Jump to content

Recommended Posts

Posted

Discussion topic:
SPID for Footprints by reza9892
Wiki Link


Uses SPID to distribute the footprints spells from the footprints mod, instead of the cloak spell of the original mod.


This replaces the plugin and most of the scripts of the original Footprints mod, and adds a footprint spell distribution configuration for SPID.

I've been using it for a while and only noticed now that it had already been suggested by @Mercury71 so I'm posting this to potentially gather more attention and feedback.

Dependencies/Requirements:

  • The original Footprints mod.
  • MCM Helper (an SKSE plugin + ESPFE plugin), used for the MCM UI.
  • SPID.

Installation: after the original Footprints mod, so that this mod overwrites the Footprints.esp plugin and scripts.

Pluses:

  • Greatly simplified scripts compared to original.
  • Doesn't require the starting quest (MQ101 aka Unbound) to have reached a certain stage to start working. So it can be installed mid-game, and should be compatible with other alternate start mods than ASLAL.

Minuses:

  • There are a few reports in the comments section of player footprints not working after a while. I haven't encountered this issue myself in the few hours that I've been using this mod.

Comparison of a couple of scripts between original mod and SPID for Footprints:

  Reveal hidden contents
  Reveal hidden contents

 

Posted (edited)

In my opinion Footprint is a mod that leave dirty traces in saves. Just look at the official page where the author advise to disable but not completely remove the mod in a game. Add to this his odd decision to start the mod when "MQ101 Stage 250 is done".

He could obviously just select the condition MQ101.GetStage()>= 250.

 

Also SPID is the kind of DLL that add stuffs in a scripted way to the game (you have no option to contrôle what changes it made to the game) in a generic way. 

I avoid to install it in my game.

Edited by gamingsrc
Spelling corrections (I do a lot).
Posted
  On 12/16/2021 at 6:43 PM, gamingsrc said:

Add to this his odd decision to start the mod when "MQ101 Stage 250 is done".

He could obviously just select the condition MQ101.GetStage()>= 250.

Expand  

This mod here (SPID for Footprints) eliminates all that MQ101 nonsense. Read the scripts I posted if you want proof.

  • 1 month later...
Posted

It took me a while to find a solution so this may be helpful to others.

The problem: footprints don't work on a new game starting as a new character with the preset equipment. They work on NPCs, but not on the player.

The solution: unequip shoes/boots and re-equip them.

The issue is specific to this mod. It doesn't occur with the original Footprints mod used alone. Other factors may be involved, like using ASLAL to start - I don't know.

  • 5 months later...
Posted

Its  a bit slow to apply footprints to new npc's it also works fine on the player you've got to change location at least once for it to pick up the changes both are to related to the way SPID work afaik. Also some people report that if you change race i.e. into a werewolf or vampire lord you have to re-apply the spell via console when you revert back to human form or the footprints stop working though that may be fixed by a location change again I imagine.

theres also this mod released which claims to eliminate the papyrus etc log spam this mod generates. So thats a fix for a fix for an original mod which could probably do with a rewrite at this point.

 

Posted
  On 7/10/2022 at 3:46 AM, soupdragon said:

theres also this mod released which claims to eliminate the papyrus etc log spam this mod generates. So thats a fix for a fix for an original mod which could probably do with a rewrite at this point.

Expand  

The jury is still out on whether that SPID for Footprints fix mod actually fixes anything. The MA has yet to answer the simple question that was asked in the comments section: "What in-game issue(s) does this fix?"

I've looked at the changes in xEdit, and I don't see any actual functional fix. It does correct some script property bindings which in turn eliminates Papyrus warnings spam, that is always good.

It's nice to have, and it certainly doesn't hurt to use it, but it's not a must-have IMHO.

I agree Footprints is long in the tooth and has become an ugly maintenance mess due to closed permissions.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.