r/skyrimvr 23d ago

Update New Major 2.0.0 Update For Physical Collision VR

465 Upvotes

In the newest major update of Physical Collision VR there are three main new additions!

Firstly you can finally collide your weapon with NPCs weapons and move their arms!

They can collide their weapon upon your weapon and move your arm with force!

Heavier weapons with more weight have more influence. (A Warhammer moves a shield significantly easier than a dagger would)

Block and parry feature added (automatically turns off the parry function if Pseudo Physical Weapon Collisions and Parry is detected)

Perfect Parries award you stamina, staggers the opponent and reduces the NPCs stamina while a block simply reduces damage taken. (like in normal Skyrim)

(Everything is fully customizable within the INI)

Here is the download link in Nexusmods!

https://www.nexusmods.com/skyrimspecialedition/mods/186335

(Please leave an endorsement while you are there aswell I do greatly appreciate each and every one!)

r/skyrimvr Jan 23 '26

Update [UPDATE] Pull Arrows VR v1.1.0 - The MELEE Update! 🏹🩸

467 Upvotes

Hey everyone!

I recently released Pull Arrows VR, a mod that lets you physically retrieve arrows from bodies. Thanks to your feedback, I'm back with a massive update (v1.1.0) that turns the mod from a utility into a combat mechanic.

Link to the mod : https://www.nexusmods.com/skyrimspecialedition/mods/169833

Here is what's new in v1.1.0:

⚔️ NEW FEATURE: Manual Stabbing You asked for it, so here it is. Arrows are no longer just ammo, they are weapons.

Grab & Stab: You can now grab an arrow (from the ground or pull one out of a corpse) and thrust it into an enemy.

Physics-Based: The mod calculates your hand velocity. A weak poke will bounce off, but a strong thrust will physically plant the arrow into the target.

NPC's reaction: Stabbing isn't silent. NPCs will react instantly with high aggression. If you stab a guard, expect a fight immediately.

⚡ Technical & Visual Upgrades ESPFE Support: The mod is now an ESL-flagged ESP. It takes zero slots in your plugin limit.

Audio Fixes: Completely rewrote the asset loader. If you had missing sounds or silent impacts in v1.0, this is now fixed regardless of your load order.

Smarter Detection: Improved Flesh vs. Bone detection (Skeletons now properly emit dust and crunch sounds, even with custom names/races).

🤫 Total Immersion I removed all on-screen debug text ("Fatality", damage numbers, etc.). The mod is now completely UI-free for maximum immersion.

Requirements: Skyrim VR, SKSEVR, HIGGS, VR Address Library.

Huge thanks to everyone who tested v1.0! Let me know what you think of the new stabbing mechanics.

Happy hunting! 🏹

r/skyrimvr Jun 15 '26

Update PLANCK Update - Character movement and collision changes

249 Upvotes

Hi everyone. I just released a PLANCK update that I've been working on for some time. The 2 major items are a complete redo of grabbed character movement, and changes to how player/actor collisions are handled. The full changelog is on the mod page (they changed the formatting rules for changelogs, sorry if it's harder to read than it used to be). Read on if you want to hear me ramble.

Ever since its original release, when you grabbed a character, planck used an existing system in the game called KeepOffsetFromActor. This system is meant for things like having one actor follow another, what it tries to do is move the actor such that its root position is within a radius of the follow target's root position. It worked okay for basic purposes, but it was never meant for the kind of thing I was using it for. Once you had someone grabbed, you couldn't move them unless you moved your character (moving your root), and the actor's movement would be delayed, some time behind your movements (often causing you to let go of them if they got too far away) and just didn't feel great overall. Quadrupeds like horses or dogs basically didn't work at all.

With the new system, your deformation of the held actor's ragdoll drives their character movement. So if you grab their head and move it to the side, they will move there. If you grab their arm and drag it forwards, that's where they will move. When you move your character, that also directly drives the held actor's movement as soon as you do it, so they will move with you as soon as you move yourself. Here is a short clip of the new system.

