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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:

Spoiler

Original footprintsPlayerScript.psc


;/ Decompiled by Champollion V1.0.1
Source   : footprintsPlayerScript.psc
Modified : 2016-12-22 22:58:55
Compiled : 2021-02-14 19:41:13
User     : Jon
Computer : DESKTOP-HME808C
/;
scriptName footprintsPlayerScript extends ReferenceAlias

;-- Properties --------------------------------------
keyword property ActorTypeNPC auto
quest property MQ101 auto
formlist property footprintsSpellsFLST auto
spell property footprintsCloakDispelAbility auto
formlist property footprintsIgnoredWorldsFLST auto
formlist property footprintsIgnoredLocationsFLST auto
actor property PlayerRef auto
keyword property footprintsFootstepsEffect auto
spell property footprintsCloakAbility auto
formlist property footprintsCustomPlayerSpellsFLST auto
globalvariable property fp_IsFootprintsDisabled auto
globalvariable property fp_UseCustomFootprints auto
footprintsrefcountscript property footprintsQuest auto
spell[] property FootprintsSpellsV1 auto
globalvariable property fp_FootprintsRefCount auto
race[] property FootprintsRacesV1 auto
spell property footprintsFootstepsAbilityPlayer auto
footprintsvcscript property footprintsVCQuest auto

;-- Variables ---------------------------------------
Bool ignoreCurrentLocation = false

;-- Functions ---------------------------------------

function OnRaceSwitchComplete()

	utility.Wait(1.00000)
	if PlayerRef.HasMagicEffectWithKeyword(footprintsFootstepsEffect)
		self.ResetPlayer()
	else
		self.ReapplySpell()
	endIf
endFunction

function ReapplySpell()

	race playerRace = PlayerRef.GetRace()
	if fp_UseCustomFootprints.GetValue()
		Int iCustomFLSTSize = footprintsCustomPlayerSpellsFLST.GetSize()
		while iCustomFLSTSize
			iCustomFLSTSize -= 1
			spell CustomSpell = footprintsCustomPlayerSpellsFLST.GetAt(iCustomFLSTSize) as spell
			if CustomSpell as Bool && PlayerRef.AddSpell(CustomSpell, false)
				if PlayerRef.HasMagicEffectWithKeyword(footprintsFootstepsEffect)
					return 
				else
					self.DispelRemove(CustomSpell)
				endIf
			endIf
		endWhile
	endIf
	if playerRace.HasKeyword(ActorTypeNPC)
		if self.DispelRemoveAdd(footprintsFootstepsAbilityPlayer)
			return 
		endIf
	endIf
	Int i = FootprintsRacesV1.find(playerRace, 0)
	if i >= 0
		if self.DispelRemoveAdd(FootprintsSpellsV1[i])
			return 
		endIf
	endIf
endFunction

Bool function DispelRemoveAdd(spell akSpell)

	self.DispelRemove(akSpell)
	utility.Wait(0.500000)
	if PlayerRef.AddSpell(akSpell, false)
		return true
	endIf
	return false
endFunction

function RemoveAllFootsteps()

	if !self.RemoveFootstepsInList(footprintsSpellsFLST)
		self.RemoveFootstepsInList(footprintsCustomPlayerSpellsFLST)
	endIf
endFunction

; Skipped compiler generated GotoState

Bool function DispelRemove(spell akSpell)

	if PlayerRef.DispelSpell(akSpell)
		PlayerRef.RemoveSpell(akSpell)
		return true
	endIf
	return false
endFunction

function ResetPlayer()

	if PlayerRef.HasMagicEffectWithKeyword(footprintsFootstepsEffect)
		self.RemoveAllFootsteps()
		utility.Wait(0.500000)
	endIf
	self.ReapplySpell()
endFunction

function OnLocationChange(Location akOldLoc, Location akNewLoc)

	ignoreCurrentLocation = false
	if footprintsIgnoredLocationsFLST.HasForm(akNewLoc as form)
		self.DispelRemove(footprintsCloakAbility)
		ignoreCurrentLocation = true
	elseIf footprintsIgnoredWorldsFLST.HasForm(PlayerRef.GetWorldSpace() as form)
		self.DispelRemove(footprintsCloakAbility)
		ignoreCurrentLocation = true
	endIf
endFunction

function OnPlayerLoadGame()

	if !MQ101.IsStageDone(250)
		self.GotoState("Waiting")
		return 
	endIf
	Bool newGame = self.Init()
	if !newGame
		debug.Trace("~~~~~ Footprints: Running Maintenance ~~~~~", 0)
		self.Maintenance()
	endIf
endFunction

