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Skill v1.0.0

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wingedguardian/skyrimvr-claude-toolkit/port-to-vr
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PublishedOctober 24, 2026 at 11:37 AM
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version: "1.0.0" name: port-to-vr description: Guided checklist for porting an SSE-only mod to Skyrim VR argument-hint: "[mod name or path]"


Port SSE Mod to VR

Systematically check the mod the user named ($ARGUMENTS in Claude Code) against every known VR incompatibility. Consult KNOWLEDGEBASE.md for full details on each item.

Step 1: SKSE Dependency Check

  • Does the mod require SKSE64? → Needs SKSEVR equivalent
  • Check for address library dependencies → VR address library is entirely different
  • Look for DLL plugins in Data/SKSE/Plugins/ → must be compiled against SKSEVR
  • Check if CommonLibSSE-NG versions exist (supports SE + AE + VR in one build)

Step 2: Papyrus Script Audit

Decompile all .pex files and check for:

  • [ ] PlayIdle() on player → fails in VR (VRIK overrides skeleton IK). Replace with timed Papyrus scripts.
  • [ ] DisablePlayerControls() alone → doesn't stop VR thumbstick movement. Add SetDontMove(true).
  • [ ] SetVehicle() → causes HMD desync in VR. Must be removed entirely.
  • [ ] ForceThirdPerson() / ForceFirstPerson() → can't control VR camera.
  • [ ] Input.GetMappedKey() → returns -1 for VR controllers. Use VRIK API.
  • [ ] Game.ShakeCamera() → mostly inert in VR, leave in but document.
  • [ ] SetAngle() on player → doesn't control HMD orientation.

Step 3: Skeleton Compatibility

  • [ ] Check for custom skeleton nodes → PreWEAPON and PreSHIELD nodes cause CTD in VR
  • [ ] Verify XP32 compatibility → need "XP32 First Person Skeleton CTD Bugfix" for VR
  • [ ] Any .hkx behavior files → Havok behaviors work but test with VRIK IK overlay

Step 4: Physics and Combat

  • [ ] Havok physics tuned for 60Hz? → VR runs at 90Hz, needs fMaxTime INI adjustment
  • [ ] Player collision assumptions → VR uses capsule vs ragdoll (not capsule vs capsule)
  • [ ] Melee hit detection → in VR it is layered (HIGGS, optional collision mods, then vanilla). An SSE collision mod such as Precision lists SE/AE support on its Nexus page; check for a VR build before assuming it applies. Find out which layer the mod assumes and test against the user's actual stack.
  • [ ] Weapon reach values → verify against the VR hit-detection stack, not SSE numbers

Step 5: UI and Menus

  • [ ] SkyUI dependency → needs SkyUI VR fork specifically
  • [ ] Custom menus/widgets → VR UI is completely reworked for controllers
  • [ ] MCM menus → must use SkyUI VR MCM
  • [ ] Book content → treated as 2D HUD layer in VR

Step 6: Animation System

  • [ ] OAR/DAR animations → OAR has native VR support; DAR needs VR fix or OAR conversion
  • [ ] Animation Motion Revolution → check its Nexus page for current VR support and the minimum version the mod needs
  • [ ] SCAR → check its VR status and version; BFCO is a separate mod, not a VR port of SCAR
  • [ ] Animation priorities → must be higher than MCO/ADXP for proper playback

Step 7: ESP Record Check

Serialize with Spriggit and check:

  • [ ] Casting type consistency on all spells (all effects must match)
  • [ ] ONAM subrecords if ESM-flagged
  • [ ] ESL FormID range (xx000800-xx000FFF)
  • [ ] VMAD script properties → use GetFormFromFile() on your OWN plugin's forms to minimize properties (never another mod's — see Own Your Records), and check the result for None

Step 8: Create VR Patch

Based on findings:

  1. Create a VR compatibility patch ESP if record changes are needed
  2. Rewrite incompatible Papyrus scripts
  3. Document what was changed and why
  4. Test in VR with VRIK, HIGGS, and OpenComposite active

Output

Provide a clear report:

  • Compatible as-is: items that work without changes
  • Needs patching: items that need script rewrites or ESP patches
  • Incompatible: items that fundamentally can't work in VR (and workarounds if any)
  • Recommended testing: specific in-game scenarios to verify
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