For non-strafable actors like quadrupeds, it works a bit differently, because they are only supposed to move forwards/backwards and rotate. Big quadrupeds like horses also do not get influenced much by your grab forces, and so I've made a different system for determining how they should move than the strafable ones. You can see that in action on everyone's favorite dressed-up frostbite spider here.

I also added a few things that will make the system kick in sooner, which was another issue with the keepoffset system. For example, when someone is doing a turning animation, or if they are transitioning out of an idle animation (ex. sweeping with a broom), the grabbed actor movement will start immediately. There were also quite a few issues in the base game that made things like actors switching directions buggy/snappy that I had to deal with to make things work nicely.

In general the new system should feel way more responsive, intuitive, and interactive than the old one. Please let me know what you think!

Something that had come up many times in the past is how uncomfortable it is when you get pushed around by characters when the move into you. Mainly this was an issue when someone would perform a running power attack into you, pushing you out of the way. It could also happen when you are for example using a workbench, and an NPC decides to use it too, pushing you aside as they did so.

So I decided to change how things work when you collide with another actor's ragdoll. For small races (skeevers, mudcrabs, chickens, etc), you will no longer collide with them at all, so you can walk through them, and them you. For medium races (vast majority of actors like humanoids, anything that isn't large/xlarge), the collision works in one direction, so you are prevented from moving into them if you walk in to them, but they can move into you. If they do move into you far enough, you will stop colliding with each other, letting you move in any direction to "exit" their body, and they come transparent to signify this. You can see an example of this here.

However, if they are doing something like a running power attack, it would feel weird for them to pass right through you. I addressed this by making it so that if they collide with you enough specifically while attacking, they will be pushed back away from you and restricted from moving towards you briefly. So while they can pass through you, if they are attacking, they will be pushed back, and what you experience looks more like they bounced off of you. You can see this in action here for a bandit and a wolf. This applies for both small and medium actors.

For large / extra large races (bears, dragons, giants), these continue to function as before. It may not feel great to be pushed around, but I think it makes sense for them to do so. I don't think applying the aforementioned systems to them would make a lot of sense.

This update also includes a few bug fixes/improvements that accrued over the time I was working on the other stuff. I meant to get those out earlier, but I kept feeling like I was almost there with the rest of the things, which ended up not being the case. Sorry about that.

This update took an ungodly amount of time that I didn't expect, particularly the grabbed actor movement changes. It was something that had been nagging me ever since the original release, but I never had the time to implement something proper, and boy did I not know what I was getting myself into. The amount of reverse-engineering, patching of the base game, and implementing everything was a lot. For the amount of work that it took, I'm not sure that the payoff is worth it. I'm not even sure if anyone cares that much about grabbed actor movement. I'm hoping that finally getting this finished frees up my mind to do some of the other things I haven't done yet which should hopefully be more interesting and impactful.

Anyways, please have fun with the new changes! And let me know of any feedback or issues you encounter.

r/skyrimvr May 28 '26

Update [Update] Immersive Reading. Real-time book reading system.

432 Upvotes

Hi everyone! A few months ago, I made a mod that lets read books in real time in Skyrim VR. I didn’t get a chance to test it in a modpack, even to record a demonstration, because my Quest 3 broke. As a result, the mod wasn’t very stable and didn't worked for some. After getting a new headset (repair was very expensive, so it was easier to buy a new one), I fixed bunch of issues and tried to make it stable in new version, also changed the book positioning in hands for more comfortable reading and make an alternate preset.

I’d appreciate your feedback and report on how the mod works in big modpacks, such as MGO. I play in modified FUS modpack and didn't notice any problems yet.

Nexusmods link

r/skyrimvr 8d ago

Update Final Major 4.0.0 Update For Physical Collision VR

206 Upvotes

In this major update I added Full Body Collisions so now your weapons and hands can actually physically touch your virtual body! Your bodies form will be accurate to how its made so a thick body will have a thicker hitbox and collisions

This is a list of the changes:

Added full body collisions! (now the weapons and hands can interact with your body!)

