Fixed being able to open Natural Locomotion while a game is already open (if the demo is disabled in settings).
Fixed having to launch The Forest manually.
Fixed global settings not being saved while a profile is running.
Added a button to access all global settings while a profile is running.
Added ability to run EXEs from NaLo, with variables for Steam libraries and Program Files.
Added "DLL path" parameter for Oculus Rift users. It's used on some games to force SteamVR mode, and will be used in the future to hook the native Oculus SDK instead.
Fixed Fallout 4 VR workshop and flashlight working at the same time.
Fixed muting WMR trackpad touch (fixes GORN among others).
Fixed remap function being enabled when activator is disabled.
Fixed non working buttons/axes after closing app without stopping profile.
Fixed driver not being installed in rare cases where cmd.exe doesn't work.
Fixed app not showing UI in rare cases.
Fixed controllers not being detected when they're turned on in some cases.
Fixed demo in Oculus Rift not working in some configurations.
Updated PAYDAY 2 to have a movement more similar to other profiles. (Change published a month ago)
Updated COMPOUND instructions for WMR.
Updated H3VR Vive profile to enable right trackpad touch.
Updated OrbusVR Rift profile to use new DLL feature and remove obsolete instructions.
Updated Pavlov VR Rift profile to use the new DLL feature.
Added profiles for Apex Construct.
Added profiles for Contagion VR: Outbreak (and demo).
Added profiles for Crooked Waters.
Added profiles for Island 359.
Added profiles for Karnage Chronicles.
Added profiles for VR Dungeon Knight.
Added profiles for The Wizards.
Added Oculus Rift profile for A-Tech Cybernetic.
Added Oculus Rift profile for In Death.
Added Oculus Rift profile for Kartong.
There are a few games that mostly worked but couldn't make the list for various reasons. We'll try to add them in a few days! Also, remember all profiles published so far are not supported by the original game developers, only by us, so they may break or not work as expected after an update (in that case send us a message so we can fix it).
Walk in place is still in development despite of a couple of setbacks last month. We'll try hard to have WIP in beta soon.
As always, report any issues, suggestions or requests in the community forum.
In some cases the driver was installed "twice" and SteamVR gets confused and crashes. If it happens to you, just run NaLo once before SteamVR and it will fix the problem.
A frequently requested feature is being able to use the trackpad/joystick in controller orientation mode, while retaining the advantages of HMD orientation of NaLo (for sprinting and avoiding zig zagging). The main reason it was needed was to ride horses in Skyrim. We just added that, but also made it obsolete! We also added a horse mode in the beta branch that makes horse riding more immersive! You can even shoot arrows around while the horse continues in the same direction! Watch it here in action
Please try the beta branch and tell us what you think!
List of changes:
Fixed SteamVR beta support.
Added trackpad/joystick orientation remapping.
Updated FO4VR profile with menu hold flashlight and click passthrough grips.
Fixed profile instructions not changing after restoring a profile.
Miscellaneous stability fixes with the SteamVR driver.
Improved error messages.
Sprinting in Rec Room (Rec Royale) seems to be working now with our previous release's profile. We were going to add a workaround but it's no longer necessary.
If you missed it, we made another release a couple of days ago with new profiles and many smaller changes.
As always, report any issues, suggestions or requests in the community forum.
We wanted to release so many exciting features this month! Unfortunately we only had time to fix minor things, as well as trying to fix compatibility with SteamVR beta, which has become our first priority.
List of changes:
Sprinting will no longer get stuck when you just slow down (except in Skyrim, it's limited by the game).
Added profile for COMPOUND (was added before in beta).
Added profile for Dreadhalls.
Added profile for A-Tech Cybernetic (Vive and WMR only for now).
Updated The Forest for the latest version.
Updated Rec Room profile with new speed and curve values.
Modified FO4VR profile for Vive and WMR to put flashlight on left menu button.
Modified Skyrim VR for Vive to allow back with left grip.
Fixed Oculus Rift profiles for The Talos Principle and Serious Sam 3.
Added feature to compensate for "tilt changes speed" behaviour in some games.
Added help button with links to the forum and Youtube.
Added note for SKSE users.
Added sprint mode "exceed active zone", currently not used in any game.
Disabled "Run game" button when the game doesn't have a valid command.
Have the profile selected after clicking "Stop locomotion".
Slightly changed game launch mode to improve compatibility.
Made updated profile warning more visible.
Fixed text selection.
