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  1. coldbomb1
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    New Mod Release:

    I moved the custom openvr_api.dll to it's own mod here:
    Skyrim VR OpenComposite Bug Fix Custom Build

    It contains the following bug fixes.

    Current Bug Fixes:

    • VRIK Hands in Skyrim VR now properly match the controller locations and rotations have been fixed.  They should now track like in SteamVR.  Contains transforms for HP Reverb G2 and Oculus currently.  However, only HP Reverb G2 has been tested since that is all I have.  Note:  Ignore the White opencomposite object hands that appear in the main menu, they are still off sync from the controllers (doesn't really matter to me).
    • Will no longer crash on Character Creation name input screen.  It will skip the keyboard entirely and put your name defaulted to "Adventurer" and continue the game.  Note: You currently can't change your name to anything else until an actual on screen keyboard is ported to OpenXR in OpenComposite.  I may try to at least make it configurable later.
    • Weapon Throw VR now works with new controller mappings.
    
    Feel free to try it out!
  2. coldbomb1
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    NEW UPDATE

    I made a new custom OpenComposite openvr_api.dll and uploaded it to the Miscellaneous section in Files.

    This is my BETA branch for various SkyrimVR/OpenComposite/ReverbG2 issues.

    Currently Fixed:  HP Reverb G2 Controller position and rotation offsets.  VRIK hands should now track like they do in SteamVR.  Ignore the weird open composite white hands in the main menu.  Was able to leverage already completed work for the Occulus controllers in a stale branch that wasn't merged into master, fix some bugs, and use it for the HP Reverb G2 controllers.

    Looking at next: Weapon Throw VR incompatibility

    Feel free to test it out and let me know if you find any bugs with it or other things that you think should be fixed not related to the controller tracking.  

    I just started looking at OpenComposite code a couple days ago, so still will take me time to figure other things out.

    EDIT: I put my changes in a merge request, so hopefully the Reverb G2 syncing fix gets pushed to the main release soon as well.
  3. coldbomb1
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    UPDATE

    New Version that should now work is in Files section.

    I was wondering why it wasn't working for anyone...

    With help in debugging on another user's computer, I finally figured out that the problem was that I compiled it in Debug mode which added debug dependencies that don't exist on most people's computers unless they install them specifically.

    I have now compiled it in Release mode and the other user verified that it now works on their machine as well.

    Sorry for the trouble!
  4. coldbomb1
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    PSA for OpenXR users (basically everyone who this mod is for).  

    Reshade (default dxgi.dll in main SkyrimVR folder)
    VRPerfKit(also defaults to dxgi.dll in main SkyrimVR folder)

    Both of these are not supported and do not work using OpenXR.  I believe OpenOVR supported reshade, but I believe that branch is Oculus only now.  WMR headsets can only use the OpenXR branch for OpenComposite.

    Before testing this fix out to enable ENB, make sure you have dxgi.dll and d3d11.dll removed from your main SkyrimVR folder and that you can start the game in this state with OpenComposite.  Then try adding the fix and enb dll to enable ENB.
  5. TheYello
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    Is this still active and needed? I do not have a d3d11.dll
    1. coldbomb1
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      If you aren't using ENB, it wouldn't be needed.  You should have a d3d11.dll if you are using ENB
  6. pc871226
    pc871226
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    Thanks for the mod, 
    However this mod doen't seem to fix VR enb v0.495/457:
    launching skse and it silently quits..

    Look at the modded dll size, it's only 12KB. normal d3d11.dll is 3MB from enb.

    I highly suspect the uploaded file is corrupted.

    Hope it can be fixed so we can continue using enb with opencomposite...
    1. coldbomb1
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      The modded DLL points to the real ENB which must be renamed.  Did you follow all the instructions in the description page?
    2. pc871226
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      My bad coldbomb!
      I misunderstood the instruction, i thought renaming the old dll means to disable it, so I simply threw it out, not knowing it's still needed.
      It's a habitual thinking that many mods simply replace dlls, this is the first mod I encountered that needs both the old dll and modded dll in the folder.
      My apologies.
    3. coldbomb1
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      No problem, glad it worked! 
  7. ArtistoMods
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    Could the character name be changed by temporary switching to Steam VR? I also like to change timescale in console. Would also love to see Quest Pro controller pictures since it's based on Oculus anyway.
    1. coldbomb1
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      Yes, if you switch to Steam VR, you can use their Virtual Keyboard to change your name / enter your name at character creation, then switch back.  Console can still be used by typing on your physical keyboard.  The great controller mapping pictures were actually created and supplied by Benjamin100.  I don't really have the artistic ability to create nice ones for Oculus controllers haha.  If you happen to make some, I'd be glad to post them.