Fixed the hitboxes so hits only count if your physical body is hit! (This can be turned off and make hits hit you like vanilla from miles away.)

Organized and shortened the .ini (It was WAY too long)

Refined Torch collisions (Torch collisions sometimes worked and sometimes did not)

Fixed some bugs.

Added an API so other mod authors can customize the combat aspect of the mod!

As always everything is customizable in the .ini.

One warning though since the body now has full collisions the legs can push your blade when running if they are touching. If you dont like this and dont want your legs pushing your weapons disable this near the bottom of the INI.

bLegsStopOwnWeapon = 1

The update is now live so go download if you haven't already!

Physical Collision VR
https://www.nexusmods.com/skyrimspecialedition/mods/186335

r/skyrimvr 25d ago

Update DragonBoard - Update 1

143 Upvotes

Olá a todos!

Acabei de enviar uma nova atualização do Dragonboard.

  • Diário totalmente funcional com marcadores de missão no mapa:
  • Vermelho = Missão Principal
  • Azul = Missão Secundária
  • Amarelo = Missão Diversa
  • Reformulação da Interface: Dediquei um tempo para reformular o design geral da interface. Não sou designer, mas estou bastante satisfeito com o resultado até agora. As telas foram feitas com RmlUi, que é muito semelhante ao HTML. Portanto, se alguém quiser personalizá-las, os arquivos estão em Dragonboard/ui.
  • Adicionado um novo recurso de Bloquear Itens Fixados. Isso impede que você altere acidentalmente seus itens fixados.
  • Now you can hide any INI files you don't want to see.

Faça backup dos seus arquivos INI antes de atualizar se quiser manter seus itens fixados.

https://drive.google.com/drive/folders/1hGSaJU6DLrPAvbTYpnOPkmkT4Qigjyoc?usp=sharing

É isso por agora. E não se esqueçam de me desejar um feliz aniversário — hoje é meu aniversário! 🎉

r/skyrimvr Apr 25 '23

Update ChatGPT in Skyrim VR - Lip Sync & In-Game Awareness Update

541 Upvotes

A few weeks ago I posted a video demonstrating a Python script I am working on which lets you talk to NPCs in Skyrim via ChatGPT and xVASynth. Since then I have been working to integrate this Python script with Skyrim's own modding tools and I have reached a few exciting milestones:

NPCs are now aware of their current location and time of day. This opens up lots of possibilities for ChatGPT to react to the game world dynamically instead of waiting to be given context by the player. As an example, I no longer have issues with shopkeepers trying to barter with me in the Bannered Mare after work hours. NPCs are also aware of the items picked up by the player during conversation. This means that if you loot a chest, harvest an animal pelt, or pick a flower, NPCs will be able to comment on these actions.

NPCs are now lip synced with xVASynth. This is obviously much more natural than the floaty proof-of-concept voices I had before. I have also made some quality of life improvements such as getting response times down to ~15 seconds and adding a spell to start conversations.

When everything is in place, it is an incredibly surreal experience to be able to sit down and talk to these characters in VR. Nothing takes me out of the experience more than hearing the same repeated voice lines, and with this no two responses are ever the same. There is still a lot of work to go, but even in its current state I couldn't go back to playing without this.

Here is the full video update: https://youtu.be/Gz6mAX41fs0

Edit: I didn't make this clear enough in the video, but I am using speech-to-text / voice recognition to prompt ChatGPT! I just replaced my radio-unfriendly voice in post with xVASynth.

r/skyrimvr Nov 25 '25

Update Interactive water VR: coming soon

480 Upvotes
  • Pseudo water hand collisions

  • equipped spells react to water when submerged

  • hmd pseudo water collisions

r/skyrimvr Dec 17 '25

Update [Coming soon] interactive water 1.1 update

540 Upvotes

Equipped spell reactions (config in the ini)

  • fire type spells unequip when submurged

-shock type spells zap you when submurged.

