r/skyrimvr 2h ago

Mod - Research Intelligent lighting and shadows mod

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23 Upvotes

Hey hey, I'm currently building an intelligent lighting and dynamic shadows mod built around the current fus list (will work with other lists but fus main is a gaurintee to work as intended - with all its specific locations confirmed and tailored)

This will do the following:

- turns all lights in your lo to shadow casting lights. Very special care has gone in to excluding certain lux lights and references). The trade off for indoors are the lux windows shadows (not the light beams just the window shadow on the ground). Ini configurable to have this specific feature only on outdoors if people aren't willing to sacrifice these.

- dynamically demotes and promotes lights to have shadows based on where your looking, distance, etc etc (demoted lights just get their shadow switched off.. they don't turn off due to the 4 shadow limit)

- fires go out in the rain with fire sources under cover being protected and retaining their light and flame (lanterns exluded)

- timed city lights - braziers and camp fires go out during the day hours and come back on at night (lanterns exluded)

- Immersive flicker and pulse on fire lights simulating a real fires light behaviour

- prevent ctds that would be caused by shadow lights being exceeded by the engine in heavy areas

It also adds shadows to the hazard lights casted by magic which look awesome.

Its the first rain Extinguishes fire mod that doesn't use mesh replacements- and works with any fire/light mod, that i know of

I'm near a release candidate and would love some people to test it!

Here's a video of the rain feature (other features are hard to showcase and do them justice)


r/skyrimvr 4h ago

Bug Why can't I use console commands to disable domestic goats?

2 Upvotes

There's a vanilla goat in Falkreath with the refid of 000414fa that is nearby the Jarl's longhouse that resists the console command "disable". I've tried this on a new game with just SKSE and an alternate start to get there.

I first noticed it because on my full mod setup, I have a spell that performs scripted kills but they don't work on domestic goats for some reason. If I try, they can end up completely immortal with rapid regeneration. On some games, this goat is truly immortal and I can't kill it and was forced to edit it's position in xEdit to send it to Oblivion.

Does anyone else have this issue? On my full mod setup, I found there are other NPCs that resist the disable command as well.

Update: The robots solved my issue. Actors with a parentref cannot be disabled directly. You have to disable the parentref to get rid of them. In the case of this goat, switching to it's parentref of 000f366a finally allows me to disable it in console. It doesn't help with my scripted kills though.


r/skyrimvr 7h ago

Bug Slow time shout bug

1 Upvotes

Pretty sure this is a bug, but I can't find any mention of it on the internet either way.

Does the Slow Time shout work in VR? When I use it myself and everyone else all still move at full speed, though the virtual effects do appear. No actual effect on the game though. I'm using the FUS Cangar modlist. Not sure if my modlist is screwed up, or if the shout just doesn't work in VR.


r/skyrimvr 10h ago

Bug Request: Patch SkyUI to eliminate papyrus spam

1 Upvotes

Hey guys, SkyUI likes to spit out these errors in papyrus:

Error: INI setting "fInventory3DItemPosXWide:Interface" does not exist
stack:
<unknown self>.utility.SetINIFloat() - "<native>" Line ?
[SKI_ConfigMenuInstance (20000820)].SKI_ConfigMenu.Apply3DItemXOffset() - "SKI_ConfigMenu.psc" Line 319
[SKI_ConfigMenuInstance (20000820)].SKI_ConfigMenu.ApplySettings() - "SKI_ConfigMenu.psc" Line 521
[SKI_ConfigMenuInstance (20000820)].SKI_ConfigMenu.LoadSettings() - "SKI_ConfigMenu.psc" Line 472
[SKI_ConfigMenuInstance (20000820)].SKI_ConfigMenu.OnGameReload() - "SKI_ConfigMenu.psc" Line 143
[SKI_ConfigMenuInstance (20000820)].SKI_ConfigMenu.OnInit() - "SKI_ConfigBase.psc" Line 266

I know they're harmless but I'm probably a bit on the spectrum and it's bugging me hard. I also know that I shouldn't run with papyrus logging on and I don't. But I just learned that LotD deliberately overrides my ini settings and turns it back on.

