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If that doesn't work please enter in the console "alyxlib_diagnose body_holsters" and share the results with me if there are no suggested fixes.
Unfortunately my computer is dead and will not be fixed for a while so I have limited capacity to debug problems.
"commands:body_holsters_unholster_is_analog 0"
"body_holsters_unholster_action 7" - not effect
and tried to "body_holsters_require_trigger_to_unholster" and "body_holsters_require_use_to_holster" to 1 - this commands not exist in console commands (maybe was deleted by update?)
Same issues, nothing changed:3 Can you help, please?)
For your case you should be able to replace your old cfg lines with this:
body_holsters_unholster_is_analog 0
body_holsters_unholster_action 7
I really like the mod it gives more realism into the handling of the weapons. A while ago I played the game with unholstering the weapons with the trigger button because the grab button did never work for some reason. I have put the needed command into Skill.cfg as mentioned.
I started playing now after a while and noticed that it does not even work with trigger anymore or normal grab button. I saw you updated this mod recently. Can you tell me how to get the trigger or grab button work again?
Im using an Oculus Rift.
Thank you very much 😊
Bullet Penetration uses custom mod loading which can override AlyxLib so you'll need to make sure AlyxLib is the last mod you enable in the menu so it has priority.
I can talk to the creator about this and further issues that could arrise but the above step works for me in testing.
The utility menu looks fully compatible from reading over the code and testing.
The combat overhaul has no compatibility issues because it only modified cfg files.
When I get free time for an update this should be fixed, but there are quite a few changes to the underlying system that need to be updated.
@Sixteen60 as long as you mean one after the other in different body slots (pistol on hip, shotgun on shoulder etc) then yes, it's an alternative to the weapon selection menu
BTW Thanks for this mod, it was exactly what I was looking for!
yes, that would be great.
By trigger do you mean the shooting trigger or something else? Controllers have different layouts.
By Trigger i mean the "grip" button.
Do you want your gun to be instantly holstered in the previous holster you used when you stop pressing the trigger?
By trigger do you mean the shooting trigger or something else? Controllers have different layouts.
-sleeves xoxo
A front ammo holster has been suggested and is on my list but I have no date for making it yet
-body_holsters_visible 1
Or adding it to skill.cfg in the game folder hlvr/cfg:
body_holsters_visible 1
You're correct about the naming discrepancy for Quest controllers but this will change in the next update as I have overhauled the grabbing code.
The reason I haven't expanded on visible weapons is because of how janky they look in a lot of scenarios due to the way the backpack they're connected to behaves. I will look into animations and ammo states to see what I can do for you.
I can't promise a fix for your last issue because I can't override how the hands work, but I have several ideas to work around it and am hopeful.
I find "body_holsters_visible_weapons" to be almost required to use this mod effectively. I think it should be the default and the mod should be designed around it. (It's even in the showcase .gif!)
In conjunction, polishing the visible weapons system would be a good idea. Currently, the guns always read as empty when holstered, and although they snap to a certain position when holstered, their orientation remains unchanged, which can look weird. I think making the guns sort of "glide" into a certain position and orientation when holstered would look a lot better.
Also, if you holster a gun while your off-hand is interacting with it, you get a gray model of Alyx's hand attached to the gun.