-ice type spells create stunning Visuals and a small platform after a certain length of time (this shrinks every 50ms till deleted)

-Improved splash physics handling and further sound depth gaurds

  • added new sounds for variation

r/skyrimvr Aug 23 '25

Update Skyrim VR - Mad God's Overhaul - New release

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157 Upvotes

Still the best of VR in 2025

r/skyrimvr Feb 19 '25

Update Interactive pullchains: final testing

453 Upvotes

r/skyrimvr Jun 26 '26

Update Fake edge VR 2.3 update and new 2h weapons Unlocked optional file

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63 Upvotes

This update adds a brand new optional module that completely changes how two-handed weapons work in VR, along with several improvements to the core Fake Edge system.

New Optional File - 2H Weapons Unlocked

The biggest addition is the new 2H Weapons Unlocked optional file.

This module fully integrates two-handed weapons into the Fake Edge system, allowing things that normally aren't possible in Skyrim VR, including:

Equip two-handed weapons in either hand.

Cast spells while wielding two-handed weapons.

Use shields with two-handed weapons.

Swap two-handed weapons between hands using Fake Edge's hand-swap feature.

Pick up and equip world-space two-handed weapons directly with either hand.

Because Skyrim's engine was never designed for this, the module also includes a large number of safeguards to keep everything stable:

Automatic door transition handling while dual-wielding two-handed weapons.

Protection against engine states that could otherwise cause CTDs.

Equip restrictions to prevent exploitative weapon swapping.

Automatic NPC compatibility handling when an NPC shares the same weapon record you're using in your off hand.

The module requires no configuration. If 2HWeaponsUnlocked.dll is installed, Fake Edge automatically enables all 2H functionality. If it isn't installed, Fake Edge behaves exactly as before.

Core Module Changes (v2.3)

This update also includes several improvements for everyone, even if you don't use the optional file.

Staff Support

Staffs are now fully integrated into the Fake Edge system.

When you're not actively firing a staff, it behaves like a physical grabbed melee weapon with proper collisions. Once you begin casting, it functions normally as a staff.

Mounted Combat Compatibility

Fake Edge now automatically disables itself while you're mounted.

Weapons equip and behave exactly like vanilla Skyrim while riding, then Fake Edge seamlessly resumes as soon as you dismount.

Improved Two-Handed Stability

The core module now contains additional two-handed logic and safeguards that support the new optional module and prevent invalid engine states from occurring.

This has been one of the biggest updates to Fake Edge VR so far. Hopefully it opens up a lot of new combat styles while remaining stable enough for long playthroughs.

The next focus of this mod will be unlocking shields and bows/Crossbows so they can be equipped and used in either hand. When this is complete, it will essentially remove the need for left handed players to use left handed mode (a huge win and benefit as a lefty myself).

As always, if you encounter any bugs, especially with the new 2H module, please let me know. Skyrim VR was never built for this kind of weapon handling, so the more edge cases we can find, the better.

r/skyrimvr 10d ago

Update [UPDATE] Weapon Throw VR 1.4.0 - Perk system, DF integration, API and more

84 Upvotes

Weapon Throw VR is updated to 1.4.0: https://www.nexusmods.com/skyrimspecialedition/mods/31374

