Info
Changelog
Version 1.2.4
For RE9VR veterans: the binding for healing has changed.
Weapons & reloading
- ImprovedReloading V2 — the left hand now grabs the slider properly, with lerping between hand poses and the left arm following along. Now it looks native too.
- FixedRevolver bullets — the bullets you grab from the mag holster are now correct (with the tip).
- FixedRequiem & Ghost Grudge — both revolvers now show the correct amount of bullets inside the drum.
- ImprovedMagazine offsets — several “holding” offsets were corrected, especially on Grace, plus a lot of distance tweaks.
- ImprovedFlashlight — the flashlight and the left hand now stay in a proper position, even while aiming.
- NewInfinite ammo (optional) — an infinite ammo script that works with manual reloading. The other scripts out there only switch “infinitygun” on, which never works properly with manual reloading.Important: this script is NOT part of the VR mod — it's an optional download. Put it in the
reframework/autorunfolder next to the other scripts. Once loaded, a new toggle called “Infinite Ammo” appears under “Weapon options”, and it's on by default. Only use it together with RE9VR.
Camera & movement
- NewPositional tracking toggle — when disabled, your HMD stays pinned to the character no matter where you move your head. Once roomscale becomes a thing, it can be enabled again. REFramework has the same setting in its “VR” section, but it doesn't seem to persist. This one does.Important: while this option is disabled, physical crouching is not possible and that option is hidden.
- ChangedGrace's height — never a bug, but her shoulders felt a bit too low in VR. You'd never notice in flat, and it's the size Capcom gave her. Moving the camera to where it looks right causes other problems, so as a compromise she's now just a little bit smaller.
- ImprovedMovement — even more tuning on the movement script (spinning).
General
- ChangedHUD — the positioning slider was replaced with three simple toggles: Default, Small and Off.
- NewREFramework UI toggle (OpenVR only) — a button shows or hides the REFramework UI, with a sound, so it's not in your way while reloading. See Bindings.
- NewLeon Must Die Forever (DLC / minigame) — a lot of options become available while playing the LMDF minigame (they're not visible in the main game). Also available as the standalone script “Effects Must Die Forever”. All options are explained under Mod Options.
Bugs hunted
- FixedEmily glitched out when you carried her and tried to lay her down.
- FixedRecoil stopped working after using a pump action, forgetting to pump and switching weapons.
- FixedThe 180 degree turn did not work properly when its toggle was enabled.
- FixedOn pistols and revolvers, the wrist got twisted while pressing aim.
Version 1.2.3
General
- NewInteractions — you can now turn wall lights on and off with your left hand, just to annoy the zombies.
- ImprovedHMD rotation — the character now follows way better and faster.
Bugs hunted
- FixedReloading did not work with Synchronized Sequential instead of Alternate Frame Warping.
- FixedSome more bindings in photo mode.
- FixedSome more details in how aim, muzzle flash and smoke line up (thanks ErwinGunsmith).
Version 1.2.2
Bugs hunted
- FixedThe HMD view rotated when AFW was not in use.
Version 1.2.1
Weapons & reloading
- NewMag holster calibration — the mag holster now has its own calibration button too (below the chest holster one). Do yourself a favour and leave it in the left hip area.
Bugs hunted
- FixedBindings for the model viewer and photo viewer (nobody cares).
- FixedAiming was off after rotating the body with the HMD movement toggle set to on.
Version 1.2.0
Camera & movement
- NewHMD oriented movement — you now walk in the direction you're facing. Button prompts and the character's body go with it.Note: this is not roomscale.
- NewSnap turn — enable it and choose between 30, 45 or 90 degrees.
- NewPhysical crouch — crouch for real, and the game crouches with you.
Weapons & combat
- NewArm parry — raise your left arm to parry instead of pressing the left grip. It has to happen in the window the game gives you, not too early and not too late — we don't cheat in this mod. The pose has to be correct to register; while it does, the weapon in your right hand disappears, so you can practise it. Left grip parry still works as before.Remember: no axe, no parry.
- NewCharacter-aware recoil — one recoil slider per character: Grace (default 10) and Leon (default 2.50).
- NewManual reloading — every weapon can now be reloaded manually. It was a ton of work, and the reason this update took so long.Scenario 1: shoot the mag halfway empty and press right B — the mag falls out. Reach for your left hip, press left grip (short rumble), insert the new mag and carry on with a full gun.Scenario 2: empty the mag completely and press right B — the mag drops. Take a new one from your left hip and insert it. You can't shoot until you rack the slide back and forth.Per weapon: pistols use scenarios 1 and 2. SMGs too, except the Clatter Carbine — there you just reload. Shotguns: only the TAC needs the slide after it's shot empty, the other two are manual pump. Revolvers: open the drum, load the bullets, close the drum. The Redemption is pretty easy. Rifles: the Marksman needs the slide once the mag is empty, the Classic 70 is bolt action and needs working after every shot.Note: with no bullets left, a revolver cylinder you forgot to open, or a gun that's already full, the mag holster gives you three pulses when you try to grab something — that's it telling you that you can't.
