<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Reference :: Mad God's Overhaul for Skyrim VR</title><link>https://synergyvr.org/mgo/reference/index.html</link><description>Collected here are various reference materials that you may find helpful.
FAQ Quick answers to the most common questions, with links to the full story where it’s warranted.
Read more → MO2 Overwrite What that Overwrite entry at the bottom of MO2 is, why files pile up there, and how to handle them.</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://synergyvr.org/mgo/reference/index.xml" rel="self" type="application/rss+xml"/><item><title>FAQ</title><link>https://synergyvr.org/mgo/reference/faq/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/faq/index.html</guid><description>Quick answers to the questions that come up the most, with links to the full story. If yours isn’t here, the MGO Discord probably has it covered. Tap a question to expand it.
The big ones When will the next version be released? Soon®.
A release goes out when the team decides it’s ready, and that can be very hard to judge until the moment it happens. When there is news on the beta, it appears in the #mgo-updates channel of the MGO Discord before anywhere else. Watch that space, and you’ll know the moment there’s anything to know.</description></item><item><title>MO2 Overwrite</title><link>https://synergyvr.org/mgo/reference/overwrite/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/overwrite/index.html</guid><description>At the bottom of the list on the left side of Mod Organizer, you’ll see an entry labeled Overwrite. It may appear grayed-out when you first install MGO, but once you’ve played it should be either white-on-orange, or red-on-gray.
Overwrite is there to catch any new files that are written to disk during program execution. For example, the first time you run MGO, Community Shaders will write compiled shaders to Overwrite .</description></item><item><title>INI Files</title><link>https://synergyvr.org/mgo/reference/editing-inis/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/editing-inis/index.html</guid><description>Some mods include an MCM, but many others keep their settings in a plain-text .ini file: SpellBender VR, Spell Auto-Aim VR, PLANCK, and more. An INI is just a list of key=value settings grouped under bracketed [Sections]. You can edit one right inside MO2, or in a text editor of your choice.</description></item><item><title>Clean Install</title><link>https://synergyvr.org/mgo/reference/clean-install/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/clean-install/index.html</guid><description>MGO’s requirements call for a clean install of Skyrim VR. That is, it needs the game to be exactly as Steam delivers it, with nothing modified and nothing extra. Wabbajack verifies the game’s files against the exact fingerprints of the originals and builds the list on top of them, so a folder polluted by an old modding setup can break the install. And if you do get past the install, it can break the game in ways that nobody else can reproduce.</description></item><item><title>MGO Shortcut</title><link>https://synergyvr.org/mgo/reference/shortcut/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/shortcut/index.html</guid><description>The MGO desktop shortcut that Wabbajack creates can’t be pinned to the start menu (for reasons), so it’s not ideal. What follows is my preferred method.
Open your MGO installation folder in File Explorer (you set this in Wabbajack). Right-click ModOrganizer.exe , and choose Pin to Start . Open the Start menu. Right-click the pinned ModOrganizer shortcut, and choose Open file location . To choose a different icon, right-click the ModOrganizer shortcut in the new File Explorer window, and choose Properties . Assign a more interesting icon—like this one!</description></item><item><title>Virtual Memory</title><link>https://synergyvr.org/mgo/reference/virtual-memory/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/virtual-memory/index.html</guid><description>Windows 11 has made it outrageously convoluted to reach its virtual memory (also called a page file) settings.
Without screenshots… Open Settings . Choose System on the left. Scroll to the very bottom and click About . Scroll down to the row of links that appears after “Device specifications”, and click Advanced system settings . In the Performance section on the Advanced tab in the System Properties window, click Settings… . In the Virtual memory section of the Advanced tab of the Performance Options window, click Change… . With your fastest NVMe drive highlighted1, click Custom size and enter 90000 (if you have 32 GB of system memory) or 70000 (if you have 64 GB of system memory) as both the Initial size and the Maximum size. (You will need to keep that much space free on this drive to take advantage of this.) Be sure to click the Set button before clicking OK and closing all of these windows. You will be prompted to restart your computer.</description></item><item><title>Shader Cache</title><link>https://synergyvr.org/mgo/reference/shader-cache/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/shader-cache/index.html</guid><description>If you have an NVIDIA GPU, you should set the shader cache to 10GB or more before playing Mad God’s Overhaul. (AMD GPUs do no currently have an equivalent setting.)
