Releases: rollingrock/Fallout-4-VR-Body
Releases · rollingrock/Fallout-4-VR-Body
FRIK Alpha 67
Fixed workshop crash.
Added new method to hide head geometry based on Biped position in the TESObjectARMO form. This should make it less necessary to dump specific mesh names
Added substring matching for the mesh and skin ini's (thanks alandtse for this)
Added clamp on the leg IK code so that the length never can exceed the original mesh length. no more stretchy boy
Added walking state to handle deceleration such that legs won't tend to fly out in front of you
FRIK Alpha 66
Catching github back up to nexus. See there for changelogs
FRIK Alpha 39
- new mesh for powerarmor that better aligns PA parts and body
- hands are not hidden while looking through a scope
- the hand UI can now be moved in the holotape
- the head can now be hidden in the holotape
- added back in dynamic weapon gripping. Added option to toggle to static gripping in the holotape
- misc bug fixes
FRIK Alpha 34
finger tracking support
better dynamic weapon gripping
crash fixes
FRIK Alpha 32
- Crash fix with searching for child nodes
- Added switch to move pipboy over to right hand
- Updates to calibration routine and body posture.
FRIK Alpha 30
- updated bonesphere code to handle enter/exit more robustly
- fixed bug in smoothmovement where you would go flying while jumping
- added ini option to disable smoothmovement
- fixed issue of legs stretching out or going crazy while falling, jumping, or flying in the vertibird
- added function to determine if jumping or other wise off the ground
FRIK Alpha 28
- added left handed mode support
- added papyrus function to detect when in left handed mode
- hid ui element for pipboy interaction when in projected mode
FRIK Alpha 27
Please see https://www.reddit.com/r/Fallout_VR/comments/ozv78o/frik_alpha_soft_release/ for instructions and tips