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Releases: rollingrock/Fallout-4-VR-Body

FRIK Alpha 67

25 Jun 14:04
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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

23 Jun 00:16
82bc0f4
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Catching github back up to nexus. See there for changelogs

FRIK Alpha 39

28 May 18:01
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  • 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

11 Oct 23:21
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finger tracking support
better dynamic weapon gripping
crash fixes

FRIK Alpha 32

12 Sep 15:24
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  • 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

22 Aug 21:00
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  • 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

15 Aug 23:29
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  • 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

11 Aug 00:16
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