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Current PAPER behavior and compatibility

API integration and presentation timing checked against current source on 20 September 2026. PAPER's public V1 table remains 50 function pointers / 400 x64 bytes. Recent reload fixes change runtime coordination, not the public table version. The supported consumer header is PAPERApi.h, the runtime is PAPER.dll, and the normal configuration is Documents/My Games/Fallout4VR/Mods_Config/PAPER/PAPER.ini.

The PAPER runtime is released on Nexus. Configuration paths and apply behavior were rechecked on 2026-09-13: hot reload is automatic, independent of development capture. Cache size limits apply in the next game session. See the runtime guide.

Reload and presented-hand baselines​

Reload hand animation is anchored to a generation-matched ROCK firing-grip baseline. When the complete two-hand grip query lacks a baseline, PAPER can use the canonical firing seat; absent an explicit grip target it reads the presented hand instead of treating the physics frame as the rendered hand. Failed reads do not supply a valid baseline. This covers one-hand and visual-only pistol support without reading a deferred visual claim as if it were already presented.

The vanilla SMG partial-reload support trajectory receives the primary baseline translation into its corrected model frame. This adjustment preserves authored rotation, scale and motion trajectory, is weapon-specific, and requires the matching primary baseline. It is not a generic translation to apply to every weapon or a transform consumers should apply a second time.

PAPER suppresses its animation authority while fixed-surface climbing is active or the required hand state cannot safely establish compatibility. Observation and authority are separate: an animation lease does not override ROCK lifecycle and climbing safety gates.

Manual reload and classification​

[Reload] bManualReloadOnly is part of current runtime configuration. Native validation failure leaves vanilla automatic reload active and logs that outcome. Do not promise manual-reload enforcement solely from the configured value.

Weapon classification mirrors authored source evidence; removed synthetic fallbacks must not be reconstructed from weight or assumed type. Consumers should honor classification source/validity flags and handle unknown evidence.

Attach-only manipulation​

PAPER maps ROCK's per-hand part report into PaperWeaponManipulationHandFlagV1::AttachOnly. It reports attachment to a part, not a carry anchor, firing ownership, a generic IK writer, or permission to move the weapon. Keep observation sequence and weapon generation matched while copying manipulation progress. Input toggle policy belongs to ROCK: attach-only parts release with the physical grab button.

Development work stays opt-in​

The existing development-capture ceiling, API-activation gate, renewable lease, cache access policy and budgets still apply. Passive telemetry must not enable harvesting, motion-cache writes or background acquisition. Configuration hot reload is automatic; cache size-limit changes apply next session. See DevelopmentCaptureAndStorage.md.

These are source-verified contracts. The SDK build does not certify in-game alignment, capture completeness or reload quality for a particular weapon.

Final pose observation​

PAPER consumes ROCK's independently negotiated Core, Hands, Grab, Weapon, WeaponParts, Animation and Diagnostics contracts. FrameComplete retains control/lease timing. Final native-pose observers use PresentationComplete with NativePosePipeline, after ROCK Presented publishes current-frame hand data.