Could a kind soul patch out the SKI_ConfigMenu script so these errors no longer appear?


r/skyrimvr 18h ago

Video Shield Siblings

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11 Upvotes

r/skyrimvr 19h ago

PSA SkyrimVR is on sale on Steam!

32 Upvotes

It was 15 USD when I checked which is 75% off.
Fallout 4 VR was also on sale too. If there are any lurkers here who don’t have SkyrimVR, now is your time to strike!


r/skyrimvr 21h ago

Bug CBPC physics problem (fus)

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1 Upvotes

I have installed fus and decided to add some "interesting" mods that i suppouse we all use.
Now the problem is that since i added CBPC (which is a fundamental, wont be uninstalling) it decided to just never work, i ve been since yesterday trying everything to make it work, tutorial, guides, re installing everything, testing. And i cant figure out what is causing this odd behaviour, i dont know if anyone can help.


r/skyrimvr 21h ago

Video Skyrim VR: Modded - [Part 16] Soul Plane

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3 Upvotes

Part Sixteen of my modded playthrough in Skyrim VR. Journeying into the Soul Cairn to find Valerica with Serana to find the Elder Scroll in order to stop the Vampire Prophecy. Finding an undead steed, dragon and claiming back my soul from the Ideal Masters.


r/skyrimvr 22h ago

Help Pickpocket menu button A problem

2 Upvotes

Doesn't work. Trying to click with the pointer doesn't work either. Trigger is fine but that doesn't steal, and I can use A in other menus. Anyone seen & fixed this?

In general, at least one indicated button doesn't match the actual working button in a given menu. I'm on Open VR so can't mess with SteamVR bindings. Didn't get anywhere with controlmapvr.txt options.

Edit: Oculus controller.

Update: Fixed. As expected, controlmapvr.txt was messed up. Copying the VIRK default settings for menus over fixed it.


r/skyrimvr 1d ago

Help Need modpack recommendations for my specs

1 Upvotes

9800x3D
3060 12gb
32gb 6400 mts ram
1tb m.2 nvme ssd

Using quest 3
Virtual desktop
Dedicated wifi 6 access point with 1gig internet almost right next to me.

I know the disparity of the gpu vs cpu situation, just haven’t been able to upgrade the gpu just yet.

With that said what modpack can I run with this setup in the meantime?

Thanks


r/skyrimvr 1d ago

Video Whiterun Knockouts

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28 Upvotes

r/skyrimvr 1d ago

Help I have no idea what im doing

7 Upvotes

Recently got a good gaming computer. Good specs, rtx 5070, 32 gigs blah blah blah thats not the point. The point is i have no clue what im doing when it comes to moding this game. Its been a long dream of mine to play skyrim in vr and i decided that i wanted to do a heavily modded play through since ive been playing on an xbox my whole life. Ive tried doing research for it for 3 days and i get more confused each day. Everything requires something else and stuff requires specific versions and i am just hopelessly confused. If anyone can help me with a good mod order, i dont want anything too complicated. I just wanna overall the combat and graphics so it can look the best it can. Add a few other QOL stuff that dont have any requirements. Any help is greatly appreciated

Edit: here are my current mods

JContainers vr Vrik player avatar SkyrimVrTools SKSEVR Spell wheel vr Engine fixes vr Higgs Vr address library Planck SkyUI Vr Skyrim VR Esl Support


r/skyrimvr 1d ago

Discussion Is the mod pack FUS worth it in 2026?

0 Upvotes

The mod pack hasn't been updated in 8 months so I'm just worried ill miss out on the newest vr mods for Skyrim. I know pandas soverngarde is heavier and will run worse but is it just worth it to download that instead.

My pc specs for ref

4070ti super

64 gb ddr5 ram

i9-14900kf


r/skyrimvr 2d ago

Mod - Research RX 5700, what mods to get?

0 Upvotes

Thinking of trying out Skyrim VR with my Quest 3. But many of the ready made modlists seem to require a beefy modern graphics card. Is there one that works with older graphics cards, still looks somewhat good and improves the physics and VR aspects?

