coleco Posted December 7, 2019 Posted December 7, 2019 I am prepared to get baked and scorned by all on these forums.  Do your own research, use google, etc.  I get it and I tried but I dont have enough intelligence to figure it out.   Because I let the Cosmos sit unopened in its shipping box for almost 3 weeks (I was actually out of the country 😞 when it arrived and my great Aunt signed for it). by the time I got it up and running and saw it did not play any steam games it was too late to return.  That was way back in early October,  I messed around with it for a while, tried Arizona sunshine and it worked "fair" I guess.  Simply could not get Skyrim SKSE to work like it did for Samsung Odyssey. So that is why I am here. To see if everything has been updated. I did see a ton of comments and suggestions earlier form early adopters that did a lot of software hacks such as copying this and that into steam folders, change the controllers to oculus and use those, I even see now when I try to go to Steam VR and change the settings the cosmos controller option is now there. But, when I open the game and load it all the characters in skyrim they are just standing there,  and in fallout VR cannot get the controllers to activate the menu, so I just stand there looking at my character in a mirror (I hope that is not a spoiler, it is literally one minute into the game) My question is simple.  Has the cosmos been updated so that I "should" be able to play the games like I was able on samsung Odyssey, or is there still work to be done by Steam, Vive, etc.  Because right now It is in a box and I am thinking of just giving it to my younger cousin who seems to have a better aptitude for early adopting tech than I do. If someone says do a wipe and fresh install of skyrim VR, SKSE, Vortex for mods, etc and it will eventually work, I will put in the time and do that .  Thanks for any thoughts. First post. Be kind in your responses, tis the season.  Coleco  @stvnxu Â
zig11727 Posted December 7, 2019 Posted December 7, 2019 @coleco The best place to look for fully support Vive Cosmos would be look at the games on Viveport some SteamVR games are supported.
coleco Posted December 7, 2019 Author Posted December 7, 2019 Thank you for that suggestion.  Looking at Viveport, there are no games that I have any interest in playing.  I am only interested in Skyrim VR and Fallout VR at the moment.  Again searching the forums on steam, etc. looks like there was a lot of activity and suggestions and updates back in October.   Looks like people are copying and pasting some code or some type of info into the steam folders to get the games running and basically I will assume because there are no recent posts that is the solution. I was hoping there would be automatic patches to take care of this.  Again thanks for your suggestion, I appreciate it.
HackPerception Posted December 9, 2019 Posted December 9, 2019 On 12/8/2019 at 6:52 AM, coleco said: Thank you for that suggestion.  Looking at Viveport, there are no games that I have any interest in playing.  I am only interested in Skyrim VR and Fallout VR at the moment.  Again searching the forums on steam, etc. looks like there was a lot of activity and suggestions and updates back in October.   Looks like people are copying and pasting some code or some type of info into the steam folders to get the games running and basically I will assume because there are no recent posts that is the solution. I was hoping there would be automatic patches to take care of this.  Again thanks for your suggestion, I appreciate it. Skyrim and Fallout are specifically bad examples because they're made using Bethesda's custom engine which brings with it a ton of complexities. In short, neither app is super great with Index or Cosmos controllers currently to my knowledge. Most apps that don't have native support can use SteamVR's remapping but the custom engine here breaks alot of that. I'll ask about the current status but I don't think Bethesda has added native support yet 1
coleco Posted December 9, 2019 Author Posted December 9, 2019 Thanks for that information - that is what I was looking for, something more conclusive.   I may show some more patience and investigate this further after the holidays. I do see where some folks apparently get the games to work the way they want them too.  I was hoping to avoid a lot of behind the scenes copying and pasting stuff into folders etc. Again if I was more intelligent it may not be an issue, but I remember how I slaved over previous mods etc in different VR systems (mostly my fault with incompatabilites) and would prefer not to go that route again.  Thank you for the post!
