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Fallout 4 VR Beta 1.1.24.0 Patch Impressions

DNACowboyDNACowboy Posts: 174
Art3mis
edited February 9 in Games and Apps

Well, I've spent some serious time with Fallout 4 VR since the latest patch and can honestly say without doubt this game is by far the best VR experience I have ever had, bar none. In fact, the experience is so good that I keep looking around for my faithful German Shepherd 'Dogmeat' when I exit the game!

Moving on, the external navigation hud on power armour now works flawlessly, bringing to the player a whole new sense of in-game interactivity rarely experienced.
Due to a slightly rushed release, one of the major complaints from Fallout fans was the missing scope functionality. Good news, Bethseda have really done themselves proud and implemented the scope functionality perfectly and yes, they do all work amazingly well. The scopes I have tried are recon which work as they should and night vision, the reticles of which are absolutely first class, giving the player an unequalled shooting experience. 'Huh? how come you claim to know that generic gamer?' I hear you ask. Well, I shoot tactical (5.56mm and 7.62) and F-class (.338) in the real on a regular basis. Obviously because Fallout 4 VR is a game first and foremost, windage and elevation are all pretty much discounted but hey, that's okay as the experience is really fun. 

In closing, I cannot wait to check out how my power armour helmet sensor mods will look visually either once I have unlocked Gun Nut 4 and Science 3 which brings me to a question: I built the 'red tactical lamp' for my power armour helmet; unfortunately, my lamp remains the same yet my companion's works perfectly. So, my question is this, has anyone (probably our F4VR expert Nalex66) else got their red tactical helmet mod to work on their own power armour?
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Comments

  • KlodsBrikKlodsBrik Posts: 770
    3Jane
    At some point im gonna get FO4 .. Just waiting for the right sale.
     Also im so dreaming of that bethesda will implement rift support themself.
    That said im glad that they have taken the community serious and are building the VR version to be what it was supposed to when it was first released.
    Be good, die great !
  • RedRizlaRedRizla Posts: 4,917 Valuable Player
    They are nothing but a bunch of fools. Losing out on sales because they won't implement Oculus Touch Support, is just ridiculous in my book. It isn't even spitting Oculus who are probably laughing at such a move. The only people this affects is their customer base. I purchased a fair few of their games in the past, but I won't be doing that in a rush again. So there's noway to play this game with Oculus Touch?
  • KlodsBrikKlodsBrik Posts: 770
    3Jane
    edited February 9
    Actually reading a lot of reviews many people say that with the right mapping, the touch controllers works better than with the wands.
     However, as you say. Im not going anywhere near it at the price it´s at right now when they don´t even bother to implement rift support due to some conflicts from the past.
    Be good, die great !
  • residentweevilresidentweevil Posts: 36
    Brain Burst
    The legal issues are still ongoing and will be for the foreseeable future, so I really wouldn't worry about holding on for official Rift support. 

    The game is in a sale at the Humble store at the moment and feels a bit more reasonably priced so I took the plunge yesterday. I need to tweak the controls a little more but as a veteran of 500+ hours in the base game, I'm more then happy with how this looks and feels so far.
  • nalex66nalex66 Posts: 4,124 Power Poster
    edited February 9
    I’ve been enjoying the new scopes added in the patch, but I haven’t used power armour since the update. @DNACowboy, can you describe what the new “external navigation HUD” is exactly?

    @RedRizla you can play the game on Touch controllers, with a bit of tweaking. There’s a third-party add-on for SteamVR called OpenVR Input Emulator which fixes a couple issues with the thumbsticks (specific to Fallout 4 VR), and also allows you to remap controls. SteamVR will soon have built-in controller remapping, which will hopefully make it even easier to sort out issues like these. 
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  • RedRizlaRedRizla Posts: 4,917 Valuable Player
    @nalex66 - Where is this software and is it a pain in the arse to setup? How do you have it setup?
  • nalex66nalex66 Posts: 4,124 Power Poster
    edited February 9
    Here's the link (download the one called "OpenVR-InputEmulator-v1.3.exe). Set up is a breeze, just run the exe and it will install itself into SteamVR. It shows up as a sub-menu in the SteamVR menu environment. Press the left Touch menu button to open the SteamVR menu, either in SteamVR's Home environment, or from within a game.