There's still many things to do and several features to add. Once compatibility with SteamVR beta is fixed, we'll be doing walk in place, overlay, horse mode and more. Stay tuned!
Profiles for Vivecraft 1.12.x (not tested with previous versions). It doesn't run automatically yet.
Profile for In Death (for Vive and WMR).
Profile for Arizona Sunshine for WMR (already available for others).
Improvements to Fallout 4 VR on Rift after the beta went stable.
Improved Dead Effect 2 profiles by adding smoothing compensation.
Fixed Dead Effect 2 issues with VIve.
Added joystick walk, jump with a specific trackpad click direction, smoothing compensation, among other details for The Forest.
Enlarged sliders of "describe original locomotion".
If SteamVR was expecting an app, it will wait 60 seconds since startup before opening a game (workaround, this will be properly fixed).
Many internal changes in preparation to add walk in place.
We're working hard to bring Walk In Place and more movement alternatives to Natural Locomotion, and many more features and profiles. If you want to help speed up development, please tell your friends about Natural Locomotion!
A couple of days ago Skyrim VR beta was promoted as the regular version for everybody. We deprecated the beta profile and changed the regular one to be as the beta. As a reminder, the only change is the original orientation: It explains to use HMD mode, which works better for sprinting. Don't forget to configure your game to be HMD oriented!
As usual, head to the community forum if you have any problem or suggestion.
We're still working on new features. We'll publish each one in the beta thread as soon as possible. Subscribe to that thread for updates.
In the last update to the demo (10 days ago), we accidentally introduced a bug where Vive users with slower GPUs may get dizzy after a while. It has been fixed. This didn't affect the app itself.
Many Skyrim players have reported a lot of lag (2-5 seconds to start or stop walking), when minimizing the window or when using certain mods. That has been fixed as well! This change has been in the beta branch since last week.
List of changes:
Improve timing consistency.
Fix very unresponsive behavior when minimized or with an overloaded system.
Fix latency bug in the demo, that caused motion sickness for Vive users with slower GPUs.
Fix for joystick jump also clicking the joystick in Rift.
Improvements to instructions for Skyrim VR and Rec Room.
During long sessions, Vive users had a hard time pressing the grip buttons all the time, which is not comfortable and has risk of repeated strain injury (RSI). We added a "Sticky grips" feature, which you can enable in settings.
Complete list of changes:
Vive Pro support. It must be enabled in settings.
Sticky grips. Available in settings.
One side enables both. Available in edit profile -> configure buttons.
Fixes for Oculus Rift users during startup.
Fixed presence of virtual controllers (like LIV's).
Fixed long standing issue of not having both controllers connected when starting a profile.
Open SteamVR automatically if it fails to connect.
Added "How to move" video on Steam.
Demo updated with new models, snap turning and many walking fixes.
Known issues:
By default one can't use the flashlight in Fallout 4 VR. Can be remapped to trigger but one jumps when turning the flashlight on or off. Or it can be remapped to right home (use the button in the headset to open home).
If you close the app without clicking "stop", some buttons remain muted until you restart SteamVR.
If the demo scene is started without headset tracking, floor may be wrong in Vive, and Rift uses fall to the infinite void.
In the demo, one jumps after crouching.
As usual, head to the community forum if you have any problem or suggestion.
Preparing a public release has proven too time consuming, slowing down development of new features, fixes and game profiles.
We decided to make a public beta branch that we'll be updating much more frequently, with features or changes that may break things for some people, but that you lovers of the bleeding edge can enjoy while helping us polish the application.
Please visit this forum thread for instructions as well as a list of the current features not in the regular version.
Instead of making announcements for the beta branch, we'll be modifying that forum thread with any changes in the beta.
Bethesda just released an update to Skyrim VR where orientation mode is configurable, and both controller and HMD orientation modes work properly! We added a separate profile for it, defaulting to HMD orientation, but you can switch it to controller orientation if you prefer (for "combine" mode). Remember that the setting of both the game and the profile must match, otherwise there are unexpected results. NaLo is always oriented to the handles of both hands.
Additionally we're adding some more profiles.
Changes:
Added OrbusVR profile.
Added profiles for four Serious Sam games.
Added profile for Skyrim VR beta.
Tweaked Skyrim VR once more (except VIve's). Active zone is bigger because the original ini setting applies after dead zone, but NaLo does before.
Fixed defaults when creating a new profile for Vive or WMR.
Removed absolute speed limit of 8 m/s.
See previous post for known issues we're still solving.