Fallout 4 vr supported headset
![fallout 4 vr supported headset fallout 4 vr supported headset](https://i1.wp.com/www.gottabemobile.com/wp-content/uploads/2016/04/HTC-Vive-Review-Headset.jpg)
- Fallout 4 vr supported headset full#
- Fallout 4 vr supported headset mods#
- Fallout 4 vr supported headset code#
You may have also seen reports that the game comes to a halt on Rift when you have to enter your name and the SteamVR keyboard doesn’t communicate with the Touch controllers.
Fallout 4 vr supported headset full#
While it doesn’t look like gamepad support is included in the full game, it does at least register the flicks of the analog stick and the confirm button. However, I found a somewhat inconvenient workaround by using a traditional gamepad to navigate the game’s menus. It’s incredibly frustrating to try and navigate the game’s UI with this flaw, and somewhat impossible to accurately apply your character’s stats at the start of the game. This slides the selector along but, when your stick moves back to the center of your controller, the game again reads this as a drag of the thumb, thus moving the selector again, likely away from the option you want to select. The game still recognizes the controllers as Vive’s wands and so, when you push the analog sticks to navigate the menu, it reads this as you dragging your thumb along the Vive’s trackpad. My quoted arguments surely still hold true for this case aswell, but well it's a bit different this time around.Firstly, upon booting up Fallout 4 VR you’ll notice that the menus are incredibly hard to navigate with Touch. Given all this, I'm not sure if a seperate masterlist is really necessary in this case.
Fallout 4 vr supported headset mods#
Plus, as of writing this comment, there are a total of 29 VR mods listed with this VR tag. Between those two games are 2 years, no (real) significant engine changes / improvements, the Nexus doesn't feature the VR version as a seperate game but provides now the new VR tag as a "mod category" on Nexus. The situation with Fallout 4 and Fallout 4 VR is slightly different. To mention is though, that SSE's engine was greatly improved and that there were 6 years inbetween the two versions of the game. It would also help keeping each masterlist "small". Sure, they are identified by CRC, but it's still asking for making mistakes, does it not?Įven if there aren't hard technical reasons that seperate masterlist are required, for the sake of the maintainers I think it would be best to create a new masterlist for SSE. But we already have standard Skyrim dirty metadata for those plugins. For example, SSE official plugins are surely dirty, so once SSEEdit is ready LOOT should feature that dirty metadata. Thinking about it, I guess there is one reason why we definitely should set up a seperate list: Confusion when providing and maintaining metadata / the masterlist.
![fallout 4 vr supported headset fallout 4 vr supported headset](https://d201n44z4ifond.cloudfront.net/wp-content/uploads/sites/6/2017/09/29184153/FO4VR-FB-ad-VB-1-2-1.jpg)
Regarding a seperate masterlist, the following was my reasoning for a seperate masterlist for Skyrim Special Edition compared to Skyrim ( Link):
Fallout 4 vr supported headset code#
If you launch LOOT with the -game-appdata-path=C:\Users\\AppData\Local\Fallout4VR\ parameter, it'll override the game's local app data path globally, which should be good enough to get LOOT working without any code changes, though you might also need to open the settings and add a game definition with the right registry key / path (just make sure the base game is set to Fallout 4).
![fallout 4 vr supported headset fallout 4 vr supported headset](https://fextralife.com/wp-content/uploads/2017/10/fallout-4-vr-htc-vive-headset-free-bundle-pc-steam-bethesda-rpg-post-apocalyptic.jpg)
Hmm, this may need changes all the way down to libloadorder, as it defines the games' local app data folder names, and while they can be overridden, LOOT doesn't provide a way to do so on a per-game basis.