    You create a remapping profile in the Input Emulator menu within the SteamVR. You also launch the profile from there when you want to play FO4VR. I've written up the procedure for remapping along with the control scheme I like to use in a few threads. Here's one.

    You should also opt-in to the SteamVR beta called "openvr-inputemulator-temporary". The current release of SteamVR has started changing the way input is handled as they prepare to release their own input remapping function, and it broke some of the remapping capabilities of Input Emulator. The beta retains the old mapping scheme so that Input Emulator will continue to work. In your Steam desktop app, switch your library to Tools, right-click on SteamVR, click Properties, and go to the beta tab to opt in.
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  • RedRizlaRedRizla Posts: 4,917 Valuable Player
    @nalex66 - So is steam releasing one that will work in the same way?
  • nalex66nalex66 Posts: 4,124 Power Poster
    They are working toward their own built-in remapping solution. Hopefully it will cover all our needs, but we don't know when it will release or how comprehensive it will be.

    One of the things Input Emulator fixes is a deadzone issue--for reasons unknown, thumbstick clicks don't register in Fallout 4 VR if the stick is right in the centre. Input Emulator adds a slight offset whenever your thumb is touching the stick to compensate. I suspect it may still be useful for this, if nothing else.

    The other oddity with FO4VR is how it uses touchpad swipes for menu scrolling. When you try to do it with a thumbstick, the stick snapping back to centre registers as a reverse swipe, causing you to scroll back up when you're trying to scroll down. Input Emulator added a touchpad emulation mode which ignores positional changes while the thumbstick is moving back to centre, which helps a lot with navigating menus. This too may be something that isn't fixed with Steam's solution--we'll have to see when they release it.
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  • BeastyBaiterBeastyBaiter Posts: 757 Poster of the Week
    Good to hear they are still working on it and got scopes working. I bought it shortly after release, played a couple hours and haven't touched it since with the Rift. I picked it up again during my short experiment with the Odyssey but found those controls even worse than input emulator with the Rift. If they add a comprehensive controls remapping setting (like the non-VR version), then that may partially fix it for me. The other big problem is the way the player interacts with the world. Need the ability to reach out and grab stuff with our hands, not this magic floating nonsense and seemingly arbitrary pointing angles.
  • MowTinMowTin Posts: 1,102
    Wintermute
    DNACowboy said:

    Well, I've spent some serious time with Fallout 4 VR since the latest patch and can honestly say without doubt this game is by far the best VR experience I have ever had, bar none. In fact, the experience is so good that I keep looking around for my faithful German Shepherd 'Dogmeat' when I exit the game!

    Moving on, the external navigation hud on power armour now works flawlessly, bringing to the player a whole new sense of in-game interactivity rarely experienced.
    Due to a slightly rushed release, one of the major complaints from Fallout fans was the missing scope functionality. Good news, Bethseda have really done themselves proud and implemented the scope functionality perfectly and yes, they do all work amazingly well. The scopes I have tried are recon which work as they should and night vision, the reticles of which are absolutely first class, giving the player an unequalled shooting experience. 'Huh? how come you claim to know that generic gamer?' I hear you ask. Well, I shoot tactical (5.56mm and 7.62) and F-class (.338) in the real on a regular basis. Obviously because Fallout 4 VR is a game first and foremost, windage and elevation are all pretty much discounted but hey, that's okay as the experience is really fun. 

