Stealth Indicator VR
Modify the position and visibility of the sneak eye element
Screenshots 4 screenshots
About this mod Machine translation
Modify the position and visibility of the sneak eye element
Version 1.1 patch notes (updated):
BUG UPDATE: There is a bug with the fire spell (and possibly other spells, but I haven't played the mage yet and I haven't had time to test it thoroughly yet) where the spell won't display properly when cast. Instead of seeing a pillar of fire, you can only see the effect leave your hand and hit your target, with the entire pillar being obscured. At first I thought it had something to do with where I positioned the eyes, so I moved the eyes and it seemed to fix it. But then the bug came back. Restarting the game made it disappear. I need to do more testing, and realistically I need to set up a vanilla installation, so I'm not testing my mod on my modded installation, but some will have to be done. Now this mod works for ranged and melee, but for casters you may have this bug. However both files have been tested and they have worked for me once so I know they can work magic, I just don't know why they don't work
Added optional file to remove "hidden/detected" messages
Fixed an issue where the eyes were "below" the lower compass. The above should work fine now.
Fixed an issue in magicka spells such as fire not displaying properly when casting.
Remove Sneak VR:
This can be achieved by editing the vr_hmd_info.swf file. I just replaced all the frames of the sneak eye indicator sprite with blank .gif images so that it wouldn't show up in the game.
Install using mod manager or manual installation by unzipping the folder into the main SkyrimVR folder.
Uninstall by deleting the .swf in Data/Interface/vr/vr_hmd_info.swf
Lower Stealth VR:
This can be achieved by editing the skyvr_hmd_info.nif file. I moved the hidden animated projection's portion of the mesh downwards and adjusted its angle. Currently it appears below the compass or directly above the compass, depending on the file you select.
Above the compass: See less head/eye fatigue in the eyes, but you'll see it a lot when you're sneaking around in the lower half of your vision.
Underneath the compass: You'll often have to physically look down to see it, but it adds to the immersion so you don't always have to see it in the game but can choose to look down when you want.
Install using the manager or manual installation by unzipping the folder into the main SkyrimVR folder.
Uninstall by deleting the .nif found in Data/meshes/skyvr_hmd_info.nif
No sneak messages:
This will remove the "hide/detect" message so that it doesn't show up. It is an optional file not included in the main download. This is especially ideal for a "compass" eye, as the eye now sits snugly between your three status bars and directly above the compass, and messages don't obscure your health indicator.
Future updates:
I'm currently in the process of revamping the entire HUD, including moving/adjusting it to give it a slightly different feel. Before I do that, however, I need to figure out how to make a FOMOD installer so that I can have all of these options in one place and have easy compatibility for sitting/standing and various INI settings.
Compatibility and permissions:
This mod should be compatible with all other mods, except any mods that modify these two files. I allow any and all modules to use my files as resources, with or without credit.
Additional information about Modders:
In flatrim, it seems that just editing the .swf file allows you to move the UI, but not in VR! Whenever I move anything in the SWF file, the game CTDs basically every time. This may be my lack of modding experience, but I believe the format for VR is different. The .swf image appears to be projected onto the .nif grid. So if you want to change the position/size of your UI components, you have to modify the .nif grid file instead of the SWF. If you want to change the appearance of the icon, you can modify the .swf like in oldrim. However, you must use the file in SkyrimVR.bsa to do this, as other HUD files, such as those …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.