Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • TwoForksVR-0.0.8.zip

Missing 1 full-res photo, 1 file, as this post has not yet been imported.

Content

Up until now, a few people already played through the entirety of Firewatch using Two Forks VR. That was possible because the mod was doing the bare minimum to work without making too many core changes. As I add more features to Two Forks VR, it's likely that some stuff will actually be more broken, since I'm not able to test the whole game every time I make a big change. Room scale is one of those changes that is likely to break stuff somewhere in the game. Please report any issues you find when testing the updates. There's always the option to go back to an earlier version of Two Forks VR when these problems show up.

  • Now showing Henry's animated feet, so you can have a better idea of where you're standing. I got some DMs telling me to "show feet", I presume this is what they meant.
  • Add room scale movement. Meaning, the player body follows the VR headset movement. This still needs to be tuned a bit to make it smoother, but already seems to work quite well. I had trouble getting the player animations to work, so for now the player will just slide around. This is probably one of the most dangerous changes so far, a lot of potential for it to break stuff. I will eventually have an option to disable this, as soon as I get around to actually having any customizable options for the mod.
  • Using the recenter binding (default is left trigger + right trigger) now only resets the camera height. Be sure to do that if the height doesn't feel right, or when changing between seated and standing play.
  • Radio is now used by holding the grip button, instead of being an item in the tool wheel. The tool wheel was causing weird states where the radio isn't supposed to be usable, especially in-between scene loads. In the future, the radio will be an object in the player's chest, which can be gripped and held to use. So the current binding is already closer to the ideal solution.
  • Now showing loading and title screens (the one that shows the day count in big fat letters). Right now these will show facing the forward direction of your play area, so they might show outside your field of view and you might miss it. Will be fixed in a later update.
  • Use FSR OpenVR dll from github.com/fholger/openvr_fsr. It's disabled by default, edit Firewatch\Firewatch_Data\Plugins\openvr_mod.cfg to enable it.
  • Fixed some times not being able to pick up the radio on first day.
  • Fixed a bug that allowed Henry to fly by moving the headset left and right. Felt like a nice speedrun strat but had to remove it to prevent neck injury.
  • Fixed camera being allowed to rotate vertically with the joystick in some cases, was very nauseating.
  • Fixed joystick values measurement problem, which was causing issues with movement being really slow unless the player moves in a straight line.
  • Fixed missing binding for taking picture with the disposable camera. Btw the camera still uses the VR camera as a source, so you'll see your own hands in the picture. Will be fixed later.
  • Fixed some inputs being allowed in states where they shouldn't be (example, radio while using disposable camera).

Files

Previews only

Comments

Stan Shelton

That FSR open vr works wonders on frames per second. I'm currently using it for my modded Skyrim vr. Truly game changer!

Raicuparta

It does seem to help a lot, although imo this particular implementation of it doesn't look that much better than standard bilinear filtering. Also gotta remember that some of the game's graphics settings have a large impact on CPU, and FSR isn't gonna help with that.

Stan Shelton

Yea, I'm not using it's sharpening just the upscaling. Got a separate mod for graphics. It's the only game I have tried with it so far, running 90 hz on oculus via link. Was thinking about giving firewatch a try soon, you did amazing work with outer wilds. Also excited about the resident evil flat to vr thats being worked on.

jarrod1937 .

Excellent progress. May I suggest a potential feature? Snap turning, enabled even by config edit would save me and my sensitive stomach. Though, I have a feeling room scale will help with that, but combining room scale with snap turning will help a ton. Also curious if you ever plan on making this open source? I'm a developer as well and am curious as to the techniques used in this level of modding. I've done some reverse engineering in the past, but this type of project would be interesting to learn from.

Raicuparta

Snap turning is on the todo list. And it will be open sourced eventually. You can also check the NomaiVR source code, or other projects like Valheim VR if you're curious how these mods work.

jarrod1937 .

Thanks, will check those out. I am currently working on a commercial project, but would be fun to split my time trying to convert another game to VR. Look forward to your VR updates as well.

Gustavo Diaz

Hello! I recently downloaded the mod. I can't get past the opening sequence past the elevator. If I interact with the car (put my backpack in it, or get into the car) my game gets suspended. I can see the SteamVR overlay say "Please Wait" and it just crashes after.

Raicuparta

Does everything look correct up to that point? And can you share with me the logs? The ones that show in black BepInEx window that opens together with the game. In the meantime, you could try going through the intro in flat mode and trying the rest of the game in VR.

Gustavo Diaz

I played with a controller to bypass the intro sequence. I will screen record a new save file and capture the log terminal when I get home later today. Thank you for the quick response!

freelivorno

I followed the instructions for game pass version but I don't see the advanced game management option