right A is now the game's A on what is selected; pull the trigger to select something first. You can craft, unlock skills, and fast travel from a picked map location even when the pointer is not on it. Two screens keep their own way: in the backpack the right A works on the slot you point at, and in the start menu it clicks where you point.

  • Backpack: the item menu sometimes needed several presses of right A to open (players with PSVR2 and Virtual Desktop reported this). It now opens on the first press. Pressing A on an already selected item no longer chooses the top row of its menu (often Delete) at once.
  • The mod's own buttons (bug report, VR settings) can be pressed with the right A as well.

Tools

With the summoning staff the left trigger now enters summoning, as it enters building mode with the building hammer.

Camera

Every game camera stays first person in VR: talking to an NPC used to switch to the third person view. During the dragon fight the game moves the camera itself; that no longer affects VR (the lock-on stays).

VR comes back after an error

An error in drawing one frame used to stop VR until the game was restarted (one player lost progress deep in the shroud this way). The mod now shows the flat panel for a moment and then returns to VR by itself. EVR_RECOVER_FAILURES=0 brings back the old behaviour.

Picture

  • Water: reflections on water now match in both eyes (each eye's screen-space reflections used to find different things). EVR_SSR_REPROJECT=0 brings back the old way.
  • FSR 3: the two eyes could get a slightly different brightness with FSR 3. The right eye now uses the left eye's exposure.

Items in the hand

  • Heaped food (popcorn, nuts, berries) and mushrooms lie further toward the fingers, in the middle of the palm.
  • Every mushroom lies on its side with the cap toward the fingers.
  • A fish chosen on the quick slot wheel now shows in your hand. A treasure caught while fishing hangs from your hand the right way up.

Swimming

  • Arm-stroke swimming: rising and diving now follow the direction you stroke (up at least 55°, down at least 40°), so strokes meant to swim forward no longer make you rise or dive.
  • Your feet no longer come up beside your face when you dive.

Online (guest)

  • A guest's melee attacks now keep the game's cooldown between attacks.
  • A guest who hit a pot while walking past it could stop moving; the guest now keeps walking.

Frame mode AFW: a test mode - do not use it

Frame mode AFW (one eye a frame) is a test mode and is not good enough for play. Do not use it: keep Frame mode (VR) on "Both eyes every frame". This version also smooths AFW's "Fill" pacing while walking; this is listed only as a record of the work on it.

Enshrouded VR MOD 0.9.13

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@momotori01 momotori01 released this 23 Oct 10:15

Enshrouded VR MOD 0.9.13

Items from the quick slot wheel: held in the hand, used at the mouth

Choosing a potion, a bandage, food or any other consumable on the quick slot wheel no longer uses it at once. It comes to your right hand (a short pulse), shown with the item's own model (the one the game draws its icon with), and you use it by bringing it to your mouth or by pulling the right trigger. Throwables are still thrown, not used (see below). Choosing another item lets the held one go without using it. While an item is held, your weapon is put away and comes back after the use.

Each item is held the way it would be in life, at a size that fits it (all 251 consumables and throwables were checked as the game draws them): bottles, cups and bombs upright in the closed hand, bowls, plates, berries, nuts and popcorn heaped on the open palm, skewers and scrolls along the fist, and a whole fish by its tail, as when fishing, as large as the fish you catch.

Other players with this version see the item in your hand too.

Throwables: in the hand, and they leave at once

A throwable (bombs, the water bomb, snowballs) now shows in your right hand while it is selected. The throw used to leave about 0.3 s after your swing; it now leaves with the swing (about 0.05 s), in the swing's direction, as the bow's arrows and the wand's shots do. Online, a VR guest's throws are just as quick when the host has this version too.

Point-light shadows the same in both eyes

The two eyes share one shadow map for torches, lanterns and other point lights, but the right eye drew some of it again after the left eye had already used it. Lights that move or flicker (fire, guiding lights) and things that move in their light could then cast slightly different shadows in each eye. The shadow map is now drawn once a frame and both eyes use it. EVR_SHADOW_UPDATE_ONCE=0 in the [Environment] section of EnshroudedVR.ini brings back the old behaviour.