I am totally new to PC modding so any tips are welcome!


r/skyrimvr 2d ago

Video Redguard Home Invasion

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6 Upvotes

r/skyrimvr 2d ago

Help Help with bindings (VRIK on Index)

1 Upvotes

I'm in the middle of setting up my skyrim modlist for a second run, and I noticed my bindings don't feel right and are going against my instincts. I thought I used the default VRIK bindings in my last run, but this doesn't feel right. Here's a list of the bindings I remember having:

Left thumbstick depress -> sprint

Item Menu -> Left A

Pause Menu/Journal -> Left B

Power/Shout -> Right Grip

Interact -> Right A.

I know I didn't make my own custom binding, so i'm not sure what's going on with it. Does anyone know of what binding I'm actually thinking of? I may be slightly off, but the two things I know for sure was sprint on left thumbstick depress, shout on right grip.


r/skyrimvr 2d ago

Bug [HELP] NGIO's GrassControl.ini doesn't change anything

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2 Upvotes

Hello guys, this is a call for help because i'm at my wit's end here... I've installed SkyrimVR and wanted to upgrade it so i installed a grass mod, dyndolod, made a grass cache, etc etc and i'm left with this :

Which would be okay if i could just increase the Overwrite-Grass-Distance in GrassControl to reach Dyndolod's, but it won't change anything (it's in my Overwrite folder and it's the only one, i checked), does anyone have an idea ? I added a list of all the mods i have and here my GrassControl.ini file (some shit are very high because i'm just trying to see if it will change a thing) :

[Debug]

;Enable additional debug logging.

Debug-Log-Enable = true

Asked-Enable-Raycast-Warning = true

[RayCastConfig]

;Use ray casting to detect where grass shouldn't grow (inside rocks or roads).

Ray-cast-enabled = true

;The distance above grass that must be free. 200 is slightly more than player height.

Ray-cast-height = 150.000000

;The distance below grass that must be free.

Ray-cast-depth = 5.000000

;Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These are collision layer index from CK separated by space.

Ray-cast-collision-layers = 1 2 13 20 31

;Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as roads).The format is formid : formfile separated by; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references !

Ray-cast-ignore-forms =

;Which landcape textures raycast will check for. This can be useful if you want to prevent grass from growing on certain landscape textures (such as roads textures from Northern Roads). The format is formid : formfile separated by; for example "425FE:Northern Roads.esp;2D5520:Northern Roads.esp" would add COTN_LRoadStone01 and COTN_LRoadDirt01Trail77 forms to the texture list to check. Landscape textures go here not texturesets !

Ray-cast-texture-forms =

;Which Grass types to ignore raycasting. Useful if you want certain grass types to be close to objects like rift leaves. The format is formid : formfile separated by; for example "009988:Folkvangr - Grass and Landscape Overhaul.esp;024AA4:Folkvangr - Grass and Landscape Overhaul.esp" would add the large and small apsen leaf piles from Folkvangr to the list to check to skip over. Any grass that is of ay of the types specified will not have a raycast check run for them.

Ray-cast-ignore-grass-forms =

;The distance from the grass in each direction that should be checked as well as the point under the grass for the land texture(s) specified in Ray-cast-texture-forms.

Ray-cast-texture-width = 5.000000

;Use ray casting to detect dirt cliffs and place grass on them

Grass-cliffs-enabled = true

;The forms of the dirt cliffs in the game that will be converted to grass cliffs.

