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  1. Smartik1
    Smartik1
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    Do you have a screenshot from the PC side what you should see when this works? When I drop the dll in the Skyrim VR folder and run sksevr_loader.exe, it just seems to run Steam VR instead of OpenComposite. Thanks
  2. q10isarobot
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    Awsome fix im so glad this exists!!! I finally got skyrim working with open composite on virtuall desktop and all of my important skse mods work fine!! I have a question though I dont see keyboardText in my opencomposite.ini, can I just add the line in? should I add it at the top or bottom?
    1. coldbomb1
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      Ya, you can add it any place there.
    2. q10isarobot
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      When I do do it I get the error "unknown config option keyboardText line 12" and the game wont start, this is my ini: adjustTilt=false
      tilt=0.0
      enableAudioSwitch=false
      audioDeviceName=
      hapticStrength=0.1
      enableInputSmoothing=false
      inputWindowSize=5
      leftDeadZoneSize=0.0
      rightDeadZoneSize=0.0
      disableTriggerTouch=false
      disableTrackPad=false
      keyboardText=Q10
      
  3. deathtome1998
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    I really hate that I can't just put a attachment into my comment, but anyways. I'm having an issue starting SkyrimVR with this. I believe I do have the correct openXR program, but when I try to launch skyrimVR for testing, it crashes before getting the game pulled up. and gives me this error (which if I could add an attachment or get the insert image to actually let me insert the link to said image, I'd be much happier with nexus's commenting system.) I don't get 1, why it isn't giving me my user account on my PC when it makes the error, and 2, why it's even giving me the error. if someone knows what's going on and could help, that'd be great.
    1. coldbomb1
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      1) That's just the file path from the system it was built in.  You can ignore that.

      2) This error seems like you have the wrong OpenXR runtime set.  What headset are you using, and what's your full set up?  Ie: link, virtual desktop, wireless, wired, ect
    2. deathtome1998
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      I'm using a quest 3, and I'll be using it through virtual desktop probably. I just have to figure out how to launch it with my MO2 modlist through virtual desktop.
      when I tried to run it and was getting the error though, I was just using MO2's skyrim VR launch option from the dropdown list of programs it can run. because I was trying to get it to give me folders for some of my mods that I thought were maybe needing generated upon launch. such as legacy of the dragonborn's fate cards. because looking where they should have been does not show them.
      but for most games I do run through meta quest link, but I thought I'd try virtual desktop for this one.
      for my openXR that I have installed, I downloaded openXR-toolkit based on someone from reddit saying that was the correct one and linking it for me, as I was having a hard time finding any openXR things I could download. the folder for it has mappingtool.exe and companion.exe in it in case it helps to identify which one that is.
    3. zorbon1
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      I got this error when I accidenrally launch it from PC. You need to launch the game inside the headset from VD screen. 
    4. deathtome1998
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      would you also happen to know, and be able/willing to share how to get my MO2 instance to launch with sksevr through virtual desktop? I'm not sure what I'd have to do to get it to work. is it something like making a .bat file, or is it maybe as simple as using the MO2 dropdown selector to choose sksevr, and launch it through that while using virtual desktop to look at my desktop?
      thanks for whatever help you can give.
    5. coldbomb1
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      When trying to launch it through virtual desktop using the vd streamer, you'll want to make sure VDXR is selected as the OpenXR runtime.  You can check your current selected runtime and set it to the correct one using this tool.  https://github.com/rpavlik/xr-picker
    6. Louspirit
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      I also have the same error, even launching from VD Games Tab.
      I am not sure the VD uses the sksevr version. But it doesn't work even by using VD Launch Game... and select sksevr_launcher.
      Also, should we use the VDXR_Test version of this mod or the last one available?
      What's crazy is that mod (last version) works perfectly with Fallout4VR when launching from PC...