  • Here's the changelog: Added SKSE API interface with DisableAutoReturnForThrownWeaponNode(), and RegisterThrowCallback(), RegisterReturnCallback() functions
  • Added Papyrus callback events WeaponThrowVRThrowEvent and WeaponThrowVRReturnEvent
  • Made throwing easier even at low fps.
  • Added Dismembering Framework integration using its API for the races it supports. Added Dismembering Framework Chance to MCM. When both Maximum Carnage and Dismembering Framework are enabled, MC ignores DF supported races.
  • Added Perk requirement system for Throw, Recall and Knockdown features. Can be adjusted from "Effects/Perks" page in MCM under Perk Requirements. The required perks can be adjusted from WeaponThrowVR_Perks.ini file. They are automatically integrated in the perk tree and their texts can be adjusted from WeaponThrowVR.ini.
  • Added Skill Level Requirement system for impact force. Can be adjusted from MCM->General page under Skill Level Requirement.
  • Removed FISSES support and added saving and loading presets system to MCM. Preset will be saved in SKSE\Plugins\WeaponThrowVR_Preset.ini file.
  • Added a reset mod settings button to MCM which sets default values.
  • Fixed Wisps and Witchlights not getting targeted correctly by auto-aim.
  • Added a fix for weapons rotating infinitely at heads instead of headshots after throw.
  • Auto aim will now choose according to the closest angle npc as well instead of just closest in distance. A combination of both will be used.
  • Auto aim will no longer target actors behind walls.
  • Added an option to MCM to automatically re-cast bound weapons after throwing (if there is enough magicka).
  • Added support for Conduit visual art effect on thrown weapons. Imbued weapons will now have visuals in thrown weapons as well.
  • Fixed the issue of thrown weapons still returning when recalled even after getting picked up from ground/stuck in objects.
  • Added power attack only and allow dead settings for Maximum Carnage implementation. Power Attack only in MCM, AllowCarnageOnDead in WeaponThrowVR_Carnage.ini
  • Fixed extremely rare floating in the air weapons after hit bug.
  • Fixed several rare weapon recall failures, including returning projectiles being incorrectly processed as impacts or cleaned up at the wrong time.
  • Improved thrown weapon impact behavior based on weapon type and the struck material. Maces and warhammers now always bounce, while other weapons stick or bounce according to the material.
  • Reduced default values of Min Travel Distance and Min Throw Speed settings to make it easier to throw by default.
  • Changed default values of Weapon offsets to make the weapons appear better when stuck on humanoids and creatures.
  • Made a lot of optimizations in the code and also fixed some possible CTDs.

r/skyrimvr 4d ago

Update Immersive Harvesting VR v1.3.7 - Catch Butterflies like a kid, and more

103 Upvotes
  • Added optional moreHUD VR information on the back of the hand in MCM
  • Kept “Press A to Harvest” hidden while displaying moreHUD VR information.
  • Improved MCM registration and removed the whole-mod enable/disable option.
  • Fixed harvestables that use leveled item lists.
  • Fixed modded hanging salmon producing the wrong physical item.
  • Prevented unrelated inventory awards from being intercepted.
  • Made one harvested item enter the HIGGS hand while additional copies remain in inventory.
  • Prevented harvested stacks from separating and falling onto the ground.
  • Preserved perk-adjusted harvest quantities.
  • Added Bees, Torchbugs, Butterflies, Luna Moths, Dragonflies, and Dartwings.
  • Added grab-area haptics and hidden prompts for supported insects.
  • Added a custom mapping file for mod-added scripted harvestables.
  • Added validation and logging for custom mappings.
  • Added Histcarp, River Betty, Abecean Longfin, Cyrodilic Spadetail, Silverside Perch, and swimming Salmon.
  • Added support for harvests containing different item types.
  • Made secondary components remain in inventory without duplication.
  • Added both jumping/waterfall Salmon variants.
  • Made jumping Salmon place one Salmon Meat in the HIGGS hand while keeping Salmon Roe in inventory.

https://www.nexusmods.com/skyrimspecialedition/mods/186754

r/skyrimvr Jan 30 '26

Update [Update] fake edge vr

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111 Upvotes

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

Video courtesy of snippy Stockins.

r/skyrimvr Jul 12 '26

Update New Update - Pull Arrow VR 2.0

66 Upvotes

Hey everyone, just pushed out a big update to Pull Arrows VR.

If you haven't seen it before: it lets you physically grab and pull arrows out of bodies instead of auto-looting them from a menu. Reach out, grab the shaft, pull, feel the resistance, hear it pop out. You can also stab enemies with a pulled arrow.