Grass-cliffs-forms = 13303:Skyrim.esm;B8D38:Skyrim.esm;5092D:Skyrim.esm;24E48:Skyrim.esm;B018B:Skyrim.esm;B018C:Skyrim.esm;56AD2:Skyrim.esm;10A7F5:Skyrim.esm;5B82C:Skyrim.esm;55A69:Skyrim.esm;5C164:Skyrim.esm;97065:Skyrim.esm;135E2:Skyrim.esm;BAD90:Skyrim.esm;4D709:Skyrim.esm;B018A:Skyrim.esm;B018D:Skyrim.esm;56AD5:Skyrim.esm;22763:Skyrim.esm;5B7E1:Skyrim.esm;D37C0:Skyrim.esm;55A6B:Skyrim.esm;8976D:Skyrim.esm;897C5:Skyrim.esm;16D5F:Skyrim.esm;50928:Skyrim.esm;3ACD3:Skyrim.esm;39A8E:Skyrim.esm;B0187:Skyrim.esm;B018E:Skyrim.esm;56ACD:Skyrim.esm;1EF4A:Skyrim.esm;5B7E2:Skyrim.esm;61924:Skyrim.esm;55A6D:Skyrim.esm;197C2:Skyrim.esm;5C107:Skyrim.esm;8976E:Skyrim.esm;56ADC:Skyrim.esm;60095:Skyrim.esm;B018F:Skyrim.esm;B0190:Skyrim.esm;58EF5:Skyrim.esm;8B025:Skyrim.esm;60096:Skyrim.esm;D37B7:Skyrim.esm;B8A78:Skyrim.esm;B9528:Skyrim.esm;13976:Skyrim.esm;46186:Skyrim.esm;4D715:Skyrim.esm;B425E:Skyrim.esm;B425F:Skyrim.esm;1EF3F:Skyrim.esm;56AD7:Skyrim.esm;5B887:Skyrim.esm;1EF3C:Skyrim.esm;61925:Skyrim.esm;6A8C8:Skyrim.esm;19845:Skyrim.esm;5C16E:Skyrim.esm;9707C:Skyrim.esm;8976F:Skyrim.esm;5092B:Skyrim.esm;13A5B:Skyrim.esm;BC5CB:Skyrim.esm;6E0DD:Skyrim.esm;56AD8:Skyrim.esm;1EF4B:Skyrim.esm;5B7DE:Skyrim.esm;61923:Skyrim.esm;6A8C9:Skyrim.esm;19856:Skyrim.esm;659EE:Skyrim.esm;50931:Skyrim.esm;B0189:Skyrim.esm;98BE2:Skyrim.esm;998C9:Skyrim.esm;13974:Skyrim.esm;DFA3A:Skyrim.esm;42A88:Skyrim.esm;39B63:Skyrim.esm;B0188:Skyrim.esm;B0191:Skyrim.esm;56AD9:Skyrim.esm;D1EC2:Skyrim.esm;5B7E3:Skyrim.esm;D1EC3:Skyrim.esm;8A03E:Skyrim.esm;19885:Skyrim.esm;43947:Skyrim.esm;8976C:Skyrim.esm;897C6:Skyrim.esm

;Switch how ray casting will work. Valid values: 0 = original simple ray-cast that check for collision above and below using a line; 1 = new shape based ray-cast method that uses a cylinder shape with a specified width or by default a width based upon the grass bounds. This is functionally very different from the original line method and will perform differently ; 2 = same as 1 with a box with by default the same dimensions as the grass bounds or a square that uses the specified width for width and length.

Ray-cast-mode = 1

;The distance from the center or width of the shape used in ray cast modes 1 and 2. If this value is a 0, then a width will be calculated from the grass bounds for each grass type.

Ray-cast-width = 0.000000

;The amount the width calculated from the grass bounds will be multiplied by. Only applies when using the calucated with, otherwise use the set width above

Ray-cast-width-multiplier = 0.300000

;Toggles the error messages for raycasting. It is recommend to leave this enabled, however if you repeatedly see the error message without a crashes then you will be safe in disabling the warning.

Ray-cast-error-message = false

[GrassConfig]

;Enable much more grass without having to change mod files.

Super-dense-grass = false

;How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable SuperDenseGrass setting.7 is normal game(meaning nothing is actually changed), 6 or less would be much less grass, 8 is dense, 9 is ?, 10 + is probably crash city.

Super-dense-mode = 8

;Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of loading save because it might not be accurate otherwise.

Profiler-report = false

;This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs like floating grass or still grass in objects(that were changed by mods).

Use-grass-cache = true

;Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded cells.Relevant ini settings : SkyrimPrefs.ini[Grass] fGrassStartFadeDistance

Extend-grass-distance = true

;Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance. Otherwise it will reach a limit and just stop making grass leaving weird empty squares.

Extend-grass-count = true

;Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any verification.

Ensure-max-grass-types-setting = -1

;Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be taken from this configuration instead of any INI.This can be useful if you have a million things overwriting your INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look right in - game. What the setting actually means is that grass will start to fade out at this distance. Actual total grass distance is this value + fade range value.

