WrongBackGround Posted June 19 Posted June 19 Whats the difference between the SkyrimSE exe and the SkyrimVR exe? i get that SkyrimVR is in VR and is old. i also get that SkyrimVR was thrown in the gutter. If the difference isnt actually that big, whats to stop a mod from implementing VR in SkyrimSE? If the concern is bypassing owning SkyrimVR, then it just needs to require SkyrimVR to run. yeah, sure, having an anti-piracy measure in a mod would be weird, but doesnt the "Tale of Two Wastelands" mod need both games? i get that thats map stuff, but its still a valid precedent. also, whats the difference in requiring you own SkyrimVR and requiring you own the AE dlc? From the tiny amount i found, the way SkyrimVR is VR is at the engine level. If so, how hard is it to mod the engine? Does it even need to be an engine level mod? by tiny amount i mean one post in the context of something else. if noone has actually looked at how SkyrimVR is VR, how would i find out? If there is already a project to add VR to SkyrimSE, Id love to put my uneducated and poor hat into the ring to help.
scorrp10 Posted June 19 Posted June 19 Skyrim VR is essentially Skyrim SE. Its initial code was a fork of early alpha build of SE. And proper VR implementation is a very very very non-trivial matter. In fact it is a lot easier to make stuff for latest Skyrim AE work in VR than it would to implement VR capability in AE (1.6.1170). If you do some searching, there are guides on how to get AE (CC) content working in Skyrim VR. Pretty much any mod made for Skyrim SE that does not include an SKSE .dll plugin will work in VR. Especially once you get Skyrim VR ESL support And even with .dll plugins - any plugin that relies on Address Library for compatibility, should work with VR Address Library Of course, the caveat is that you have to own both the regular and the VR versions of the game to use CC content from AE in VR.
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