VRisingVR
Play V Rising in VR like a 3D board game: the game's own top-down camera in stereo with head tracking, the HUD floating in front of you, and health bars and names over the characters. Client-side only. Needs SteamVR.
| Last updated | 8 hours ago |
| Total downloads | 14 |
| Total rating | 1 |
| Categories | Client Oakveil Update |
| Dependency string | Circuitrinos-VRisingVR-1.0.3 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_V_Rising
BepInEx pack for V Rising. Preconfigured and includes Unity Base DLLs.
Preferred version: 1.733.2README
VRisingVR
Play V Rising in VR like a 3D board game. The game's own top-down camera is shown in stereo 3D in your headset, so the world sits in front of you like a living tabletop. You can lean in and look around it with your head, and the game's camera rotation and zoom still work. You keep playing with mouse and keyboard as usual.
- The game's HUD, menus and map float in front of you as a transparent layer.
- Health bars, names and levels hang over the characters in 3D.
- The aim cursor lies on the ground in 3D, exactly where your attacks go.
- An in-game settings panel (F4) adjusts the view while you play.
The mod is client-side only. It doesn't change anything on the server, so there's nothing to install there. Stunlock Studios doesn't allow mods on its official servers, so play with it in single player, on your own server, or on a community server that allows client mods.
Requirements
- V Rising 1.1.13 on Windows (Steam), running on Direct3D 11, the game's default
- BepInExPack_V_Rising 1.733.2 (mod managers install it for you)
- SteamVR and a headset that works with it. Tested with a Steam Frame streaming wirelessly through Steam Link.
- A strong graphics card: the game renders the world once per eye, by default at SteamVR's full recommended resolution. On an RTX 2070 that runs at roughly 25-45 fps depending on the scene, and
View.RenderScale0.7 gets roughly 40-60.
Installing
You don't need the source code or any developer tools, only the mod itself. VRisingVR runs on BepInEx, the mod loader most V Rising mods use, and a mod manager installs that for you.
With a mod manager (recommended)
A mod manager installs mods into a separate profile, brings in BepInEx, keeps your mods up to date, and leaves the game's own files alone. Use either of these:
- Thunderstore Mod Manager is Thunderstore's own app. Get it with the Get Manager button on thunderstore.io. It runs on Overwolf and shows ads.
- r2modman is free, open source and has no ads. Download
r2modman-Setup-<version>.exefrom its latest release.
Both are built on the same code, but a few buttons have different names. This guide uses Thunderstore Mod Manager's:
| Thunderstore Mod Manager | r2modman | What it does |
|---|---|---|
| Get mods | Online | Find and download mods |
| My mods | Installed | Your installed mods |
| Modded | Start modded | Start the game with mods |
| Edit config | Config editor | Change mod settings |
- Open the mod manager. Search for V Rising and click Select game. Then click the Default profile and Select profile (r2modman: Select).
- Click Get mods and search for VRisingVR. Click the mod, click Download, then Download with dependencies. This installs BepInExPack_V_Rising as well.
- Click Modded to start the game. The first start needs an internet connection and takes a few minutes while BepInEx prepares the game, and a BepInEx console window opens beside it. Later starts are quick.
Always start the game with Modded. Starting it from Steam runs the game without mods.
You can also install from the mod's page on Thunderstore: with the mod manager open on V Rising and your profile, click Install with App.
Installing a zip file. If you have the mod's zip, for example from the Download button on its Thunderstore page, you can import it:
- Install BepInExPack_V_Rising from Get mods first. Imported mods don't bring their dependencies with them.
- Go to Settings > Profile > Import local mod, click Import local mod, then Select file.
- Pick the zip exactly as you downloaded it, named like
Circuitrinos-VRisingVR-1.0.2.zip. Don't rename or unzip it: the mod manager reads the author from the file name, a folder can't be imported, and a zip you make yourself won't work. - Check that the dialog shows VRisingVR, Circuitrinos and the mod's version number. If it says 0.0.0, it's the wrong file. Click Import local mod.
To update, import the new version's zip the same way; it replaces the old one.
By hand
- Find your game folder: in Steam, right-click V Rising and choose Manage > Browse local files. It's the folder with
VRising.exein it. - Install BepInEx. Download BepInExPack_V_Rising with the Download button and extract it into a temporary folder, not the game folder. Then move everything inside its
BepInExPack_V_Risingfolder into the game folder. - Start the game once and quit. A BepInEx console window should open, and this first start takes a few minutes.
