Screenshot is taken directly from the headset. The game is streamed to the headset wirelessly via Virtual Desktop app with the new foveated streaming feature (you can see the cutoff on the periphery where stuff starts to be more blurry / compressed). In the headset scenes like this (Low lighting with soft shadows) looks extremely atmospheric and really incredible because of the micro oled display and thanks to the new foveated streaming / encoding i finally can safely say compression artefact in wireless PCVR is a thing of the past.
Breasts.
“Fully modded.”
indeed
Tid-ties
Boobies
What is “fully modded” Skyrim as opposed to partially modded Skyrim?
Is your game stable? If so it’s only partially modded
last week i found out if one of my hand have fire spell equipped and i grip my sword held by the other hand it will apply the fire to my sword and make it burning and have fire damage, and few days later i realized during that state if i do a power attack it will shoot up a cyclone of fire wind straight to where i aim, using up the fire enchantment. This discovery changes the way i play, my stance during combat where i have my other hand near the sword to quickly apply fire and quickly send out the fire cyclone, etc. The funny thing is, until now i still don’t know which mod out of the 800+ mod i have on my modlist is the one that adds that feature. now that’s fully modded experience.
That’s pretty badass.
It’s the difference between breasts or absence of them.
Edit: To be more serious, it means different things for different people but for me partially modded would be only mods of cosmetics nature, while if in addition to that the gameplay and combats are totally overhauled then i would consider it fully modded.
My assumption is, that “fully modded” refers to a state, where the game is like an entire new release (new game or Remaster in example). Partially modded could be in example just changing a few things, without altering the entire game, maybe new weapons or a new character or a region of the map changed. There is no clear definition what these vague terms mean. I just provided a vague answer to a vague question about a vague topic. :D
Physics overhauls for vr, makes it a more proper vr game when you can interact, plank or something it wass called when I last used it, along with other mods made it pretty cool, still felt hard to play coming from blades and sorcery
deleted by creator
I will probably never play VR or Skyrim again but I’ve always been curious about Skyrim VR as it does sound kind of amazing.
How long can you take it per session? Any motion sickness? How is movement handled? And it’s always shown in screenshots which can’t do it justice. Any way to post a video?
Sorry, that’s a lot of questions.
My main original Skyrim play through on desktop was 100 hours.
My Skyrim VR play through was 200 hours. I think in 2019. So fun.
Base Skyrim VR feels like another quick and dirty “it just works” job from Bethesda, and is not that amazing.
Modded Skyrim VR though is pretty great. With some mods, instead of just being a floating weapon, you get a body that can physically interact with stuff, you can take weapons from holsters, have other move-based real-time shortcuts that greatly reduce your need to go through menus, you can throw your weapons, etc.
And some level of graphical update definitely helps too, especially plant replacers IMO. The very basic Bethesda models look terrible when they’re literally in your face.
Regarding motion sickness, I personally don’t feel any even in smooth movement and after long sessions, but that might not be for everyone. Like many open VR games there is a teleport movement style where you can just skip to a target. Skyrim is kind of a slow game, though, so even smooth doesn’t feel terrible. Probably best keeping fixed-angle rotation though.
That sounds great! Do you have a list of mod recommendations?
My modlist is a mess, but I’ll try to list the ones I can think of right now.
The ones that really make VR worthwhile are VRIK (the body + holsters mod), HIGGS and PLANCK (body physics), Spell Wheel (gives you 2 hand-controlled radial menus, quick access to not just spells but really any power/item you want to put there). Weapon Throw VR is exactly what it sounds like and VR arsenal adds more stuff to yeet, very fun. Interactive Activators VR lets you manipulate levers/pull chains/etc physically too. In general everything made/maintained by Shizof is worth looking at.
Graphics mods are mostly a matter of preference, but for starters I use the Cathedral collection for plant replacers, and the static mesh improvement mod (SMIM).
For bodies I use oBody NG, that lets you configure different body frames depending on race and other stuff (with possible randomness on an NPC basis). Not sure I would recommend oBody though unless you want to spend a lot of time messing with stuff, because it requires Racemenu, and attempts to port it to VR still have a ton of issues. It can work, but it’s not easy.
I’ve tried several lighting mods, ended up on lux customised to be quite brighter, it’s a bit better than vanilla bit nothing I tried was a perfect fit. I suspect my headset doesn’t allow quite enough contrast for dark scenes to look good. I tried community shaders but never could get them to work. Broken shaders in VR tend to hurt the eyes a lot.
Lots of standard Skyrim SE mods work, but you’d better find some that are fully voiced, because though there is a VR version of Fuz Ro D-oh (the “subtitles on non-voiced dialogue” mod), it has the IMO major issue of forcing subtitles all the time, not just for missing voices. It’s very distracting in VR.
A mod like 3DNPC for example works very well.
Thank you so much for your effort! I will definitely try those
Thanks for taking the time to answer! Sounds really cool to be honest.
If only Morrowind could work in VR.
First of all with OpenMW, VR Morrowind is already a thing.
For Skyrim it’s a big list to make Bethesda’s shitty VR port good. HIGGS, VRIK, PLANCK, Haptic Skyrim VR…hundreds of other mods too but these get the game to BONEWORKS tier VR interaction with objects and you can shout spells into the microphone or sign them in the air like Arx Fatalis or use a boring spell wheel. Whatever floats your boat. It’s been at least 3 or 4 years since my VR playthrough but I can easily use VR all day long with just body maintenance breaks. I had a mod that basically had a Tears of the Kingdom underworld map attached to various sewer grates all over Skyrim. Cleared that and the game in VR.
It’s extremely hard for me to get motion sick. Nothing has except a Jetpack in a VRChat map because you could turn upside down with it and the envrionment I was in was like a 3D skybox WinAMP milkdrop visualiser with a tree house floating in it so I had no point of reference for what was the ground vs the sky. That’s what it takes for me to begin feeling queasy lmao.
I’ve only got a ps5 so I’ll never get to try all this but it does sound cool as hell.
I’ve been meaning to go back into this, played at launch and spent most of my time in the modding metagame that I don’t have time for anymore.
Did you mod this yourself, use a Wabbajack list, or do a combination thereof? If you’re mostly using Wabbjack, how was the learning curve for the various VR systems? Fairly intuitive, or necessary to spend time reading outside of VR?
I started with FUS modlist, before adding my own mod list on top (which is mostly community made quests, NPC and Followers replacer, custom followers, Ostim (iykyk), and yes, breasts). The various added VR systems are a mixed bag in term of learning. stuff like spell wheel for example are quite obvious once you tried it, but stuff like vrik where it’s not immediately obvious that you can calibrate it in a way that allows seated play where your character still standing normally, how to un-holster equipment etc requires me to read up a little bit. but i gotta say though, things learned in VR sticks better in my memory than flat games, at least for me personally.