Setting program: the DLSS row is gone

The DLSS / FSR3 (VR) row of Enshrouded VR setting.exe set the same thing as the game's own graphics setting, so it is removed. A VR start now keeps the DLSS (or FSR 3) quality you choose in the game's graphics settings. Anti-aliasing is still switched to DLSS when the game starts in VR (DLAA stays DLAA).

Setting: keep the HUD shown

Enshrouded VR setting.exe has a new row, Hide the HUD when nothing changes (VR). Turn it Off to keep health, quick slots and the rest of the HUD always shown. (In EnshroudedVR.ini: [Picture] UiAutoHide=0.)

Quick slot wheel no longer flickers between two items

When the wrist rested near the border of two items, the selection jumped back and forth between them every few frames. The wheel's pointer now stays where it is while the wrist shakes within about 1 degree, and follows the wrist once it turns further, so every item of the wheel can still be chosen. (EVR_QUICK_SLOT_HOLD_DEG=0 brings back the old behaviour.)

Wand: the special ability (Magnetic Projectile)

With a wand in the right hand, hold the right grip and press the right trigger (or swing the wand with the grip held) to cast the wand's special ability. It flies where the wand points, like the normal shot. The trigger or a swing without the grip is the normal attack, as before. This is the same rule as the melee weapons' special abilities (right grip held while swinging). Before, the special could only be cast with the hand at the head (the head gesture let the game's own right trigger through), so it went up.

The game's button pictures for the special ability now show the VR way: RG+RT with a wand, and a swing over RG with a melee weapon (it showed RG+RT, from before the trigger was no longer needed).

Online: a guest's guard needs stamina

A guest's game does not know the guest's own stamina, so a guest could block with no stamina left. The host's mod now sends each guest its stamina, and the guest's block is refused when none is left (both players need this version).

Frame mode AFW: a test mode - do not use it

Frame mode AFW (one eye a frame) is a test mode and is not good enough for play. Do not use it: keep Frame mode (VR) on "Both eyes every frame". The AFW changes below are listed only as a record of the work on it.

Frame mode AFW (one eye a frame): sharper while moving

  • Moving things - hands, weapons, grass, animals - no longer smear. With one eye drawn a frame, the upscaler (DLSS) got the motion of moving things for one frame while the eye's last picture was two frames old. The mod now corrects the motion vectors before DLSS uses them.
  • The eye made from the other eye is sharper (it was about 14 % softer than the drawn eye, now about 3 %).
  • Where the made eye shows what the other eye cannot see, the fill now follows your walking and turning with the stick.

Frame mode AFW: less flicker

With one eye drawn a frame, each eye showed its own picture and a picture made from the other eye in turns. The two differ in the fine grain of edges, leaves and grass (each eye has its own upscaler history), so every eye flickered at half the frame rate. The eye made from the other eye now takes its own last picture where it shows the same surface, so each eye keeps its own look from frame to frame; where something moved since (the surface found is not where the eye last saw it), the new picture is used. This also holds at outlines (twigs, leaves, blades of grass against what lies behind). In a test scene the flicker while standing dropped to about a sixth, close to drawing both eyes every frame. EVR_EYE_WARP_HISTORY=0 in the [Environment] section of EnshroudedVR.ini brings back the old way.

The right eye, when drawn alone, now also uses the left eye's fog, exposure, level of detail and point-light shadows, as it does when both eyes are drawn. Before, with one eye a frame each eye kept its own, and the differences between the eyes (the fog's density, the brightness, the trees' detail) changed every frame. EVR_AFW_SHARE_LEFT=0 brings back the old way.

Frame mode AFW: choose how frames are paced

With AFW the game often finishes a frame just after the headset's refresh, so some frames are shown for one refresh and others for two. While walking, the world then moves on in uneven steps. There are now three ways to pace AFW, in Enshrouded VR setting.exe (AFW frame pacing (VR)) and in the game's VR settings (start menu, VR settings, last row):

  • Max (as before): as many frames as the game can make.
  • Half: a steady two refreshes per frame (37.5 fps at 75 Hz), never switching. This leaves time over for a sharper picture. AFW now has its own AFW picture size (VR) and AFW DLSS / FSR3 (VR) in the setting program.
  • Fill (test): the mod makes a picture for every refresh itself. It warps the last pictures of both eyes to your head, carries your walking and turning on, and moves your hands and weapon with you. It needs a second graphics queue on the GPU, which most NVIDIA cards have. With Frame mode AFW you can switch to it in the game at any time.

