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Attempting to port mods to VR


Jadorel

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So as some of you know, Fallout 4 VR came out today. And apparently some mods such as graphical mods that just have texture changes are able to be loaded manually in to the game. However, I want to see if I can get a mod that has an .esp file to work for the game. Ive followed the typical manual loading process, however some things are not the same. FO4VR has several ini files that Im not sure need to be modified with the archive code, and when you run the game, no plugin file is created. I manually created and listed a mod in a plugin file that I added to the Data folder, but still no dice getting it to show up.

 

Do yall have any idea of the extra steps Ill need to get a mod to work for the VR version? Specifically Im trying to get this mod to load: https://rd.nexusmods.com/fallout4/mods/19154?tab=description

 

Really wanna swing a lightsaber in VR.

 

Thanks

 

Edit: After testing with others, it seems that esps are unable to load. Forgive me for not knowing but what exactly is an esp and is there some way I can dig in to it to modify it for VR?

Edited by Jadorel
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I think about ordering the VR version for Fallout 4, although I am more interested in Skyrim VR next year. So I can't directly look into it, however, you need to check how the .esp file format changed compared to Fallout 4 vanilla. There might be just some minor changes in the file header and specific record types related to the game's visuals. If you compare specific Fallout VR .esp file with its vanilla counterpart in a Hex editor, you will likely see that they are mostly identical.

So you need to either develop a program to convert a fo4 .esp into a fo4 vr .esp, or and preferred (As there might be data in the new vr .esp file format not present in the vanilla .esp format) adapt FO4Edit to properly parse the new file format. So you have to understand how Fallout 4 VR loads those files when the game starts. You can do so by attaching a debugger like x64dbg to Fallout4 and step through the CPU instructions one by one. You need to find the Fallout4's file parser and you need to adapt FO4Edit in a way which adopts FO4's parser behavior. It's probably easier for you to wait until FO4Edit is updated (if at all).

Edited by skydragonsky
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I'm very disappointed, I can't realize the first mod you want is the lightsaber mod, when we have CBBE and TONS of boobs on the nexus !!!!

 

btw, I already have few mods idea, I'm not a full modder but I'll try some things. Specially stuff like reduce pipboy's size when looking at it

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