Fallout 4 VR

Fallout 4 VR

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CABAListic Nov 3, 2019 @ 2:55am
2
A fix for terrible Index controls
After some tinkering, I managed to get the game to treat my Index controllers like Oculus touch controllers. This gives much more sensible and usable controls, since the Index controllers are much closer to Touch controllers than Vive wands. If you're struggling playing the game with the Knuckles, give this a try :)

There are two parts to get it working:

1. I created a modified openvr_api.dll that tricks the game into thinking you have an Oculus system. Download it from here: https://github.com/fholger/openvr/releases then copy the DLL to your FO4VR installation directory, overwriting the DLL already there.

2. Modified controller bindings, because the default legacy bindings don't work for Touch emulation. I uploaded my bindings to the workshop, but if you can't find them, this is what you need to do:
In the VR dashboard, go to Settings -> Controller settings. Select Fallout 4 VR from the list, then edit the default legacy bindings. You need to remove "Use as button" mapping for the thumb sticks on both controllers AND you need to change the button mappings for the A buttons to the actual "left/right A button" instead of grip.

Now you should be good to go to enjoy the game with Oculus controls. Note that there are some noticable differences between the control schemes as compared to Vive controls. For example, jump is up on the right joystick.
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Showing 1-15 of 64 comments
Chairten Nov 3, 2019 @ 6:51am 
Thanks for this!! I've only played it for about an hour, but it works much better now and I don't accidentally command my follower any longer.
zocky Nov 3, 2019 @ 10:40am 
Everything great. Jumping, shooting, walking, running,
But how to duck I do not find or it does not work!
( German with Google Translate) :(
Last edited by zocky; Nov 3, 2019 @ 10:41am
CABAListic Nov 3, 2019 @ 10:41am 
Duck is right thumbstick down - if you have "comfort crouching" enabled in the settings.
zocky Nov 3, 2019 @ 10:44am 
Ok I'll check it again.
thanks!!!!!
Gracey Face Nov 3, 2019 @ 10:57am 
A problem occurs in that I have been making so many random ass edits to my inis to try and get the default control scheme working, I don't know what I need to delete...


Also the biggest problem for me is your character randomly opening containers as you walk over/past them. Is that still a thing that happens on your new control scheme? I would be testing it, but my tonsils tried to strangle me to death earlier and I am still not 100% on breathing when bent over, so I dont feel up to playing VR right now.
CABAListic Nov 3, 2019 @ 11:01am 
Opening / grabbing stuff is on the A keys. That should be reasonably safe, I think. I haven't accidentally triggered anything so far :)
Gracey Face Nov 3, 2019 @ 8:18pm 
I finally got a chance to test it. You sir are a gentleman and a scholar, and your breath is a fresh as a summer ham!


Sorry to be a pest, but since you seem to know your way around SteamVR's binding system, is there any way to bind "ready grenade" to the "right steam menu" button without it going into the steam menu? Every time I have tried that personally, I get a problem with it still opening the steam menu even though the bindings window says it won't. I don't know if it's just I am doing something wrong, or if it's a hardcoded function on the knuckles.



Black Snake Nov 3, 2019 @ 9:16pm 
This is the greatest thing ever created. I love you so much right now. Probably the most I've played a game in vr. and now I can finally play it on the Index. We need to somehow make this known to everyone.
CABAListic Nov 4, 2019 @ 10:58am 
Originally posted by Richard Stroker:
Sorry to be a pest, but since you seem to know your way around SteamVR's binding system, is there any way to bind "ready grenade" to the "right steam menu" button without it going into the steam menu? Every time I have tried that personally, I get a problem with it still opening the steam menu even though the bindings window says it won't. I don't know if it's just I am doing something wrong, or if it's a hardcoded function on the knuckles.

Hey, sorry to disappoint, I actually haven't used the controller bindings for anything more involved before. I would try to unbind the right system button completely (both in the button bindings and the actions), just to see if it still triggers the dashboard. If it does, then it's probably not currently possible to use it for something else.
Zoot Nov 4, 2019 @ 1:53pm 
Hi, I need to ask because I'm considering to buy the Valve Index just to play skyrim and fallout 4, but if these games doesn't work properly, I will perhaps buy a Oculus rift S intead.

- So the question: does this fix the sensitive thumbsticks in the menu ?
CABAListic Nov 4, 2019 @ 1:55pm 
Yes. In fact, you could say this is the entire reason why this mod exists :)
Fink Nov 4, 2019 @ 2:54pm 
Hi CABAListic. I'm trying to do the same for the Cosmos and I've got pretty much everything working except for the "sensitivity" in the menus. I know they are different beasts but can you give me any clues as to how you solved it for the Index as they seem to have the same issues? Any help would be appreciated. Cheers!
CABAListic Nov 5, 2019 @ 2:52am 
Originally posted by Fink:
Hi CABAListic. I'm trying to do the same for the Cosmos and I've got pretty much everything working except for the "sensitivity" in the menus. I know they are different beasts but can you give me any clues as to how you solved it for the Index as they seem to have the same issues? Any help would be appreciated. Cheers!

The important part to get the menus workable with thumb sticks is to get the game to treat your controllers like Oculus controllers. This is what the DLL part in my fix does, and there's a decent chance that the DLL also works with the Cosmos. Try it - and if the menus work, then it's just a matter of setting up a proper controller binding :)
Fink Nov 5, 2019 @ 3:57am 
Thanks for the tip I'll give it a try in a few hours. If it works I'd still be curious to find out what the difference is between the two that makes the joystick flick back to the origin point on the Cosmos and the Index.
Gracey Face Nov 5, 2019 @ 4:43am 
Originally posted by Fink:
Thanks for the tip I'll give it a try in a few hours. If it works I'd still be curious to find out what the difference is between the two that makes the joystick flick back to the origin point on the Cosmos and the Index.

It's because an actual joystick has it's values in +/-255 on an axis and the way it would be set up on a menu is say "After X units treat it as an up or down command".

Meanwhile this game is recognising the index and so presumably the cosmos as vive wands with a touchpad, and the touchpad is set up so that your scrolling on your pad moves in the menu with the assumption being you'll take your finger off the touchpad when you get where you want.

But because the thumbsticks are still treated like touchpads, the game is interpreting it as you scrolling back to where you had been when the joystick returns to centre.
Last edited by Gracey Face; Nov 5, 2019 @ 4:43am
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