VHVR 0.11.0
Compatibility
- Works with Valheim 1.0.16
- Collision supported for new Deep North weapons
- VR counterpart of new game mechanism implemented: shoveling, pulling drawbridge counterweight, shooting grappling hook, etc.
- Updated controller action definition to allow more customization
- Official controller bindings for Steam Frame
- Tentative support for Steam Frame standalone (experimental, credit: kblood)
- Optional auto-determination of VR vs flatscreen mode depending on whether SteamVR is running
- Intro and in-game cinematics show properly in VR
- Improved robustness/compatibility with other mods
Combat
- Allow wielding weapons with either hand without changing dominant hand setting - small and medium sized weapons can be transferred between hands directly
- Refined secondary attack gestures for axes and clubs: overhead downward hew using axe or baseball/tennis style swing using club
- Reworked staff launch gestures: holding grip and trigger using one hand, or hold with both hands use front hand trigger to swing and launch
- Shield scaling options (credit: Aceship)
- More intuitive shield parry gesture
- Dodge roll gesture simplified: squat down while pushing both hands away fast horizontally without touching any button
- Optionally, hew can push enemy toward the hewing direction instead of aways away from player (credit: Aceship) and stabbed enemy can be briefly moved by the weapon
Movement and body
- Quick equip gestures (grabbing from left/right shoulder/waist) mapped to inventory slots
- Better rein visuals when riding
- Better tracker detection for full body tracking
- Full body tracking now sync to remote players
- Other players see your actual weapon position and orientation.
UI
- Inventory and build menu can be attached to your hand
- More precise laser cursor
- Guardian power and status icons can sit on the wrist
- Mods tab in the VHVR settings to reach BepInEx mod configuration UI for other mods in VR
- Low health red-out warning
- NPC dialog now show above NPC head with legible text size
Visuals
- Better magic shield visuals: simple pulsing full screen effect or a vanilla-style texture rendered around character
- Underwater: Snell's window and wave synchronization
- Barber station shows mirrored tracking in VR
Flatscreen mirror modes
- New side-by-side stereo and full-width one-eye modes with correct aspect ratio
- New first-person mirror mode with stabilized camera
- Follow mode can now be zoomed in to first-person
- Option to hide VRGUI on flatscreen mirror
- Screenshots now save side-by-side stereo view with full FOV
Fixes
- Melee attacks gain adrenaline again
- Atgeir swipe stamina cost fixed
- Momentum-scaled damage now respects vanilla DPS
- Fixed shield not parrying when equipped before login
- Lanterns now have correct physics (momentum and collision) instead of flickering in VR
- Gestured walking and running: starting a walk no longer starts a run, and a run stops more smoothly
- Upper body IK now follows VR completely and ignores vanilla animation