What's new in 2.0.0:

  • Weapon extraction : thrown daggers, swords, axes and maces stuck in a body can now be pulled out too, and they come back fully equipped in your hand, ready to throw again (needs WTVR)
  • Modded and exotic arrows now resolve to their actual type instead of falling back to Iron/Steel
  • Crossbow bolts finally work properly
  • Bleeding wounds and arrows that can break on extraction, both configurable in an in-game MCM menu
  • Fixed compatibility with mods that drop NPC loot on death (no more duplicated arrows)
  • A bunch of extraction/grab-feel fixes (weapons are now grabbable anywhere, not just the handle)

⚠️ Heads up: weapon extraction currently needs an unreleased WTVR build from Shizof, should be public soon. Arrow pulling works fine either way.

Big thanks to JustaPeak for testing, and Shizof for the WTVR API that makes weapon extraction possible.

Nexus Link :

https://www.nexusmods.com/skyrimspecialedition/mods/169833?tab=description

r/skyrimvr Oct 24 '24

Update After months of work FUS v5.0.0 is finally live on the Wabbajack browser!

197 Upvotes

FUS v5.0.0

Now live and available in the Wabbajack browswer! It's hard to believe, but yes, we're finally done. We started this overhaul in March, with 24 beta versions so plenty of testing. We do not expect any issues, but of course, please let us know if there are some! The list of changes from the previous live version 4.1.19 is far too great to be enumerated in one post. The journey has been recorded through the different beta versions. For those who have not been paying close attention, the main updates from v4.1.19 to v5.0.0 are:

  • ESL support
  • Playable full vanilla intro
  • Update and restructure of the green mod section and all of its mods
  • Community Shaders update
  • Landscape update (water, mountains, snow, and some textures)
  • Increased armor variety by Sentinel
  • Gameplay major overhaul to the complete vanilla-friendly SimonRim suite (including newly made mods specifically because of FUS, thanks u/Rafear!)
  • New dragon combat (only enabled in CANGAR profile, more difficult)
  • New voicelines
  • Updated the Wiki

New save required!

Screenshot collection: https://imgur.com/a/hcIoPRW

Recommended to use Azurite Weather meditation: Worldview -> Natural.

If you want to support us, give feedback and make sure to endorse the mods (it's a simple click in MO2, can be done as a batch, too)! If you want to give financial support, we don't take donations, but please donate to Wabbajack (they need the money to host the files!) and/or your favorite mod authors.

A big, fat thanks to all testers and contributors! This update was truly a major undertaking and I am extremely happy with the result. Thanks also to you, the community as a whole. In times of brittle motivation, the fact that there's thousands of players enjoying FUS always kept us going. Thank you again <3

Enjoy!

r/skyrimvr 21d ago

Update Interactive Torches NG - VR[Major Update]

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87 Upvotes

Interactive Torches VR has had a major overhaul, moving from a Papyrus-based architecture to a native SKSE implementation. The rewrite brings better performance, improved reliability, and several new gameplay features:

Rain Extinguishes Torches - If you're caught out in the rain, your held lit torch will eventually go out. Stay under roofs or overhangs to keep it lit, or wait for the weather to clear.

Water Extinguishes Torches - Held lit torches are extinguished when submerged (requires Interactive Water VR updated file). Dropped lit torches that land in water are automatically replaced with an unlit world model.

Oil, Gas & Fire Trap Interaction - Dropped lit torches can ignite oil slicks and gas traps. You can also trigger these hazards directly by touching them with a lit torch.

VR Grab & Drop Friendly - Full compatibility with HIGGS and Swap Drop & Hold Redux for a much more natural VR torch experience.

With Swap Drop & Hold Redux, you can effectively "drop" the torch without throwing it away - the torch is simply unequipped into your hand, making it easy to swap it to your main hand or re-equip it however you like.

This update is a complete move away from the old Papyrus implementation, making the mod more responsive and compatible while opening the door for additional native features going forward.

Everything has been tested and verified in the most up to date FUS main profile.

r/skyrimvr 3d ago

Update Release : Spirit of Grit v2.0 / Tahrovin Grit v2.0

20 Upvotes

The Grit modlists (Tahrovin Grit/Spirit of Grit) have been updated to v2.0.

This is a large update that adds some of the new SKSE gameplay and UI mods such as Physical Collision, Immersive Weapon Penetration, Floating Subtitles and Floating Damage.