      Edit: I could run it normally using this mod https://www.nexusmods.com/skyrimspecialedition/mods/84551?tab=posts
      Seems OC broke the MageVR and Spell Wheel drawing though...
    7. coldbomb1
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      Ya magevr doesn't work with OpenComposite.  And if you use ENB you need to use that mod you linked so that it redirects 3 missing functions in the enb dll to the default system dll.  I'm not really sure how SteamVR handles that, but was the best way I could come up with to fix the interaction at the time, using mbuchia's code plus advice for fixing a similar issue in another game.
    8. deathtome1998
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      is this enb opencomposite mod necessary for a quest 3? it says it's for WMR headsets, but I'm not sure if that's one. but since I plan on using enb I thought I'd ask.
    9. coldbomb1
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      Yes, to use ENB with OpenComposite it's required.  I originally made it when I only had the reverbg2, but it works for any headset
  4. quietlychamil
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    Is there a guide somewhere to getting Open Composite to work with MO2?  Its not exactly plug in play and I'd very much like to try this as the Steam Overlay is borked.
    1. coldbomb1
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      I usually don't use MO2, but the goal is for the openvr_api.dll file that is in the main SkyrimVR folder to be replaced with the one from this mod.  So you would want to put it in a mod that overwrites the root directory.
    2. quietlychamil
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      Shoot.  That much I can do, by directly replacing it in my main directory, but setting the application to use open composite then starting it in MO2 still tries to boot up in Steam =(.  I'm missing a step but I'm not sure what it is.
    3. quietlychamil
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      Shoot.  That much I can do, by directly replacing it in my main directory, but setting the application to use open composite then starting it in MO2 still tries to boot up in Steam =(.  I'm missing a step but I'm not sure what it is.
    4. coldbomb1
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      You may have the steam openvr_api.dll stuck in your MO2 Overwrite directory.  You can try checking there and remove it.
  5. DigitalV1ru5
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    I can't seem to move my character when I use VDXR :p
    1. coldbomb1
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      What headset / controllers?
    2. DigitalV1ru5
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      Quest 2 with the quest 2 controllers? I dunno if they have a name 😅just the ones that come with the headset
  6. 4818843
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    OpenXR Call failed, aborting.
    C:\Users\U1\WebDocuments\GitHub\ReverbG2OpenXr\DrvOpenXR\xBackend.cpp:906 UpdateInteractionProfile.Error code: XR_ERROR_ACTIONSET_NOT_ATTACHED
    xrGetCurrentInteractionProfile(xr_session.get(), path, &state)
    log:
    Spoiler:  
    Show
    [2025-03-29 00:59:02.782] Config::Config:277- Checking for global config file...
    [2025-03-29 00:59:02.783] Config::Config:278- Version 1.9
    [2025-03-29 00:59:02.783] wini_parse:237- No config file found at D:\The Elder Scrolls V Skyrim VR\opencomposite.ini
    [2025-03-29 00:59:02.783] Config::Config:297- Checking for app specific config file...
    [2025-03-29 00:59:02.783] wini_parse:237- No config file found at D:\The Elder Scrolls V Skyrim VR\opencomposite.ini
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_D3D11_enable
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_D3D12_enable
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_vulkan_enable
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_vulkan_enable2
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_opengl_enable
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_composition_layer_depth
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_win32_convert_performance_counter_time
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_win32_appcontainer_compatible
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_visibility_mask
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_display_refresh_rate
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_palm_pose
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_OCULUS_audio_device_guid
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_KHR_composition_layer_cylinder
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_hand_tracking
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_hand_tracking_data_source
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_hand_tracking_aim
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_eye_gaze_interaction
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_eye_tracking_social
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_face_tracking
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_face_tracking2
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_FB_body_tracking
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_META_body_tracking_full_body
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_META_body_tracking_fidelity
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_HTCX_vive_tracker_interaction
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_MND_headless
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_uuid
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_META_headset_id
    [2025-03-29 01:00:53.404] DrvOpenXR::CreateOpenXRBackend:116- Extension: XR_EXT_debug_utils
    [2025-03-29 01:00:53.405] DrvOpenXR::CreateOpenXRBackend:121- Num layers available: 3 
    [2025-03-29 01:00:53.405] DrvOpenXR::CreateOpenXRBackend:129- Layer: XR_APILAYER_MBUCCHIA_toolkit
    [2025-03-29 01:00:53.405] DrvOpenXR::CreateOpenXRBackend:129- Layer: XR_APILAYER_reshade
    [2025-03-29 01:00:53.405] DrvOpenXR::CreateOpenXRBackend:129- Layer: XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility
    [2025-03-29 01:00:53.406] DrvOpenXR::GetXRAppName:56- Setting application name to OpenComposite_SkyrimVR
    [2025-03-29 01:00:53.632] DrvOpenXR::SetupSession:289- Started OpenXR session on runtime 'Meta Quest 3', hand tracking supported: 0
    [2025-03-29 01:00:53.632] oovr_abort_raw_va:205- Abort!
    [2025-03-29 01:00:53.632] XrBackend::UpdateInteractionProfile:906- OpenXR Call failed, aborting. C:\Users\JLWel\Documents\GitHub\ReverbG2OpenXr\DrvOpenXR\XrBackend.cpp:906 UpdateInteractionProfile. Error code: XR_ERROR_ACTIONSET_NOT_ATTACHED
    xrGetCurrentInteractionProfile(xr_session.get(), path, &state)