Without screenshots… Open the NVIDIA Control Panel Choose Manage 3D settings on the left. Under Global Settings on the right, set Shader Cache Size to 20 GB or more. With screenshots… Right-click the desktop and choose
Show more options from the context menu. Choose NVIDIA Control Panel from the next context menu. Choose Manage 3D settings on the left.</description></item><item><title>Glossary</title><link>https://synergyvr.org/mgo/reference/glossary/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://synergyvr.org/mgo/reference/glossary/index.html</guid><description>Skyrim Term Definition Vanilla Skyrim VR as Bethesda shipped it, without mods. Flatrim Any non-VR edition of Skyrim, including Special Edition/Anniversary Edition. Journal Menu The collection of menus containing Quests, General Stats, and System tabs. Tween Menu The menu containing Skills/Level Up, Items, Map, and Magic. Havok The physics engine that’s built into Skyrim (and many other games). Its calculations are tied to your frame rate, and HIGGS matches it up automatically (see Onboarding). Modding and VR Term Definition MGO Mad God’s Overhaul, a mod list for Skyrim VR. Wabbajack An app for downloading and installing mod lists. The recipes for such lists are contained in files with a .wabbajack extension and are often informally referred to as wabbajacks themselves. MO2 Mod Organizer 2, an app for managing a collection of mods. MGO is managed and launched in MO2. Nexus Nexusmods.com, a web site that hosts mods for numerous games, including Skyrim. Virtual Desktop (VD) Paid software for wirelessly connecting certain headsets (Quest, Pico, etc.) to a PC, including support for playing PCVR games. It requires a (free) streaming app on the PC, paired with a (paid) app on the HMD. Free alternatives include Meta Link, Steam Link, and ALVR. See Virtual Desktop for performance tuning. HMD Head-Mounted Display, a more precise term for a VR headset. PCVR Games VR games running on a PC with a connected (wired or wireless) headset, as opposed to games running natively on a standalone headset with no PC involved. VR Runtime The software translation layer between the game and your VR hardware. Examples include SteamVR and various OpenXR implementations like VDXR and PimaxXR. OpenXR An open, vendor-neutral standard that lets a VR application talk to any compatible headset. With OCU, Skyrim VR runs through an OpenXR runtime (such as VDXR, Oculus, or SteamVR’s own) instead of the older OpenVR path. SteamVR Valve’s VR runtime and platform, built on OpenVR. Skyrim VR runs through it by default, and OCU can bypass it. SteamVR also provides its own OpenXR runtime. OpenVR The older VR API that SteamVR is built on. OCU replaces this path with OpenXR for lower overhead. SKSE / SKSEVR Skyrim Script Extender (SKSEVR is the VR build), a foundational tool that expands Skyrim’s scripting so script-based mods can work. Many mods require it, and MGO runs on it. MCM Mod Configuration Menu, the in-game settings menu (under the System menu) where many mods let you adjust their options. Provided by SkyUI. VRIK A mod that gives you a full, animated body in VR and drives gestures, body holsters, and much of MGO’s VR interaction. It’s also the source of one of MGO’s control schemes. See the VRIK Player Avatar page. HIGGS Hand Interaction and Gravity Gloves for Skyrim VR: physics-based hand interaction that lets you grab, throw, and pull objects to your hand. Several other mods build on it. See Interaction. PLANCK A physics mod that makes melee strikes, enemy reactions, and object collisions feel physical in VR. See Melee Combat. NFF Nether’s Follower Framework, a mod for recruiting and managing multiple followers: their positioning, combat behavior, gear, mounts, and more. See Nether’s Follower Framework. Don’t add a custom-logic follower to it unless that follower’s page says it’s NFF-compatible. Plugin A mod file (with an .esp, .esl, or .esm extension) that adds or changes game records. Plugins are the entries listed on the right-hand side of MO2. ESL / ESPFE A “light” plugin format (an .esl file, or