Bug report

The VR bug report now also records each frame's exact display time (frames.csv), to tell stutter from the frame rate apart from other problems.

Enshrouded VR MOD 0.9.9

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@momotori01 momotori01 released this 22 Oct 08:32

Enshrouded VR MOD 0.9.9

Online play: the guest's guard follows the game's own rules

In 0.9.8, a guest who held the guard blocked every blow, from any direction and without using stamina. Now the guest's guard works like the game's own block:

  • Direction: a blow is blocked only when the attacker is within 80° of the guard's front. The front is the way the back of your shield hand faces, or, with a two-handed weapon, the way from your head to your hands. Blows from the side beyond that, or from behind, hit you.
  • Guard state: a blow is blocked only while the game itself has your character in its guard state. This brings in the game's own conditions for when a guard holds, for example after a stagger.
  • Stamina: each blocked blow costs stamina, using the game's formula (20 % of the damage × your stamina damage modifier − your Block value). With no stamina left, the guard no longer holds.
  • Not covered yet: attacks that the game makes unblockable are not recognized by the guest.

Online play: the guest's attacks

  • Faster hits. The host used to wait for the guest's character to reach the hit in its own attack animation, about 0.25 s, before applying the guest's hit. The host now applies a VR guest's normal attacks from their first moment, as in single player.
  • No more stepping forward. A guest's normal attack no longer moves or turns the guest's character with the game's attack animation, on the host and on the guest's own screen. Skill attacks still move as the game makes them.
  • Faster wand shots. A guest's wand shot now leaves at the swing, instead of 0.35–0.4 s later.
  • The guest always sends its body and weapon to the host, even when the host's own character is far away. Before, the host then swept the guest's strokes without the guest's real weapon.
  • The arrow shot diagonally upward is hidden sooner. On a guest's screen, the game's copy of the guest's own arrow is now looked for every frame during the first 0.7 s after the release.

Both the host and the guest need 0.9.9.

Settings

These go in the [Environment] section of EnshroudedVR.ini:

  • EVR_GUEST_GUARD=0: the guest's guard is decided by the host's game, as before.
  • EVR_GUARD_STAMINA=0: the host gives the health back without taking the stamina.
  • EVR_REMOTE_STILL=0: the host leaves the guests' attacks to the game.
  • EVR_GUEST_STILL=0: the guest's own screen leaves its attacks to the game.

Bug report button

  • Less stutter while a report records. The pictures of the last 10 seconds are now saved two at a time over several frames, instead of all at once (0.1–0.2 s). The report's pictures no longer read the game's UI back each time, only once for the report's UI picture.

Enshrouded VR MOD 0.9.8

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@momotori01 momotori01 released this 22 Oct 04:44

Enshrouded VR MOD 0.9.8

Online play: a host without VR

  • A host without VR now applies what VR guests do. This covers a host who turned VR off in the settings tool, and a host whose headset was not ready when the game started. The host's game now applies the guests' strokes on enemies, pots and trees, their arrows, their staff and wand casts, their parries and their guards.
  • Before, a host without VR received the guests' hits but never applied them. Strokes missed, pots vanished and came back, and the guard was judged by the direction the character faced in its own animation.
  • A guest's hit is applied even when the host has not drawn the guest's weapon yet.

Online play (as a guest)

  • Your guard is decided on your own PC. A blow that lands while you hold the guard is shown as blocked at once, with no damage and no stagger. The host then gives the health back. For now, every blow during the guard counts as blocked, whatever its direction.
  • The enemy's health drops at the touch also with a weapon on the action bar. Before, the guest's weapon was not found when it was on the action bar rather than in an equipment slot, so the health did not drop until the host's hit came.
  • The two PCs now measure the delay between them once per second, for the logs.

Both the host and the guest need 0.9.8 for the guard and for the host without VR.

Hosting in VR with Virtual Desktop

  • Start Virtual Desktop and connect the headset before you start the game. If VR is not ready when the game starts, the mod starts without VR.

Known issues

  • On the host, a guest's character still steps forward with the game's own attack animation.
  • A guest's wand shots still come from the host, a little late.