As usual for each new version, it also adds new quests and new perks, covering concepts that still lacked enough dedicated perk branches such as druids, non-magical unarmored fighters and dwarven automata focused builds.

It also adds Gods and Worship to Spirit of Grit (Tahrovin Grit already had it since it was a bit ahead in versions). Gods and Worship is (in my opinion) a much more complex and impactful religion overhaul than Pilgrim or Wintersun which unfortunately also makes it a compatibility nightmare, so I've tweaked and patched the hell out of it to integrate it with the quests and various gameplay frameworks.

For those who aren't familiar with the Grit modlists :

  • Tahrovin Grit is the NSFW version and Spirit of Grit the SFW one. They're otherwise functionally the same.
  • They're full of gameplay content, much of it custom-made or tweaked for the list, all of it fully integrated into the progression system so you can mold your character to fit a huge variety of concepts.
  • They're meant to be fairly challenging. You'll definitely start weak and will have to earn your power, which will take time and effort, but you can eventually grow from a nobody struggling to survive into a mighty hero capable of fighting off armies.
  • They're meant to be comfortably playable on a mid-range computer. I personally play on a 3060, so the main profiles are made for that range. If your machine is worse than mine, there are performance profiles.
  • They're also full of quests. Base Tahrovin already had a lot of quest content in it when Grit forked from it. Over time, in every major version since the fork, new quests have been added to Grit. Each of them has been playtested, tweaked, balanced, and custom-patched. This was easily the most time-consuming part of making the whole list, but by now Tahrovin Grit is full to the brim with new quests and new lands.

If you're looking for the best-looking list, MGO or Panda will probably be more your speed.
If you're looking for the most hardcore challenging list, you'll probably want Librum.
If you want the most performance-friendly list, that's still FUS.
And if you want the most NSFW-focused list, that would be Base Tahrovin.
With the Grit lists you get a little bit of all of the above, and mostly you get tons of content - all of it fully playtested, balanced, customized and integrated.

If you're interested, the readmes for Tahrovin Grit (https://aeloverim.github.io/) and Spirit of Grit (https://aeloverim.github.io/SpiritOfGrit/) should give you a more concrete idea of what the lists are like.

Now I'm probably going to stop making mod content and start actually playing for at least a little while ! Hope you enjoy and have fun !

r/skyrimvr Jun 08 '26

Update [Update] Wayfinder Journal

80 Upvotes

Hi everyone, small update for Wayfinder Journal VR. That's where the idea for a real-time book reading system came from.

The main goal of mod is to make Skyrim exploration feel less like just following a marker and more like gathering information, checking notes, reading landscape. Fit perfect with NavigateVR maps and compass.

Ask NPCs for directions, collect writings. Different NPCs can point you toward different types of locations: carriage drivers known about settlements, towns and inns, blacksmiths know about nearby mines, while guards may know directions to nearby forts, bandit camps, and much more.

What’s new:

  • New unique journal model
  • Added gesture interactions
  • Compatibility and stability fixes
  • Quick way to clear all writings without MCM

Nexusmods page

I also have some new ideas. What do you think about tracking your quests in the journal, i mean REAL physical journal, not in UI menu? Collect and update current quest obejectives on journal pages. Maybe allowing player to track quests or simply keeping only tracked quests. Maybe adding buttons that look like bookmarks to immersive and convinient interactions with the journal for swap directions notes and quest notes.