an .esp carrying the ESL flag) that doesn’t count against Skyrim’s plugin limit. Vanilla Skyrim VR doesn’t support ESLs or ESL-flagged ESPs, but MGO includes Skyrim VR ESL Support. See Will This SE Mod Work in VR?. LOOT The Load Order Optimisation Tool, which automatically sorts your plugins. MGO’s load order is already sorted and tested, so you shouldn’t run LOOT. INI A plain-text configuration file (settings written as key = value under bracketed [Sections]). Many mods keep their options in one. See INI Files. ReSaver A save-file cleaning tool (part of FallrimTools, included with MGO) that removes orphaned script data left behind when a scripted mod is uninstalled. See Removing a Mod. Graphics and Performance Term Definition ASW Asynchronous SpaceWarp, a motion-smoothing technique for generating artificial intermediate frames between actual frames, giving the effect of double the actual frame rate. For Skyrim VR, ASW runs on the PC’s GPU and is an option provided by the Open Composite Unleashed mod and by Meta’s PCVR software. May have fewer visual side effects than SSW. Do not enable ASW and SSW at the same time. SSW Synchronous SpaceWarp, a motion-smoothing technique for generating artificial intermediate frames between actual frames, giving the effect of double the actual frame rate. SSW runs on the VR headset itself and is an option provided by the Virtual Desktop streaming software. Do not enable ASW and SSW at the same time. DLSS Deep Learning Super Sampling, an NVIDIA upscaling technology (available only on NVIDIA GPUs) for improving performance while maintaining high image quality. FSR FidelityFX Super Resolution, an upscaling technology developed by AMD for improving performance while maintaining high image quality. FSR3 is GPU-agnostic, while FSR4 is exclusive to certain AMD GPUs. DLAA Deep Learning Anti-Aliasing, NVIDIA’s anti-aliasing technology, exclusive to NVIDIA GPUs, used to improve image quality by reducing jagged edges and shimmering, with fewer visual side effects than TAA, but at a much heavier GPU cost. TAA Temporal Anti-Aliasing, a GPU-agnostic, highly performant technique used to reduce jagged edges and shimmering. It can introduce ghosting/smearing, which can be offset somewhat by image sharpening technologies like CAS. CAS Contrast Adaptive Sharpening, a GPU-agnostic image-sharpening technique developed by AMD. It is often used to counteract the softness introduced by TAA, and is built into the FSR process. OCU Open Composite Unleashed, a mod for Skyrim VR that allows the use of OpenXR-based runtimes directly, bypassing the overhead of SteamVR. It also includes an onscreen VR keyboard and a configuration desktop app with controller mapping options and numerous features for improving performance. CS Community Shaders, a plugin with advanced graphical features that vanilla Skyrim does not support. MGO uses Troned’s unofficial fork of Community Shaders that has far better VR support than the official project, and that plays nicely with OCU. LOD Level of Detail: how detailed distant geometry (terrain, trees, structures) appears. Higher-quality LODs look better but cost performance. PBR Physically Based Rendering, a lighting and material model that makes surfaces react to light more realistically. SSGI Screen Space Global Illumination, a Community Shaders feature that adds bounced, ambient light for extra depth, especially indoors. Upscaling Rendering the game at a lower resolution and intelligently scaling it up to gain performance. DLSS (NVIDIA) and FSR (any GPU) are the common methods. Renderscale Upscaling A particular upscaling technique recently added to the Community Shaders Fork that can be toggled while in-game. FFR Fixed Foveated Rendering, which renders the edges of your view (where you’re less likely to be looking) at lower detail to save GPU. Available on NVIDIA through OCU. FOV Field of View, how wide an area you can see at once. Rendering a wider FOV costs more GPU; in Virtual Desktop, the FOV Tangent sliders trim the rendered edges to claw some of that back.</description></item></channel></rss>