Enshrouded VR MOD 0.9.7

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@momotori01 momotori01 released this 22 Oct 02:12

Enshrouded VR MOD 0.9.7

Controls

  • Emote wheel. The game opens it with the d-pad down. In VR, hold your left hand at your left temple and push the right stick down. While the wheel is open, choose with the left stick. You do not walk while it is open.
  • Sneaking lowers your view by 40 cm, so you can tell that you are sneaking. It does not lower it again when you sneak by crouching for real. EVR_SNEAK_VIEW_DROP=<cm> in the [Environment] section of EnshroudedVR.ini changes the drop (0 = off).

Online play (as a guest)

  • Pots, crates and trees can be hit as a guest. Before, the guest's sword did not count them as things to hit, and the host only looked for the guest's targets near the host's own character.
  • A pot that one stroke surely breaks disappears at once on the guest's screen, while the host breaks it. Things that need several strokes (trees, palisades, pillars) still wait for the host.
  • The enemy's health drops when your blade touches it, from the first stroke. The damage is computed the way the game does it: from your weapon, your attributes and skills, the attack and the enemy's resistances (a critical hit may come out a little different). If the host's hit does not follow within 0.7 s, the health comes back.
  • The host now hits exactly the enemy the guest touched. Before, a guest's hit could land on the nearest character, sometimes a player.
  • Double jump as a guest: the legs no longer show in front of the camera.
  • Bow as a guest: the late copy of your own arrow (the one that flew off diagonally upward) is no longer shown, and the shot reaches the host more reliably.

Both the host and the guest need 0.9.7 for the guest's hits to reach the host, because the message format changed.

Diagnostics

  • These go in the [Environment] section of EnshroudedVR.ini, for looking into water reflections that differ between the eyes:
    • EVR_EYE_SSR=0: the eyes draw without screen-space reflections.
    • EVR_DESKTOP_SKIP_EVERY=0: no occasional desktop refresh.

Enshrouded VR MOD 0.9.11

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@momotori01 momotori01 released this 22 Oct 15:56

Enshrouded VR MOD 0.9.11

VR stopped in the world on some PCs

On some PCs VR stopped a few seconds after entering a world: the picture of the eyes could not be copied to the headset (in the log: stereo transfer missing image usage). On those PCs the game makes its eye images without the "copy" permission. The mod now adds it to the eye images itself, so the copy works there as well. Nothing changes on PCs where it already worked.

If VR still stops on your PC, please send the log zip from Enshrouded VR setting.exe again.

Enshrouded VR MOD 0.9.10

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@momotori01 momotori01 released this 22 Oct 15:24

Enshrouded VR MOD 0.9.10

VR start with the game's HDR on

With HDR turned on in the game's graphics settings, VR stopped about 10 seconds after entering a world (the game's final picture then has a format the mod does not take). A VR start now turns the game's HDR off, and the next start without VR puts it back.

No more crash when closing the game

On some PCs the game crashed while closing after a VR session (in SteamVR's vrclient_x64.dll). The mod no longer talks to the VR runtime while the game is shutting down.

Online play: a guest's arrows hit walls and the ground

A guest's own arrow flies on the guest's PC. Until now it only knew creatures and the level ground, so it flew through walls, and nothing happened where it hit. Now it uses the game's own collision test along its path: it stops at walls, the ground and buildings, and the host's game makes the hit there (the effect, and the arrow stuck in the surface).

Both the host and the guest need 0.9.10 for the effect. With an older host, the guest's arrow still stops at the wall on the guest's screen.

Legs in the air

  • Double jump: the legs keep the pose of the first jump instead of hanging straight down.
  • Glider: the legs stretch out behind you, like a flying squirrel, instead of the glide animation's legs coming forward.

Settings

These go in the [Environment] section of EnshroudedVR.ini:

  • EVR_ARROW_WALLS=0: the guest's arrow does not use the collision test (as in 0.9.9).
  • EVR_BODY_IK_GLIDE_LEGS=0: the glider's legs come from the game's animation.
  • EVR_BODY_IK_GLIDE_BACK_DEG=<0..90>: how far the legs stretch back on the glider (70 by default).
  • EVR_BODY_IK_JUMP_LEGS_HELD=0: the legs hang straight down in the double jump (as in 0.9.9).