    In closing, I cannot wait to check out how my power armour helmet sensor mods will look visually either once I have unlocked Gun Nut 4 and Science 3 which brings me to a question: I built the 'red tactical lamp' for my power armour helmet; unfortunately, my lamp remains the same yet my companion's works perfectly. So, my question is this, has anyone (probably our F4VR expert Nalex66) else got their red tactical helmet mod to work on their own power armour?
    I really enjoy FO4 VR also. I tried the power armor helmet sensor that highlights living bodies but I didn't like it. Every NPC or enemy has this reddish highlight that interferes with the visual quality of the game. And it's not that helpful. 

    The jet pack is a much better power armor mod. 

    I already have over 100 hours in this game and I haven't yet touched the DLC. I'm waiting for official DLC support. 
  • bigmike20vtbigmike20vt Posts: 3,440 Valuable Player
    hi, is it true it is possible to patch the goty edition with the vr tools?\is so how well does that work?
    thanks
    Fiat Coupe, gone. 350Z gone. Dirty nappies, no sleep & practical transport incoming. Thank goodness for VR :)
  • DaftnDirectDaftnDirect Posts: 3,968 Valuable Player

    Ok the scope fix has tipped the balance, I'm in.

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  • nalex66nalex66 Posts: 4,124 Power Poster
    hi, is it true it is possible to patch the goty edition with the vr tools?\is so how well does that work?
    thanks
    You can drop the regular game’s DLC files into your Data directory and install them just like mods. There are a few things that don’t work properly, but there are some mods that fix them. The Automatron crafting station doesn’t work (not sure if there is a mod for this one yet), Far Harbor and Nuka-World World have some issues with terrain textures, and the water pistol in Nuka-World World uses some particle effects that crash the game. 
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  • DaftnDirectDaftnDirect Posts: 3,968 Valuable Player
    nalex66 said:
    You can drop the regular game’s DLC files into your Data directory and install them just like mods. There are a few things that don’t work properly, but there are some mods that fix them. The Automatron crafting station doesn’t work (not sure if there is a mod for this one yet), Far Harbor and Nuka-World World have some issues with terrain textures, and the water pistol in Nuka-World World uses some particle effects that crash the game. 

    I was thinking there was a lot of dev work needed to convert Far Harbour and Nuka-World into VR. From what you're saying though, it sounds like the DLC could become officially available and fully working at some point in the not too distant future.


    I'd definitely miss not being able to visit Nuka-World.... but Far Harbour is almost essential, it's the place that really brings back the challenges of the game when you start with minimal skills, plus the atmosphere is refreshingly toxic to dip into when you've had enough settlement development.

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  • nalex66nalex66 Posts: 4,124 Power Poster
    edited February 13
    The file structure is mostly identical between regular FO4 and the VR version. Most mods work perfectly well, as long as they don’t depend on the script extender, or mess with the UI too much. I’m currently using many of the mods that I had installed in regular FO4.

    Definitely check out the Fallout 4 VR section on Nexus to find the DLC fixes along with some great VR-specific mods. Also, the FO4VR subreddit contains a database of known working mods from regular FO4.

    Also, ask questions when you get started, I’ll be happy to help you get things up and running! Beyond the control tweaks, there are a few ini settings that help make things function better. 
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  • ChazmeisterChazmeister Posts: 458
    Trinity
    Sounds like by the time I've moved house and got my room scale properly setup again, that this will be actually playable by then.
  • nroskonrosko Posts: 831
    Neo
    I picked this up in the sale. Have to say i'm really loving Fallout4vr. Sure its a bit of a mess pita & required fiddling with an ini but wow so refreshing to have an actual game you can just get lost in & explore. Spent hours in it last night for me this is what VR gaming should be, having battles with the raiders is so much fun. Been pretty depressed with some of the content out on VR atm & im refunding 90% of what i buy, even the very best games i do keep like sprint vector that are great fun to play but still not something i spend large amounts of time in.
  • nroskonrosko Posts: 831
    Neo
    edited February 17
    is there anyway to get rid of the popup im seeing in the right eye? Also a way to improve textures a bit? 
    one last question, do we edit falout4vrcustom.ini or fallout4custom.ini as i seem to have both of these in the fallout4vr my games folder?
  • nalex66nalex66 Posts: 4,124 Power Poster
    Fallout4VRCustom.ini is no longer used by the game as of the latest update. Use Fallout4Custom.ini for any tweaks you want to make. 
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  • inovatorinovator Posts: 1,309
    Wintermute
    I would love to play fallout 4 vr but I'm terrible at using the tools necessary to tweek  things on a game not optimized for the rift. My loss.
  • vannagirlvannagirl Posts: 1,842 Valuable Player
    edited February 18
    inovator said:
    I would love to play fallout 4 vr but I'm terrible at using the tools necessary to tweek  things on a game not optimized for the rift. My loss.
    I know as you mean it took me days and i am sometimes unsure if i managed it correctly, especially this graphical tweaks. However it is do able, i mean i managed it and i am not exactly super techy