    using quest 3s + vd
    1. 4818843
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      Ok, it seems the reason is that I opened the openxr toolkit app at the same time, overwriting the dll
  7. IScratchl
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    Hello, I’m having a problem. When both controllers are moving at the same time, the pause menu appears, the controllers switch from clay hands to Vive wands, and I can’t do anything with the controllers. The controllers only work properly when one is not moving at all. I’m using my Quest through the Oculus link cable with Oculus software. The game runs like butter though.
  8. zorbon1
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    --
  9. AlexScorpion
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    Doesn't detect Quest 1 controllers, they appear as Vive controllers and don't react.

    Quest 1
    Meta app with link cable
    Edit: Tried all of the files, none of them worked. It kind of works when i use only one controller but as soon as i pick the other up, pause menu pops up and my hands turn into vive controllers.
    1. coldbomb1
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      The vive controllers appearing are the default models from SkyrimVR.  One thing you can try is on the main menu before loading a save, go to the VR Controllers menu and toggle off of motion controls and back on using the keyboard arrow buttons and see if the controllers start working.
    2. AlexScorpion
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      Tried it before already, no luck here. Going to try again on quest 3 in week or so. Thanks
    3. AlexScorpion
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      Looks like i have also started to have problems with other games when i run them in OpenXr, Into The Radius 2 doesn't react to my controllers at all.
      It started after i have updated to Windows 11 24H2 version. 
  10. Belgeode
    Belgeode
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    Just a quick beta report. So far the keyboard test is working ok. I did have a CTD the very first time i used it to rename an item I was enchanting. It happened when i pressed enter. I have not been able to duplicate it since though. One thing i noticed is the Skyrim VR window loses focus when you open the keyboard console. I am assuming this is supposed to be normal. As long as I type whatever then press enter, Skyrim VR will regain focus and the renaming process works. But if i should accidentally click anywhere on my desktop or try to make the Skyrim VR window the main focus before typing and pressing enter, it will basically lock out any inputs at all. I have to force close and restart the game in that case.

    All subsequent rename attempts since i figured this out have been successful. No further issues to report. Also thank you for this!! I notice that now when loading into the game, it loads much quicker than it did before. (I count the number of times windows mixed reality makes that awful loud noise and the vr screen "shatters" into a million blue triangles as it switches to Skyrim VR. Before it did that a total of 3 times, now it only does 2 but in much shorter timeframe).

    Using a Reverb G2 with touch controllers.
    1. coldbomb1
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      Thanks for the feedback!

      It looks like there's a couple issues with the approach I took to keyboard entry that needs worked on to avoid locking out input when changing window focus.  Hopefully I can work those out while I make the actual point and click virtual keyboard to go with the overlay.

      In regards to the quicker loading, I had found a couple issues with the initialization process that caused additional session restarts, which I also believe is the cause of the issue with the controllers sometimes not working on startup and needing to do the Vr Controller setting off and on workaround to fix.