- NewManual healing — with the toggle on, right grip + right A no longer heals you. Instead you get the syringe in your hand: move it towards your chest or your left arm, and you're healed.
General
- NewLeon one-liners & gestures — just for fun. Hold left A (X on Quest) and pick one of four gestures with the right stick. Each one plays a random Leon one-liner. Gestures only work with both hands free (everything holstered); the one-liners always play.
- NewMore customization — every option and toggle is explained under Mod Options. Also take a look at MrSurviv0r's video in Media.
- ImprovedPerformance — improved, and unnecessary code removed.
Bugs hunted
- FixedYou could not exit the event when reading the book in the first sanatorium stage.
- FixedYou could not aim with throwable objects when the “manual throw” toggle was disabled.
- FixedSome reload animations of the semi-automatic shotgun.
- FixedThe muzzle flash did not follow the barrel correctly.
- FixedDocked flashlights were steered by your head — now that only happens with pistols and revolvers, as intended.
- FixedThe crosshair color was not saved.
Version 1.1.0
Don't want to read? MrSurviv0r explains it all in his video in Media.
Weapons & combat
- ChangedFlashlight flipped 180° — in the early stages Grace holds the flashlight like in 1.0, true to the game and its cutscenes. Once you play as Leon for the first time, both hold it flipped 180°, “tactical”.
- ChangedOriginal crosshairs — the game's own crosshairs are now the default. Prefer a dot? Select “Enable Dot Crosshair”. No crosshair at all? Select “Disable Crosshair”.
- NewPer-weapon recoil & haptics — real recoil for every weapon, reduced when your left hand supports it. Per-weapon haptic feedback works in OpenVR and OpenXR.
- ImprovedAxe — it hits way better now, including crates, vases and spiderwebs, with a swing sound and haptic feedback. Keep the left grip pressed to use the axe at all times.
- NewTwo-handed weapon rotation — reach out with your left hand to support the weapon as always. Once it's docked, hold both grips to rotate the weapon — you can even shoot around corners without turning the character.
- NewPump action — the MSBG 500 and the W870 Police now have to be pumped by hand; the TAC stays semi-automatic. Shoot, and the next shot is blocked. Put both hands on the weapon, hold both grips as with two-handed handling, pump, and shoot again. The first shot after a proper pump always fires.
- NewThrowables — throw them by hand: press the right grip to activate, swing, and release the grip. Throwables can now be quick-selected, see Bindings.
- NewHolsters — three spots: right hip for pistols, right shoulder for long weapons, left chest for revolvers. The controller rumbles when you enter a zone; press the right grip to draw, and repeat to holster again. You can still pick weapons via the D-pad (left trigger + right stick), and the mod remembers your last pistol, revolver and shotgun and puts each in its spot. While aiming, all holsters are disabled so you can't grab another weapon by accident. A slot without a matching weapon stays offline.Calibrating holsters: in the REFramework menu under “Script Generated UI”, each of the three spots has a calibration button. Press it and hold your controller where the holster should be — after 5 seconds the spot is saved as the centre of that holster's trigger zone.
- FixedVisors & iron sights — they can be attached now, and weapons behave exactly the same with or without them.Known issue: with the flashlight on, moving your left hand to the weapon lets the HMD steer the beam, and that beam blinds the sight. I'm not removing that feature for the sight — take the visor off or turn the flashlight off. The red dot inside isn't rendered correctly anyway.
Body & camera
- NewFull arm IK — your full body is visible now, and every costume that works in flat should work in VR too (we can't test them all). The Emily part works as well, though her arm reach is clamped. On Leon and Grace, the shoulders move with you.
- ImprovedBike section — you now see your entire arms, and the perspective was adjusted to match.
General
- ChangedBindings — long-press right B for a throwable. It's a quick select and goes from highest to lowest priority: Leon — stacked grenade, grenade. Grace — molotov, acid, empty bottle. Short-press left A is now the map. Double-tap left stick down (don't click it) for a 180° turn; this one is optional via toggle in “Script Generated UI”.
- FixedAudio rotation — audio now follows your HMD, so effects and speech come from the right direction.
Bugs hunted
- FixedLots of small things that came up during playthroughs: animations, meshes and more.