Bool function Init()

	debug.Trace("~~~~~ Footprints: Initializing ~~~~~", 0)
	Bool result = false
	if !footprintsVCQuest.IsVCInstalled()
		debug.Trace("~~~~~ Footprints: Installing VC ~~~~~", 0)
		footprintsVCQuest.Start()
		footprintsVCQuest.VersionCheckStart()
		result = true
	endIf
	self.UnregisterForUpdate()
	utility.Wait(0.500000)
	self.ResetPlayer()
	self.RegisterForSingleUpdate(4.00000)
	return result
endFunction

; Skipped compiler generated GetState

function Maintenance()

	if fp_IsFootprintsDisabled.GetValue()
		debug.Trace("~~~~~ Footprints: Reinstalling ~~~~~", 0)
		fp_IsFootprintsDisabled.SetValue(0 as Float)
	endIf
	footprintsVCQuest.VersionCheckStart()
	utility.Wait(1.00000)
endFunction

Bool function PauseCloaking()

	return ignoreCurrentLocation as Bool || PlayerRef.IsInInterior() || footprintsQuest.RefCountLimitReached()
endFunction

Bool function RemoveFootstepsInList(formlist flst)

	Int iSpellIndex = flst.GetSize()
	Bool spellRemoved = false
	while iSpellIndex > 0
		iSpellIndex -= 1
		spell currSpell = flst.GetAt(iSpellIndex) as spell
		if PlayerRef.DispelSpell(currSpell)
			PlayerRef.RemoveSpell(currSpell)
			spellRemoved = true
		endIf
	endWhile
	return spellRemoved
endFunction

function OnUpdate()

	PlayerRef.DispelSpell(footprintsCloakAbility)
	if fp_IsFootprintsDisabled.GetValue()
		debug.Trace("~~~~~ Footprints: Main Script Disabling ~~~~~", 0)
		self.DispelRemove(footprintsCloakAbility)
		self.GotoState("Dead")
		return 
	endIf
	if self.PauseCloaking()
		
	else
		PlayerRef.AddSpell(footprintsCloakAbility, false)
		utility.Wait(0.300000)
		self.DispelRemove(footprintsCloakAbility)
	endIf
	self.RegisterForSingleUpdate(4.00000)
endFunction

function OnInit()

	if !MQ101.IsStageDone(250)
		self.GotoState("Waiting")
		return 
	endIf
	self.Init()
endFunction

;-- State -------------------------------------------
state Waiting

	function OnPlayerLoadGame()

		; Empty function
	endFunction

	function onBeginState()

		debug.Trace("~~~~~ Footprints: Begin Waiting ~~~~~", 0)
		self.RegisterForSingleUpdate(10.0000)
	endFunction

	function Maintenance()

		; Empty function
	endFunction

	function ReapplySpell()

		; Empty function
	endFunction

	function OnRaceSwitchComplete()

		; Empty function
	endFunction

	function OnLocationChange(Location akOldLoc, Location akNewLoc)

		; Empty function
	endFunction

	function OnUpdate()

		if MQ101.IsStageDone(250)
			self.GotoState("")
			self.Init()
		else
			self.RegisterForSingleUpdate(10.0000)
		endIf
	endFunction
endState

;-- State -------------------------------------------
state Dead

	function OnPlayerLoadGame()

		; Empty function
	endFunction

	function onBeginState()

		debug.Trace("~~~~~ Footprints: Main Script Disabled ~~~~~", 0)
		self.RegisterForSingleUpdate(5.00000)
		self.RemoveAllFootsteps()
		if footprintsQuest.GetRefCount() > 0
			PlayerRef.AddSpell(footprintsCloakDispelAbility, false)
			utility.Wait(0.500000)
			PlayerRef.RemoveSpell(footprintsCloakDispelAbility)
		endIf
		footprintsQuest.ResetCounts()
	endFunction

	function Maintenance()

		; Empty function
	endFunction

	function ReapplySpell()

		; Empty function
	endFunction

	function OnRaceSwitchComplete()

		; Empty function
	endFunction

	function OnLocationChange(Location akOldLoc, Location akNewLoc)

		; Empty function
	endFunction

	function OnUpdate()

		if !fp_IsFootprintsDisabled.GetValue()
			debug.Trace("~~~~~ Footprints: Re-enabling ~~~~~", 0)
			self.RegisterForSingleUpdate(1.00000)
			self.GotoState("")
			self.ReapplySpell()
			return 
		else
			self.RegisterForSingleUpdate(5.00000)
		endIf
	endFunction
endState

This mod's version


;/ Decompiled by Champollion V1.0.1
Source   : footprintsPlayerScript.psc
Modified : 2016-12-22 22:58:55
Compiled : 2021-02-14 19:41:13
User     : Jon
Computer : DESKTOP-HME808C
/;
scriptName footprintsPlayerScript extends ReferenceAlias