- In the game folder, open
BepInEx\plugins, create a folder namedVRisingVR, and extract the mod's zip into it.VRisingVR.dllandopenvr_api.dllmust end up together inBepInEx\plugins\VRisingVR. (If you haveVRisingVR-<version>-manual.zip, extract that straight into the game folder instead.)
The game now loads the mod whenever it starts, including from Steam.
Updating and uninstalling
- With a mod manager: My mods marks mods that have an update. Click the mod, then Update. To remove it, click it and choose Uninstall.
- By hand: replace the files in
BepInEx\plugins\VRisingVRwith the new version's, or delete that folder to uninstall.
Don't mix the two ways. If you installed BepInEx by hand and later switch to a mod manager, delete the BepInEx folder from the game folder, or starting the game from Steam keeps loading the old copy.
Playing
Start the game with your headset connected (with Modded if you use a mod manager). VR starts by itself, and SteamVR starts too if it isn't running yet.
- Main menu: a virtual screen mirroring the game window floats in front of you, with a dot where your mouse is.
- In the world: you see the tabletop view. Press F9 to re-center whenever you change how you sit. The HUD stays centered on your character's feet, and moves closer when you zoom in so it never sinks into the ground.
- Cursor: in gameplay the crosshair lies on the ground in 3D, at the point the game aims at. Your character and anything else in front of it hide it, but the hidden parts still show faintly, so it never vanishes behind an enemy. In menus (inventory, map, pause) the cursor moves to the HUD layer.
- Health bars and names: each character's overhead bars, name, level and icons float above them in 3D, looking exactly like the game's own. The interact prompt and the combat numbers stay on the HUD layer.
- Desktop window: while you're in VR, the window on your monitor shows your left eye, which saves a whole render each frame. Turn
View.DesktopMirroroff to see the normal game view there instead.
Hotkeys only work while the game window has focus. A short message in the headset confirms each one.
| Key | Action |
|---|---|
| F4 | Open/close the VR settings panel: HUD distance, width, tilt and ground margin, cursor and health bar size, world scale, near clip, stereo strength, view height, menu screen distance |
| F7 | Show/hide the virtual screen while in the world |
| F8 | Stop/start VR |
| F9 | Re-center your view |
| F10 / F11 | Make the world look bigger / smaller (WorldScale) |
| F5 | Save a 3D capture (both eyes, the HUD and the desktop) to BepInEx\VRisingVR_captures, for bug reports |
| F6 | Diagnostics: cycle how much of the game's rendering the eyes use (0 is normal). Only useful when tracking down a rendering problem. |
Settings
The F4 panel covers the settings you'll want to adjust while playing. All of them, including the keys, are in BepInEx\config\vrisingvr.tabletop.cfg, which appears after the first start with the mod. In a mod manager, open it with Edit config (r2modman: Config editor); changes there apply the next time the game starts. The most useful:
View.WorldScale: how small the world looks. Higher is more like a tabletop.View.HeightOffset: raises your viewpoint above the game camera.View.RenderScale: per-eye resolution as a multiple of SteamVR's recommendation (default 1). It's applied when VR starts.View.PerformanceMode: skips the most expensive effects in the eyes (volumetric fog and clouds, screen-space reflections and GI, contact shadows). On by default.HUD.DistanceandHUD.Width: where the HUD layer floats and how big it is.Bars.EnabledandBars.WidthMeters: the 3D health bars and their size.Cursor.GroundCursorSizeandCursor.GroundCursorHiddenAlpha: the ground cursor's size, and how strongly it shows through things in front of it.
Performance tips
- Lower
View.RenderScalefirst, for example to 0.7. That's the biggest lever. - Lower V Rising's own shadow and ambient occlusion quality. Each eye renders with the game's quality settings.
- Keep the game's resolution at your monitor's. The VR HUD is drawn at the window's resolution, so lowering it only blurs the HUD.
- Close other programs that use the graphics card.
Known limitations
- The game only makes health bars for characters its normal desktop view would show, so characters at the far edges of the wider VR view have none.
