Developing mod to add full body support with IK for Fallout 4 VR!
Now released on Nexus!!! https://www.nexusmods.com/fallout4/mods/53464/
Prerequisites:
- Install Visual Studio 2022 community edition
- Let's define
\root\
to be the root folder we will use (example:\root\
for me isC:\Dev\Modding\
)
- Download Fallout 4 Script Extender (F4SE)
- Extract content of
f4sevr_0_6_21
folder into\root\f4sevr
- Override changed files
- Git clone
Fallout-4-VR-Body
- Should be
\root\Fallout-4-VR-Body\
for later
- Should be
- Extract files in
\root\Fallout-4-VR-Body\f4se_updates_add_to_your_f4se_library\f4se_updates.zip
tof4sevr\src\f4sevr\f4se
(overwrite)
- Git clone
- Git clone
Fallout-4-VR-Body
(if not already from building "f4sevr")- Should be
\root\Fallout-4-VR-Body\
- Should be
- Download precompiled libs from posedev branch / lib into
\root\Fallout-4-VR-Body\lib
(create folder) - Download OpenVR headers from posedev branch / openvr into
\root\Fallout-4-VR-Body\openvr
(create folder) - Open
Fallout-4-VR-Body
in Visual Studio- Double click
\root\Fallout-4-VR-Body\Fallout4VR_Body.sln
- Double click
- Change target dropdown from "Debug" to "Release"
- Build > Build Solution
- Ignore post build error to copy output file
- Find
\root\Fallout-4-VR-Body\x64\Release\FRIK.dll
- Do all the steps in setup
f4sevr
- Open
f4sevr
solution in Visual Studio- Double click
C:\Stuff\github\f4sevr\src\f4sevr\f4sevr.sln
- Ignore all source control warnings
- Confirm retarget project to latest
- Solution was configured for VS 2012 (v110), we can retarget it to latest 2022 (v143)
- Double click
- Fix compilation error due to more strict C++
- Open
PapyrusObjectReference.cpp
- Go to line 558
- Add
const
to the end of the function declaration (just before the{
bracket)bool operator()(const std::pair<BGSMaterialSwap::MaterialSwap*,float> lhs, const std::pair<BGSMaterialSwap::MaterialSwap*,float> rhs) const {
- Open
- Change target dropdown from "Debug" to "Release"
- Change
f4se
project output configuration to Static Library- Right click on
f4se
project; click Properties - Configuration Properties > General;
- Change "Configuration Type" from "Dynamic Library (.dll)" to "Static Library (.lib)"
- close
- Right click on
- Build > Build Solution
- Ignore 3 post build errors to copy output files
- Find the 3
.lib
files\root\f4sevr\src\f4sevr\x64\Release\f4se_common.lib
\root\f4sevr\src\f4sevr\x64\Release\f4sevr_1_2_72.lib
\root\f4sevr\src\f4sevr\x64_vc11\Release\common_vc11.lib
-
Logs are found in
%USERPROFILE%\Documents\My Games\Fallout4VR\F4SE
Fallout4VRBody.log
for FRIK logscrash-<date time>.log
for crash logs
-
Weapons Offset Overrides are in
<mod_list_folder>\overwrite\F4SE\Plugins\FRIK_weapon_offsets
Where<mod_list_folder>
can beVR Essentials Overhaul
for example. -
Don't keep more than one
.dll
file in the...\F4SE\Plugins
folder. For example, if you're backing upFRIK.dll
, avoid renaming it toFRIK_org.dll
in the same folder. This is becauseF4SEVR
loads all.dll
files in the directory, which results in the plugin being loaded twice. It appears to load plugins in alphabetical order, soFRIK_org.dll
will be loaded afterFRIK.dll
, potentially causing issues and making it unclear why your code isn't running.
- prog - I wouldn't get anywhere with this if not for the fine example of Skyrim VRIK. Thanks for all of the advice and code samples
- alandtse
- Shizof - Thanks for letting me adapt Smooth Movement directly into the mod
- Gingas
- CylonSurfer
- Atom
- lfrazer
- expired and F4SE/SKSE Team
- ryan for CommonLibF4 to reference