      Also not sure if you meant to comment on this mod instead: Skyrim VR OpenComposite Fixes Custom Build
    2. ArtistoMods
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      I'm using the Minimalistic Overhaul and it already comes with the ability to turn on your custom openvr_api.dll in MO2, however it only worked with OpenComposite without OpenXR Tookit untill I used this d3d11.dll. Just in case, what is the proper uninstall process for both mods?
    3. coldbomb1
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      To uninstall this mod, delete d3d11.dll in your SkyrimVR directory and rename SkyrimVR_ENB.dll back to d3d11.dll

      This will give you just ENB without the fix.  To remove ENB completely, remove both files.

      I use vortex though.  MO2 may be re-adding files on run and you may need to find where it pulls those files from to fully remove them.
    4. ArtistoMods
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      Thank you for doing all the work, the performance boost from switching to OpenXR is huge.
    5. coldbomb1
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      No problem, glad it helps!
    6. ArtistoMods
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      Would that format work for controllers? https://sketchfab.com/3d-models/meta-quest-pro-left-controller-b65700705dec4df9a12dd9e31933fb62

      https://sketchfab.com/3d-models/meta-quest-pro-right-controller-76a1fbb0530842eea882019bcfe51b79
  8. j00nya425
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    Thank you again. Able to play on a 1070 r5 3600 build with an enb because of your work. 
    1. coldbomb1
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      No problem, glad it helped!
  9. Quasars67
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    Hello, I'm using HP reverb G2 with valve index controllers and space calibrator. Does this work for me or give me any advantage?
    Thank you.
    1. coldbomb1
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      Yes, if you use OpenComposite, you will be able to use ENB with this mod.
  10. SweetspotSeeker
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    Strange problem: when I try to start the game, simply NOTHING happens. I have done all the steps you tell here, and of course, I replaced the "openvr_api.dll" with one for openXR (many other games work for me in openXR by the way). Headset is HP G2. When I go back to the original files (for running it in steamVR), all works fine again. There are two protocol files created though. The content of "SkyrimVR_d3d11" is to large to dump it here, but there is a shidd ton of waring sentences like:
    warn:  D3D11Device::OpenSharedResourceGeneric: Handle not found: 0xc0001ac2

    and in "SkyrimVR_dxgi" is written: 
    info:  Game: SkyrimVR.exe
    info:  DXVK: v2.0
    info:  Built-in extension providers:
    info:    Win32 WSI
    info:    OpenVR
    info:    OpenXR
    info:  OpenVR: could not open registry key, status 2
    info:  OpenVR: Compositor interface found
    info:  Enabled instance extensions:
    info:    VK_KHR_external_memory_capabilities
    info:    VK_KHR_get_physical_device_properties2
    info:    VK_KHR_get_surface_capabilities2
    info:    VK_KHR_surface
    info:    VK_KHR_win32_surface
    info:  AMD Radeon RX 6800:
    info:    Driver: 2.0.233
    info:    Vulkan: 1.3.217
    info:    Memory Heap[0]: 
    info:      Size: 7892 MiB
    info:      Flags: 0x0
    info:      Memory Type[1]: Property Flags = 0x6
    info:      Memory Type[3]: Property Flags = 0xe
    info:      Memory Type[5]: Property Flags = 0xc6
    info:      Memory Type[7]: Property Flags = 0xce
    info:    Memory Heap[1]: 
    info:      Size: 16368 MiB
    info:      Flags: 0x3
    info:      Memory Type[0]: Property Flags = 0x1
    info:      Memory Type[2]: Property Flags = 0x7
    info:      Memory Type[4]: Property Flags = 0xc1
    info:      Memory Type[6]: Property Flags = 0xc7
    info:  Game: SkyrimVR.exe
    info:  DXVK: v2.0
    info:  Built-in extension providers:
    info:    Win32 WSI
    info:    OpenVR
    info:    OpenXR
    info:  Enabled instance extensions:
    info:    VK_KHR_external_memory_capabilities
    info:    VK_KHR_get_physical_device_properties2
    info:    VK_KHR_get_surface_capabilities2
    info:    VK_KHR_surface
    info:    VK_KHR_win32_surface
    info:  AMD Radeon RX 6800:
    info:    Driver: 2.0.233
    info:    Vulkan: 1.3.217
    info:    Memory Heap[0]: 
    info:      Size: 7892 MiB
    info:      Flags: 0x0
    info:      Memory Type[1]: Property Flags = 0x6
    info:      Memory Type[3]: Property Flags = 0xe
    info:      Memory Type[5]: Property Flags = 0xc6
    info:      Memory Type[7]: Property Flags = 0xce
    info:    Memory Heap[1]: 
    info:      Size: 16368 MiB
    info:      Flags: 0x3
    info:      Memory Type[0]: Property Flags = 0x1
    info:      Memory Type[2]: Property Flags = 0x7
    info:      Memory Type[4]: Property Flags = 0xc1
    info:      Memory Type[6]: Property Flags = 0xc7
    warn:  DXGI: MakeWindowAssociation: Ignoring flags


    Any ideas?
    1. coldbomb1
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      Does it run with opencomposite when no d3d11.dll file is in your skyrimvr directory (remove enb)?  