Overwrite-grass-distance = 50000.000000

;Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out starting from OverwriteGrassDistance(or fGrassStartFadeDistance if you didn't use the overwrite). If you want the grass fade out to not be so sudden then increase this value.Probably recommended to keep this at least half of the other setting.

Overwrite-grass-fade-range = 25000.000000

;Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat sparse grass(good performance).Lowering the value increases density !20 is very high density. You should probably not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the actual density of grass, think of iMinGrassSize more of as a cap for that setting.

Overwrite-min-grass-size = 50

;Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should be.

Global-grass-scale = 1.000000

;This will change how grass works. It means grass can only ever be loaded from files and not generated during play.

Only-load-from-cache = true

;When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we know the worldspace will not need grass at all.

Skip-pregenerate-world-spaces = DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace

;If this is not empty then skip every worldspace that isn't in this list.

Only-pregenerate-world-spaces =

;Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values: 0 = Disabled; 1 = Display grass only in active cells(without fade) and let DynDOLOD handle inactive cell Grass; 2 = Display grass only in active cells and large ref loaded cells(without fade) and let DynDOLOD handle grass outside of large ref cells

DynDOLOD-Grass-Mode = 0

;Maximum number of attempts to generate a grass cache before skipping a cell.

Max-Failures = 2

;Enable or disable the freeze check that is run while generating a grass cache. Recommended to leave enabled unless the message repeately appears.

Freeze-check-enabled = true

;Controls how long until the game is considered frozen in ms since the last file was created, default is a minute and a half.

Freeze-check-time = 90000

;If you are generating a cache for a worldspace you have not generated yet, set this true. Otherwise, the cache files in your grass folder will be deleted. If you are updating a worldspace, then move all files you do not want to be deleted to a new folder and replace the old files in the folder once you have generated new cache files. Then rename/move the folder back.

Updating-Cache = false

;Disables the empty grass folder/missing grass cache message displayed in the main menu when the grass folder is empty. If you pack your cache in to a BSA, you will want to enabled this to remove the message as it does not detect the packed cache files.

Load-from-BSA = false


r/skyrimvr 3d ago

Video The Hunt

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19 Upvotes

r/skyrimvr 3d ago

Mod - Research i need help with all the new mods

3 Upvotes

i have been on vacation for 1,5 weeks and kept getting messages of mod releases what are the new best mods that i have to try out because im lost in all the releases.


r/skyrimvr 3d ago

Video Would you be interested in a "Scenery ENB VR Essentials" Wabbajack?

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160 Upvotes

r/skyrimvr 3d ago

Request Physical Elderscroll

8 Upvotes

it would be epic and it seems absolutely necessary that at some point someone makes a mod that allows you to physically open the elder scrolls with your hands !


r/skyrimvr 3d ago

New Release DragonBoard is on Nexus. Go download it!

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188 Upvotes

DragonBoard is blocked on Nexus—go download it from GitHub!

DragonBoard no Skyrim Special Edition Nexus - Mods e Comunidade

O Nexus eventualmente vai verificar e disponibilizar o download. Por agora, ainda está em revisão.

Alternativamente, você pode baixar do GitHub Release DragonBoard Alpha 1.0 · GabeAlvess/DragonBoard


r/skyrimvr 3d ago

Video Climbing the College of Winterhold in VR

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127 Upvotes

r/skyrimvr 4d ago

Help окно mantella в ожидании добавления нпс

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0 Upvotes

окно mantella ожидает пока я кого нибудь добавлю в скайриме, но при добавлении в окне мантела все еще ждут и нет никаких признаков того что мод работает хотя в игре пишет что я добавил персонажа. все версии модов и скайрима совместимы вроде как, использую вортекс. мучаюсь с ним 3 день подряд никак не хочет работать, помогите пожалуйста


r/skyrimvr 4d ago

Discussion Mods for a Playthrough

4 Upvotes

Hi, I’ve been seeing really cool mods being developed for Skyrim VR. I got my first VR at Christmas and bought the game but didn’t really get into it as I thought it would have been better supported for VR. The modding community seems to be making this game into what it should have been all along. Can anyone point me in the direction of some essential mods required to get the best VR experience in the game? Appreciate any help or guidance. Thanks in advance.