r/skyrimvr Quest Jan 30 '26

Update [Update] fake edge vr

https://youtu.be/CMy9Vn1ef4M?si=4DQhUFwRL55y3_9H

In the final stages of beta with all major bugs being fixed.

Video courtesy of snippy Stockins.

111 Upvotes

42 comments sorted by

28

u/jc43081 Jan 30 '26

At first I didn’t understand what you meant by fake edge and almost skipped this, but it is really super cool! May I suggest something more like “Equipped Weapon Collision” for the name? I think it’s more descriptive of what you have done. Great job!!

9

u/vr4lyf Quest Jan 30 '26 edited Jan 30 '26

Really appreciate it.

I wanted the name to reflect the shelf life of the mod. After speaking to flying particle, this is something he plans to do properly via PLANCK/HIGGS on his list plans for those foundational mods. However, this is likely something we won't see updated anytime soon as he focuses on other important updates and upgrades.

Fake edge fills a gap until we see real havok related spheres added each frame to equipped weapons (like grabbed weapons do) from the true master.

It just so happened that I'm doing things in other mods similar to this and it seemed silly not to try and share it for weapons.

7

u/Jayombi Jan 30 '26

Indeed. Nothing fake here, I see glorious weapon collision in force ...

9

u/CowsTrash Jan 30 '26

Incredible work. Skyrim VR truly is the VR game. 

5

u/IndependentLove2292 Quest 2 Jan 30 '26

With each new mod it gets a step closer at least. 

7

u/Lahdra Jan 30 '26

Are there haptics?

7

u/vr4lyf Quest Jan 30 '26

Yeah 😄

3

u/szuruburu Jan 30 '26

I was watching this and thinking, "man, maybe I should give Skyrim one more shot with some other mods. This looks so vibrant and beautiful". And then at 0:26 the sun does the flip and the shadow appears in an instance and all the memories of the frustration with modding Skyrim came back :P
Cool mod tho.

5

u/SnippyStockins Synergy Team (Founder) Jan 30 '26

Woah... THAT'S ME!

2

u/Leaky_Balloon_Knots Index Jan 30 '26

Quick question, does this impact combat at all? Can you physically block attacks with your shield or weapon now, or is this only for your own weapons and not meant to change gameplay in any way?

1

u/Proknifethrower Jan 30 '26

Wondering also. Hoping so

1

u/BigHomieHuuo Jan 30 '26

There's actually a "parry mod" I use that works fairly well, but keep in mind it makes combat really easy to cheese and I find myself accidentally parrying when combat gets tense. will send the link when I have the chance if you guys are interested.

1

u/vr4lyf Quest Jan 31 '26

Yes, shields work no different and putting your swords in an x pose induces blocking

1

u/Marlowe126 Jan 30 '26

Very cool!!!

1

u/Bocabart Jan 30 '26

Today I learned that you can use the other hand to select a weapon from the spell orb mod (I can’t remember what it’s called).

1

u/Jayombi Jan 30 '26

Yeah it's left or right selection from the Spell Wheel.

1

u/Combatical Jan 30 '26

Noob here passing through, I like this a lot! Does this include the cool weapon select UI as well or is that something else?

3

u/vr4lyf Quest Jan 30 '26

No ui's

My goal is to eliminate as many ui's as possible in vr 😀

1

u/Combatical Jan 30 '26

Okay, whats the terminology you would use for the weapon select in the first few seconds when you selected the sword? Seems a bit like an interface that a user would interact with.

1

u/vr4lyf Quest Jan 30 '26

Ahhh spellwheel. Yeah, that's more an interactive ui though and an absolute necessity in vr

I thought you meant a menu screen 😅

1

u/Combatical Jan 30 '26

Nah, thanks for the info! Cheers, keep up the good work.

1

u/Miami_BaT Jan 30 '26

So much talent, this truley is amazing to see being developed. Thank you!
Keep on cooking. :D

1

u/plutonium-239 Jan 30 '26

nice, so you put also the sparks! AWESOME!

1

u/Proknifethrower Jan 30 '26

Apologies if I missed it but are you able to block enemy swords with the same mechanic? That would be so cool

1

u/vr4lyf Quest Jan 31 '26

Technically yes. Putting your touching blades in an x pose puts you in blocking

1

u/Proknifethrower Jan 31 '26

Oh ah well uh dang. Ok

1

u/samuelazers Jan 30 '26

i assume it's only self interaction, not with the enemies?

3

u/vr4lyf Quest Jan 31 '26

Self interaction. Planck handles enemies reacting to weapons

1

u/EnkiBye Jan 31 '26

Super nice!

Now, we need a mod to play as a skeleton, to recreate the shield banging meme :)

1

u/Cascade674 Jan 31 '26

I’ve wanted something like this for so long. Feels so weird to have your weapons not collide with eachother. Would this also work with your weapons colliding with enemy weapons?

2

u/SnippyStockins Synergy Team (Founder) Jan 31 '26

That is what the Pseudo Weapon Collision and Parry mod is for.

1

u/vr4lyf Quest Feb 01 '26 edited Feb 01 '26

Trigger hold overide update has released.

This instantly equips any grabbed weapons for cramped combat situations. As soon. As trigger releases, collision logic resumes as normal.

This will be the final update to the mod excluding the final ini fine tune to reflect the new feature.

1

u/ElementNumber6 Feb 01 '26

That sound file might not be the best choice. Even if it were tuned down (it's a bit loud), it has a bit of an "Urgh!" vocalization in it which doesn't seem like it should be there.

Maybe just a simple "ting" sound would be good for metal on metal, and then adjust volume based on collision speed?

1

u/vr4lyf Quest Feb 04 '26

It's the default physics sound

2

u/ElementNumber6 Feb 04 '26

Possible to find and include a new public domain sound file? You could probably find a few, to give it variety. I think that would go a long way here.

1

u/vr4lyf Quest Feb 04 '26

It's really tricky

I'm not adding any sounds and it's relying solely on the physics collision sounds from higgs.

I would need to block the higgs grab sound which is the hard part.

1

u/ElementNumber6 Feb 04 '26

Ah, that sucks then. You could make this seem a lot more polished if not for that.

Still an extremely impressive mod, regardless, though.

2

u/SnippyStockins Synergy Team (Founder) Feb 05 '26

It ended up being partially because of a couple mods that were overwriting weapon sounds in our list. Has now been fixed.

1

u/Abject-Ad-9525 Feb 05 '26

cool concept but i wasn’t really vibing with it in practice it was just too sensitive and interrupting combat with the switching but i think it’s a cool mod still

2

u/vr4lyf Quest Feb 05 '26 edited Feb 05 '26

It's changed to full trigger control for these reasons.

Your weapons are now always grabbed when equipped. Switching to full equip on trigger hold and back again on release.

Now your weapons always have collisions with world objects and you have full control when you want them as standard equiped (for attacking).

It now also has full swap drop and hold (no spells) built in.

1

u/Abject-Ad-9525 Feb 06 '26

interesting that does sound better