| 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 specified by $ARGUMENTS 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:
Step 3: Skeleton Compatibility
Step 4: Physics and Combat
Step 5: UI and Menus
Step 6: Animation System
Step 7: ESP Record Check
Serialize with Spriggit and check:
Step 8: Create VR Patch
Based on findings:
- Create a VR compatibility patch ESP if record changes are needed
- Rewrite incompatible Papyrus scripts
- Document what was changed and why
- 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