Ever notice how the procedural arm animations for VR players are stiff and don't really bend properly? Yeah, I fixed that by just outright replacing one jank piece of garbage with... Another jank piece of garbage, the difference being this one actually kind of works.
Preview :
Base Game Issues Fixed by this mod include but are not limited to:
Arms Barely even move
Arms are locked to only be able to move in very specific ways (fixed by simply put, doing IK calculations instead of doing some funky neural network stuff)
Shoulders move strangely and influence eachother
Mask hand does not rotate while in casing mode
Hands don't ever touch eachother or take position into account correctly (again, inverse kinematics is funny)
Off-hand goes down to your side while two-handing a weapon - I have no idea why overkill thought THIS was a good idea, but I made it so that it uses a hand state that is on the blocked list (a situation where your arms would not be animating to begin with)
Known Issues
Hands don't align perfectly when two-handing a gun - I don't think this is really possible to fix without a very precise solver + the grip positions of weapons being used instead of the controller positions when applicable.
Does not account for in game calibration correctly, will need testers with different proportions to test fully
Current Plans - Idk
FAQ that consists of hypothetical questions and not actually questions people have had
Q: What method of IK are you using?
A: It's a method I'll just call "Vector & Distance IK", The Idea is that if I point the upper arm towards the controller, and then bend it back along with the lower arm based on distance, I can get the hand to almost exactly where it is IRL, It's not quite as precise as "real" IK, but it's close enough.
Q: Why does this exist?
A: Because overkill made the arm animations really bad with some questionable decisions and the VR mode is practically abandoned so if they won't fix it I will.
Q: Why is it just modified vanilla lua files?
A: I don't know how to code, I kinda janked it together, I might try to make it use proper hooks later on, though not sure if the effort would be worth it considering this is targetting specific files that nobody else touches (name another modder who's messed with nnethelper.lua)
Q: Will you continue supporting/updating this mod/when will updates come out?
A: If and whenever I feel like it


High quality mod. Not a must have, but I highly recommend using it, along side vrfixes and vr improvements of course(those are must haves in my opinion).
Although i have one (very minor) issue which I think is less of an issue with the mod and more with the fact that your vr height does not scale for other players (i think?). Your hands are not always going to line up with your hands for everyone else and be offset slightly, depending on ur height. I noticed while looking at a friends stream. Basically it appears payday 2 rises up your hands and head (or lowers if ur tall? just an assumption cus im short ;-;) for everyone else so that your character is still the same height from the looks of it. As an example, if I was to put my hand on someones head, it would be above them for everyone else. If i wanted it to look correct, id have to put my hand in their face. Again, very minor issue but its there.
Figured I'd say something because I got back into payday recently and noticed a new update released semi recently.
Also, I realized this is the same person that made the vr viewmodels mod for left for dead 2, so if you ever decide to play l4d2 vr, def something to look into. Very nice not having to see the rather buggy looking arms.
Bit of a technical explaination, but...
Payday 2's procedural arm animations are not calculated using the actual heister skeleton, they are calculated entirely in code using an arbitrary shoulder position (which is calculated from the in game calibration), the shoulder positions are relative to the headset position, in addition to not having a precise reference point to go off of, the heister arms are also a bit shorter than they should be, so I had to have some corrections in place to try and hide that fact, as a result, some desync between real controller position and arm animation hand position should be expected, unfortunately due to how starbreeze coded this system, it probably isn't possible to make the hands sync up 100% without changes that make the mod required on clients to be able to see things correctly.
This may be possible to partially address by measuring the headset's height and adding a corrective offset, however this would have to also have the distance between the hand and the HMD in the calculation so that ADSing and having your hands near your face still looks correct.