No, this mod will not work with Skyrim VR. I have no plans to purchase VR gear or the VR copy of the game. I am aware of a console "fix" for the issue but I can assure you that it will break things. There are extensive changes made in VR to the chargen quest that would require access to the updated plugins and script files. The expense of buying all of this simply isn't worth it since I'd never actually play it in VR. Call me a dinosaur or whatever, but I have zero interest in VR in its current state.
Bethesda has also made it crystal clear that VR does not support mods. The code was forked from an old SSE branch that doesn't even have the latest changes incorporated into it so there's absolutely no way any mod author can say for certain that their mods will work in VR at all. As a result, no support will be offered to anyone attempting to use this mod on the VR version of the game. Any further posts on the matter WILL be deleted as this is simply NOT the place to discuss it.
The console workaround that is being thrown around is not a solution. Your game WILL break if you follow that advice. You may not realize it right away, but it will, and that's not limited to just this mod. ANY alt-start mod will have the same issue.
People, this isn't your personal sounding board to b&@*$ about the anti-console command system and whine about how you should be allowed to break your game and blame the mod authors for it because console commands are normal or some other horseshit like that.
They are NOT normal, and you should NEVER have a legitimate reason to assume you know better than the mod's author whether some pile of rocks is supposed to be there or not. The scripting for that was not added for my health. It was added so you don't completely and utterly fubar your game by second guessing a mod's content and assuming you know everything.
Any further posts on this subject will be summarily deleted with no response and any repeat offenders who think they have the right to yell at me about this will be blocked from all of my content.
This mod has updates, but due to ongoing Nexus policy decisions, no further updates to this mod will be uploaded here.
You will need to obtain the updates from one of the listed mirror sites. Especially if you're running into problems trying to use the mod with the Skyrim 1.6 updates.
Bethesda borked the Steamworks integration in the 1130 update. This integration is responsible for a number of things, like achievements. Some things which the SSE Engine Fixes mod addresses.
To fix this, update SSE Engine Fixes to the 6.2 version on their page for SSE 1.6.1170. Do not take bad advice to downgrade your game. That way lies madness. And dragons.
In the event this somehow isn't the reason, make sure you aren't using outdated versions of any of the following:
Nice to meet you. This MOD has helped me a lot. I created an add-on that uses your framework to add locations. Is it okay if I upload it to Nexus? The content is that you can start the game from the XMarker added to the FormList in advance. With this, we aim to allow users to start the game from various locations as long as they can use CK.
I updated my alternate start and it says its missing masters which are creation club items, did i download a wrong version? I'll be forced to use another alternate start mod rhis way
Hi im having some kind of trouble with hadvar once i arrived to Riverwood with him he start to run straight forward and back from no reason it is quite annoying i did try to load earlier safe and it keeps repating and once this stops he is just standing on one stop im Using AI overhaul not sure if that is what could couse the problem and im on newetest version of skyrim.
So I went with the lakeview manor start right, well I went to Helgen to get some starting gear, I usually do default start but ran into some bugs so I went with lakeview manor instead (I mainly use this mod to configure my MCM before the game starts) and went through the first dungeon. I guess you didn't expect people to get past the bridge part because your "anticheat" wont let me past the spiders. Well another mod I'm playing with specifically has a bypass for the fallen rocks at the bridge because it has a quest at that part. . . Yeah I didn't use console commands so why am I not allowed to go there? I'm begging you please just remove that or atleast add a check to see if someone actually used tcl
I was about to complain about the mod, but then I had a very interesting idea and used my brain. After using my brain I realized I'm supposed to enable plugins whatever you do, do not be stupid like me. ;-;
Is this normal that if you start with the vanilla start, the quest marker for investigating the cave ,where Ralof and Hadvar are, is pointing to the tower and not the cave ? If you go through the tower there's rocks that block you from going further. And if you tcl through them, a pop up will coc you out of the tower
If you're running vanilla start you shouldn't even be seeing "Investigate the Cave" as an objective since it's not how the vanilla run through Helgen works.
in the begining the third vision my character is in the middle of scream,the vanilla is close to left,when i choose not vanilla start i chang my first version to third vision some time my character is in the middle and some times is vanilla
5570 comments
No, this mod will not work with Skyrim VR. I have no plans to purchase VR gear or the VR copy of the game. I am aware of a console "fix" for the issue but I can assure you that it will break things. There are extensive changes made in VR to the chargen quest that would require access to the updated plugins and script files. The expense of buying all of this simply isn't worth it since I'd never actually play it in VR. Call me a dinosaur or whatever, but I have zero interest in VR in its current state.
Bethesda has also made it crystal clear that VR does not support mods. The code was forked from an old SSE branch that doesn't even have the latest changes incorporated into it so there's absolutely no way any mod author can say for certain that their mods will work in VR at all. As a result, no support will be offered to anyone attempting to use this mod on the VR version of the game. Any further posts on the matter WILL be deleted as this is simply NOT the place to discuss it.
The console workaround that is being thrown around is not a solution. Your game WILL break if you follow that advice. You may not realize it right away, but it will, and that's not limited to just this mod. ANY alt-start mod will have the same issue.
They are NOT normal, and you should NEVER have a legitimate reason to assume you know better than the mod's author whether some pile of rocks is supposed to be there or not. The scripting for that was not added for my health. It was added so you don't completely and utterly fubar your game by second guessing a mod's content and assuming you know everything.
Any further posts on this subject will be summarily deleted with no response and any repeat offenders who think they have the right to yell at me about this will be blocked from all of my content.
You will need to obtain the updates from one of the listed mirror sites. Especially if you're running into problems trying to use the mod with the Skyrim 1.6 updates.
Bethesda borked the Steamworks integration in the 1130 update. This integration is responsible for a number of things, like achievements. Some things which the SSE Engine Fixes mod addresses.
To fix this, update SSE Engine Fixes to the 6.2 version on their page for SSE 1.6.1170. Do not take bad advice to downgrade your game. That way lies madness. And dragons.
In the event this somehow isn't the reason, make sure you aren't using outdated versions of any of the following:
ENB Input Disabler
I do not speak English. Use machine translation.
I'll be forced to use another alternate start mod rhis way
To resolve the situation you're in, enter the cave from the back entrance. Doing so will remove the trigger that sets off the safeguards.
EDIT: load order shenanigans. try placing at bottom