- Where two characters' bars overlap on screen, they're drawn in plain colours instead of the game's own graphics.
- No motion controller support. The headset is your view; you play with mouse and keyboard.
- Built for V Rising 1.1.13. A game update can break it until the mod is updated.
Troubleshooting
Everything the mod writes goes into the BepInEx folder: the log LogOutput.log, the settings in config, and F5 captures in VRisingVR_captures. If you installed by hand, that's the BepInEx folder in the game folder. A mod manager keeps it in its profile folder instead. Paste the path into File Explorer's address bar, and replace Default if your profile has another name:
- Thunderstore Mod Manager:
%APPDATA%\Thunderstore Mod Manager\DataFolder\VRising\profiles\Default\BepInEx - r2modman:
%APPDATA%\r2modmanPlus-local\VRising\profiles\Default\BepInEx
Common problems:
- The game starts without mods (no BepInEx console window): start it with Modded in the mod manager, not from Steam, and check that BepInExPack_V_Rising is in My mods. If you imported a zip, the import dialog should have shown the mod's version number, not 0.0.0.
- The BepInEx console shows
System.AccessViolationException: your antivirus is probably blocking BepInEx. Allow it in your security software. - Nothing in the headset: make sure SteamVR is installed and sees your headset, then press F8 in the game. The log says why VR didn't start (look for lines with
VRisingVR). - Low frame rate: see the performance tips above. The log prints a
Perf:line every 5 seconds with the frame rate and GPU time. - Something looks wrong: press F5 for a 3D capture and include it, along with the log, when you report the problem (see below).
Feedback and bug reports
Report bugs and suggest improvements on GitHub Issues. You need a free GitHub account. For a bug, attach your LogOutput.log, plus an F5 capture if it's something you can see; Troubleshooting above says where to find them.
Building from source
The source code is on GitHub. You need the .NET SDK (6 or newer) and the game with BepInExPack_V_Rising installed and started once, so that BepInEx\interop exists.
cd VRisingVR
dotnet build -c Release
The build copies VRisingVR.dll and openvr_api.dll into <GameDir>\BepInEx\plugins\VRisingVR\ and writes the release zips to dist\:
Circuitrinos-VRisingVR-<version>.zipis the Thunderstore package. It also works with r2modman's Import local mod.VRisingVR-<version>-manual.zipis for installing by hand.
Options:
GameDirdefaults toE:\Steam\steamapps\common\VRising. To use another path, rundotnet build -c Release -p:GameDir="X:\...\VRising".-p:Deploy=falseskips the copy into the game.- If BepInEx came from a mod manager, the game folder has none. Point the build at the profile's with
-p:BepInExDir="<profile folder>\BepInEx"(the paths are under Troubleshooting) and add-p:Deploy=false, so the build doesn't put a second copy of the mod into the profile. -p:Package=falseskips the zips.ThunderstoreTeaminVRisingVR/VRisingVR.csproj(Circuitrinos) is the Thunderstore team that uploads the package. It starts the Thunderstore zip's name, which is where r2modman's Import local mod gets the author from.
Releasing a new version:
- Raise
<Version>inVRisingVR/VRisingVR.csproj(Major.Minor.Patch). The plugin, the manifest and the zip names all use it. - Add a section to
CHANGELOG.md. - Build.
- Upload
dist\Circuitrinos-VRisingVR-<version>.zipat https://thunderstore.io/package/create/. Choose the team named inThunderstoreTeamand the V Rising community, then pick the Client and Oakveil Update categories, plus AI Generated if the community has one. Set Contains NSFW content to No.
Keep the AI disclosure section below and the AssemblyMetadata entries in the csproj. Thunderstore requires both for mods made with AI.
Thunderstore uploads can't be edited afterwards, so every change needs a new version.
AI disclosure
VRisingVR was made with generative AI. Its code, documentation and icon were created by Claude, Anthropic's AI model, working in Claude Code. Circuitrinos directed the work and play-tested the mod in VR on real hardware. The plugin also records this in its assembly metadata (AI_Assisted_Creation and AI_Model_Vendor).
License
MIT, see LICENSE. VRisingVR includes the OpenVR SDK, under Valve's BSD-3-Clause license; see THIRD-PARTY-NOTICES.txt. VRisingVR is not affiliated with Stunlock Studios or Valve.