    If you can pick it up at a price you like, i say go for this and everyone here i am sure will help
    Look, man. I only need to know one thing: where they are. 
  • DaftnDirectDaftnDirect Posts: 3,968 Valuable Player

    It's 30% off on Steam until tomorrow, the first time it's been on sale so not a bad time to pick it up.

    (I bought it 2 day before the sale but that's just typical)

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  • LuciferousLuciferous Posts: 1,486
    Wintermute
    I picked it up, could not resist and damn I am glad I did. I am loving it. I used the mapping tools which were pretty straight forward and no mods and yet still it looks great to me.
  • KelebormKeleborm Posts: 3
    NerveGear
    So, the most critical question, is the game playable now on the Rift? I read a lot about the 1.3 input emulator being bugged with the new release of SteamVR. Can we still use the 1.2 version?
  • ThunderbaneThunderbane Posts: 12
    NerveGear
    Its totally playable, been playing it since christmas and i have now finished the main quest and i am playing the Far Harbor DLC and using the 1.2 input emulator. Its not 100% perfect, but its not far off. Its really not that bad certainly played a lot lot worse in VR. I wouldnt let the controls put you off playing FO4 in VR.

    FO4 is probably my most played game at the moment in VR. Once ive finished the DLC im going to replay it from the start again in survival (with a few mods to increase the immersiveness to the max) and side with the other factions i didnt pick in my first play through. (sided with the BOS in my current)
    Theres certainly some amazing OMG moments in FO4VR, came across a giant hermet crab yesterday that was using a bus as its shell, i screamed like a little girl...
    I have all the DLC installed, the HD textures are nice. Took me a while to get the game orginally setup because i didnt have a clue what i was doing but doing it again i could probably have it up and running in less than 30 mins. Anyway big thumbs up from me and after a year of VR gaming on the rift FO4 VR is probably my favourite VR game.
  • inovatorinovator Posts: 1,309
    Wintermute
    I'm jelous. I'm enjoying skyrim on my Playstation vr. I have many hours to go. Then  I will play the new doom vr game and some rift games that I haven't played yet. If by that time fallout vr isn't announced for rift optimization or for Playstation vr I'll take the plunge and god help me I'll try to tweek  it myself


  • ThunderbaneThunderbane Posts: 12
    NerveGear
    i think it is just the controls now that are not initally set up for the rift. All other issues are the same for rift and vive. Its not something i would wait around for that needs "fixing" before you jump in and give it a play. Compared to a lot of VR stuff i have played over the last year its actually quite polished and very playable.
  • residentweevilresidentweevil Posts: 36
    Brain Burst
    Keleborm said:
    So, the most critical question, is the game playable now on the Rift? I read a lot about the 1.3 input emulator being bugged with the new release of SteamVR. Can we still use the 1.2 version?

    You can choose a different version of Steam VR that runs the older version of the emulator 100% fine.
  • nalex66nalex66 Posts: 4,124 Power Poster
    Actually, Input Emulator 1.3 isn’t the problem, it now works with all branches of SteamVR. The current release of SteamVR causes issues, but if you stick with the temporary compatibility beta, everything is fine. 
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