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SKYRIM VR MODS
I have added an IsTwoHanding() function to the higgs papyrus/c++ interface to allow other mods to make adjustments to damage or anything else as they see fit. The two-handing does not affect damage or any other weapon statistics. This can be done by grabbing anywhere on the weapon with your offhand, in the same style as grabbing anything else with higgs. This applies to two-handed weapons, crossbows, and one-handed weapons (except daggers) while the other hand is empty. Equipped weapons can now be held with both hands.
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Use STUF VR instead if you were using this. The DisableTriggerWhenWeaponsSheathed ini option has been removed.The CanGrabObject function in the higgs api has been changed to include all of the checks that higgs is doing to determine if the hand can grab an object such as what is equipped in the hand, instead of just checking whether the hand is performing any other higgs actions like already holding an object, pulling something, etc.Added OnStartTwoHanding and OnStopTwoHanding events to the higgs papyrus/c++ api that fire when you grab a weapon with the offhand as well as when you let go.Daggers can now be two-handed just like anything else.The spell effects are hidden while two-handing in this case. Two-handing for spellswords! You can now two-hand a one-handed weapon even if you have a spell in the offhand.This applies mainly to weapons dropped by enemies while not using USSEP. Fix objects whose physics object is a bhkBlendCollisionObject from not moving with the hand when grabbing it with higgs.This was most noticeable with the crossbow. Fix bad two-handed transforms using opencomposite, as well as maybe other cases.Some hooks have been made faster / more stable, but this probably won't be noticeable.If you want to keep this mechanic available, set DisableVanillaGrab to 0 in the higgs ini. The vanilla game's grab mechanic (holding the 'activate' key while pointing at something to make it float in front of your hand) now gets disabled upon startup.In combination with the change above, this should make all bound weapons perfectly two-handable without grabbing onto their visual effects by accident instead of the underlying weapon. For now, this only includes a couple of nodes from various bound weapons. The ini now includes a blacklist of geometry node names to ignore when grabbing things.This means that you will not grab onto as much semi-transparent geometry as before, such as certain effects on bound weapons, the fire effects on your weapon from the Conduit mod, as well as stuff like the wispy effect on the 'glow dust' item. Grabbing/two-handing will now ignore geometry that has vertex alpha data which averages below a certain value per vertex.