Fink Posted December 9, 2019 Posted December 9, 2019 (edited) 8 hours ago, coleco said: Thanks for that information - that is what I was looking for, something more conclusive.   I may show some more patience and investigate this further after the holidays. I do see where some folks apparently get the games to work the way they want them too.  I was hoping to avoid a lot of behind the scenes copying and pasting stuff into folders etc. Again if I was more intelligent it may not be an issue, but I remember how I slaved over previous mods etc in different VR systems (mostly my fault with incompatabilites) and would prefer not to go that route again.  Thank you for the post! Hi there. A person called CABAListic on Steam has modified a DLL for the index that gets the Index controllers working in Fallout 4 VR it also works for the Cosmos. If you want to try it follow the simple instructions below and then use my community bindings "(Fink) for the controllers . It works really well and the controls fell native to the game. Potentially it can be used for any game that uses this DLL.  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. Fink Merry Xmas Edited December 9, 2019 by Fink too confusing 1
coleco Posted December 10, 2019 Author Posted December 10, 2019 Thank you Fink and everyone.  I had see those instructions, or something similar weeks ago when I first got the cosmos. I was hoping that the modifications would all be done by now and automatic - from Bethesda or Steam or whoever. If you feel that it can be done with with your suggestions then I am more than game to give it a try at this point. Thanks for the file attachment. I appreciate everyone who took the time to post a reply. Coleco
HackPerception Posted December 10, 2019 Posted December 10, 2019 Thanks @Fink - I haven't tried that .dll firsthand and I can't make those types of recommendations from an HTC employee account - liability and so on. Really appreciate you posting that here - I believe this is the best methodology. @coleco I hope you have some luck with that methodology - as I said in my earlier post, FO4 and Skyrim are actually two worst case scenarios for SteamVR input remapping overall because they're using Creation engine. Virtually any other SteamVR title has a better outlook when it comes to remapping support. Please note that if you encounter a SteamVR title that doesn't have proper input mapping for Cosmos - you can try going into the Controller Settings for that tile and checking to see if there is a already a community made binding configuration for that game - we've published a bunch for popular games and other community members have also published them as well.
Fink Posted December 10, 2019 Posted December 10, 2019 43 minutes ago, VibrantNebula said: Thanks @Fink - I haven't tried that .dll firsthand and I can't make those types of recommendations from an HTC employee account - liability and so on. Really appreciate you posting that here - I believe this is the best methodology. @coleco I hope you have some luck with that methodology - as I said in my earlier post, FO4 and Skyrim are actually two worst case scenarios for SteamVR input remapping overall because they're using Creation engine. Virtually any other SteamVR title has a better outlook when it comes to remapping support. Please note that if you encounter a SteamVR title that doesn't have proper input mapping for Cosmos - you can try going into the Controller Settings for that tile and checking to see if there is a already a community made binding configuration for that game - we've published a bunch for popular games and other community members have also published them as well. Well I didn't think it would be "objectionable" to post it here in any sense as the recommendation was to modify the Steam hosted game DLL and not the Cosmos software in any way. In my view Bethesda should be the ones to provide the update to their software so that it can work with a new HMD on the market but of course the chances of that happening are very remote and if it helps anyone enjoy their Cosmos even more then why not? 😉  Â
HackPerception Posted December 10, 2019 Posted December 10, 2019 @@Fink Sorry for the confusion, let me rephrase it. You're more than welcome to post this kind of stuff (and encouraged if it's accurate and not misleading). I however have rules and legal requirements on my side that make that kind of stuff difficult to post on my side because anything I post on this account may be considered an "official" advice based on my credentials so I have to take extra care with my posts because there are downstream implications. I have to wear my Vive hat - I'm a huge VR fanboi which is why I joined Vive. Spam and inaccurate or misleading posts are subject to moderation; all other dialog is healthy and why we host forums. To that point actually, @coleco, in your opening post, you mentioned scorn for asking this question. Quite the contrary - this is a difficult question with no easy answer. Consumer super VR is early days, you're always welcome to post here to try and leverage our platform for solutions to problems. 🙂 1 1
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