      Also do you have crashlogger?  Does it give you a crash log at all?
    2. coldbomb1
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      My guess is that you have either reshade or vrperfkit installed, which do not work with OpenXR.  To check, the default dll file for both of these is dxgi.dll.  Try removing dxgi.dll (back it up first) from the main SkyrimVR directory and try it again.
    3. SweetspotSeeker
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      Thanks for your help. I had installed the performance kit in the past, and the log was a remaining. No ReShade installed, ever.

      Anyway; the thing is, with your updated mod, it now works immediately! Crazy how smooth the game now runs without all the steamVR overhead, what a perfomance leap. Thanks for this!

      But now at this point, I'm facing the same problem like other people here: There is a mismatch between the virtual hands and the real motion controller. There is both a spatial offset as well as a out-of-center rotation. I hope this can be solved...
    4. coldbomb1
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      I checked out the branch yesterday and started working on figuring out the misaligned hands.  It's a bit of a learning curve but I've learned a lot about how it works now.  Hopefully I can figure out a fix soon.
    5. Jostheboss
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      any ideas on the weapon throw thing?
    6. coldbomb1
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      Not at the moment, I'll give it a look though.
    7. Jostheboss
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      Shizof gave some feedback: https://www.nexusmods.com/skyrimspecialedition/mods/31374?tab=posts
    8. coldbomb1
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      Are you able to use weapon throw with open composite without my fix?
    9. SweetspotSeeker
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      I noticed also, that the controller bindings are different when the game is running in openXR. Thats no surprise because I used a custom steamVR binding profile. May that be related to your issue with no more weapon throw?
    10. Jostheboss
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      weapon throw still not working without enb, so its an openXR issue. shame...
    11. dragonsdogma1
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      This user in the bug sections says that the mod "Skyrim VR tools" (needed for "weaponthrow VR") :

      https://www.nexusmods.com/skyrimspecialedition/mods/27782?tab=bugs

      "GetSkyrimDevicePosition" Doesn't seem to return the proper controller coordinates in world

      related...?
    12. coldbomb1
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      I would think if that was the cause that it wouldn't work in SteamVR either.  I need to look at the source code for weapon throw and see what inputs it is expecting.
    13. coldbomb1
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      I just put up a custom openvr_api.dll file to use that should now fix the mismatch between the virtual hands and the real motion controller.  The weird white hands / index model at the main menu is still glitchy, but the VRIK hands in the game now should match the HP Reverb G2 controller locations like in the SteamVR version.

      It's in Files under Miscellaneous.

      Edit:  Need to fix a bug with it first.  Should hopefully be done soon.
      Wasn't a bug, my headset itself needed to be reset lol.  File is up again, should be working.
    14. coldbomb1
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      Planning to look at Weapon Throw next.
    15. Jostheboss
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      Conduit is another mod that is effected, requires about the same gestures.
    16. dragonsdogma1
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      The hands offset fix is working perfect too. Thanks!
    17. coldbomb1
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      New custom build with Weapon Throw fix is here: Skyrim VR OpenComposite Bug Fix Custom Build
    18. Dogdoor
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      Quest Pro running Skyrim VR Minimalistic Overhaul. 

      Could not get openxr to run however when I removed dxgi.dll from the skyrim main folder BAM it works!
      Thanks.
  11. busybobo
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    Would this also work for Fallout VR?
    1. coldbomb1
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      Edit:  Ah woops thought this was on a different mod.  It may work if ENB works the same for falloutvr.  Let me know if you try it out.  Would be nice to know.
    2. busybobo
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      Sorry, I was confused as to what this mod did. I thought this mod got ENB working for Skyrim VR because there was previously no ENB for Skyrim. There's no ENB for Fallout 4, and I thought this could be used to force ENB to run.
  12. hitmante
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    If there is any way you can make in Open FSR into this DLL (same DLL file name, open source) it would be amazing!

    https://github.com/fholger/openvr_fsr

    I don't hate Open XR Toolkit, just feels a bit intrusive being system wide and requires extra install and UI.
    1. coldbomb1
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      I'll take a look at what this would take.
  13. forbeatn
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    Is it compatible with the newest ENB VR d3d11.dll, by renaming it to skyrimVR_ENB.dll ??
    1. coldbomb1
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      Yes, the way it's set up, it should be compatible with any version updates as long as it still uses d3d11.dll as its base.
  14. hitmante
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    I got everything to work on Quest 2, Airlink, Open Composite XR, Open XR Toolkit, DLAA, ENB 0.490, and this mod.

    Key was to remove dxgi.dll from VR Performance Kit, it hard crashes on start-up with this mod.  Without this mod it just doesn't do anything.