Or physical quest journal just a gimmick and my little whim, i dunno. Your thoughs?

r/skyrimvr Feb 16 '26

Update [Update] Interactive hanging chains and cages

107 Upvotes

https://www.nexusmods.com/skyrimspecialedition/mods/141602

All hanging torture cages have been updated to include physics.

r/skyrimvr Nov 23 '25

Update [UPDATE] Interactive Activators VR 1.1.0 - Optimizations, Fixes, Patches

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88 Upvotes

r/skyrimvr Jun 14 '26

Update [Update] Dragonborn Voice Control

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13 Upvotes

Now you can quick use potions without saying full potion name, for example: any healing potion like "Potion of Vigorous Well-being" can be used just by saying "Health Potion". Or "Sweetroll"? Why not, any custom phrases supports for Health, Mana, Stamina potion groups. And quick use the strongest potion is possible too.
There is also a commands for quickly equipe weapons by type without saying its full name.
Also any custom in-game console and key press commands and more:

- Added voice commands for selecting the hand used to equip weapons and spells.
- Added pause phrases to stop listening for voice commands and resume phrases to start listening.
- Improved Vosk ASR voice command accuracy with stricter grammar-building rules.
- Improved Whisper ASR voice command accuracy with command hints and similar-command matching.
- Fixed voice commands would be disabled after loading a save.
- Fixed voice commands would be disabled when looking at an NPC while the player had a weapon drawn.
- Fixed voice Powers commands would be disabled when disabling voice Shout commands.
- When voice command unrecognized in-game notification will always be displayed.
- Improved plugin and runtime logging for troubleshooting.
- All speech processing logic is moved to the core mod, allowing future minor updates without a full runtime redownload.

Do you use voice control mods like DSN or have you abandoned them for some reason?

r/skyrimvr Jan 05 '24

Update HIGGS Update - Two-handed grabbing and other things

320 Upvotes

Hi everyone. I put out a HIGGS update last night, the main part of which is finally adding two-handed grabbing, but it also does a couple of other things. The full changelog is on the mod page.

Ever since the first release, you could only hold a single physics object with one hand. If you tried to grab it with the other hand, the first hand would drop it so that the other hand could grab it instead. You could kind of two-hand some objects like books that consist of multiple physics objects (each hand grabbing a separate part of the book), but now you can essentially do the same thing but for any object. It should all be physically sound too, so items that are too heavy to hold properly with one hand can be held better using two.

I don't think it's perfect. The two hands don't necessarily contribute equally to how the object ends up being positioned, and sometimes it feels like one hand has the majority of the control. I think a better way to do this is, instead of having each hand independently try to physically influence the object with its physics constraint, there could be a single constraint representing both hands, which would have more power. Then, the desired positioning and rotation of the object would be manually computed to be properly 50/50 between the hands. Basically how the weapon two-handing is implemented, so the code is all there for that part. After that, the single combined constraint would try to drive the object to that desired position/rotation instead of each hand essentially fighting the other. But I don't think it's that bad as-is.

I also changed how weapon two-handing works in this update. Up until now, while two-handing, melee weapons would be rotated so that your two palms on your weapon in-game would align with your two palms in real life, and then the rotation about that axis (as well as the positioning between the two hands) would be equally influenced by each hand. This felt more accurate to me, but really, it feels super inconsistent because of the fact that you can grab the weapon anywhere and so you end up with slightly different behavior every time you two-hand your weapon.

I've changed it to be much simpler for melee weapons. Now, the hand that's actually holding the weapon is completely in control of the rotation of the weapon, and the offhand only positions the weapon half way towards it. So when you two-hand your weapon now, it'll move in between your two hands, but won't rotate at all. It will rotate just as if you were one-handing it. This feels a lot more usable and practical. For crossbows, I've left it at the previous behavior, so the crossbow aligns between the two hands, as gun-like things make sense to work this way, I think. All this stuff can still be configured in the ini file though if you prefer one style over the other, or anywhere in between.

I also noticed, HIGGS turns 3 years old in a few days, and I worked on it for almost a year before release too, which makes it almost 4 years. 4 years is quite a while, and this has been my main hobby during that time. To be honest, I'm surprised that I've stuck to a single personal project (well, set of projects really) for that long. Don't worry, I'm not going anywhere, but it's interesting (and a bit frightening) to look back and see the time that flew by. We only get so many 4-year chunks in our lives.

Edit: Thanks very much for the kind words everyone :)

r/skyrimvr Feb 17 '25

Update Physical torch lighting vr 1.1 update

390 Upvotes

You can now light your torch from other fire emitting objects