;-- Properties --------------------------------------
quest property MQ101 auto
formlist property footprintsIgnoredWorldsFLST auto
formlist property footprintsIgnoredLocationsFLST auto
actor property PlayerRef auto
footprintsrefcountscript property footprintsQuest auto
globalvariable property fp_IgnoreCurrentLocation auto


spell property footprintsFootstepsAbilityPlayer auto


;-- Functions ---------------------------------------

function OnInit()

    
    PlayerRef.addspell(footprintsFootstepsAbilityPlayer, False)
    
endFunction

Function OnLocationChange(Location akOldLoc, Location akNewLoc)

    fp_IgnoreCurrentLocation.setvalue(0 as float)
    if footprintsIgnoredLocationsFLST.HasForm(akNewLoc as form)
      
        fp_IgnoreCurrentLocation.setvalue(1 as float)
    elseIf footprintsIgnoredWorldsFLST.HasForm(PlayerRef.GetWorldSpace() as form)
       
        fp_IgnoreCurrentLocation.setvalue(1 as float)
    endIf
endFunction

 

Spoiler

Original footprintsFootstepsScriptPlayer.psc


;/ Decompiled by Champollion V1.0.1
Source   : footprintsFootstepsScriptPlayer.psc
Modified : 2021-02-14 19:12:29
Compiled : 2021-02-14 19:41:08
User     : Jon
Computer : DESKTOP-HME808C
/;
scriptName footprintsFootstepsScriptPlayer extends ActiveMagicEffect

;-- Properties --------------------------------------
Actor property playerRef auto
footprintsvcscript property footprintsVCQuest auto
impactdataset[] property LeftIPDS auto
impactdataset[] property RightIPDS auto
{0 - Run, 1 - Walk, 2 - Sprint, 3 - Sneak, 4  - StrafeL, 5  - StrafeR
	6 - Run, 7 - Walk, 8 - Sprint, 9 - Sneak, 10 - StrafeL, 11 - StrafeR (Barefoot)}
spell property ParentSpell auto
globalvariable property fp_IsSKSEInstalled auto
globalvariable property fp_IsFootprintsDisabled auto

;-- Variables ---------------------------------------
Int SNEAK = 3
Int WALK = 1
ImpactDataSet CurrLeftIPDS
Int SPRINT = 2
Int L_STRAFE = 4
Armor CurrentBoots
Int RUN = 0
Int strafeDir
Int R_STRAFE = 5
Float fDirection
Actor selfRef
Armor PreviousBoots
Int BootOffset = 0
ImpactDataSet CurrRightIPDS

;-- Functions ---------------------------------------

function OnAnimationEvent(objectreference akSelfRef, String e)

	if e == "FootLeft" && !selfRef.IsSprinting() || e == "FootSprintLeft"
		akSelfRef.PlayImpactEffect(CurrLeftIPDS, "NPC L Calf [LClf]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
	elseIf e == "FootRight" && !selfRef.IsSprinting() || e == "FootSprintRight"
		akSelfRef.PlayImpactEffect(CurrRightIPDS, "NPC R Calf [RClf]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
	elseIf e == "JumpUp" || e == "JumpDown"
		akSelfRef.PlayImpactEffect(CurrLeftIPDS, "NPC L Thigh [LThg]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
		akSelfRef.PlayImpactEffect(CurrRightIPDS, "NPC R Thigh [RThg]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
	endIf
endFunction

function OnEffectFinish(Actor akTarget, Actor akCaster)

	; Empty function
endFunction

Int function strafeDir()

	fDirection = selfRef.GetAnimationVariableFloat("Direction")
	if fDirection == 0.250000
		return 1
	elseIf fDirection == 0.750000
		return -1
	endIf
	return 0
endFunction

function OnPlayerLoadGame()

	self.UnregisterForUpdate()
	if self as Bool && selfRef as Bool && ParentSpell as Bool
		selfRef.RemoveSpell(ParentSpell)
	endIf
endFunction

function OnRaceSwitchComplete()

	self.UnregisterForUpdate()
	self.GotoState("Dead")
endFunction

function ResetIPDS()

	CurrLeftIPDS = LeftIPDS[0]
	CurrRightIPDS = RightIPDS[0]
endFunction

function OnEffectStart(Actor target, Actor caster)

	if !target || target != playerRef || fp_IsFootprintsDisabled.GetValue() as Bool
		self.GotoState("Dead")
		return 
	endIf
	selfRef = target
	if self.RegisterForAnimationEvent(selfRef as objectreference, "FootLeft") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootRight") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootSprintLeft") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootSprintRight") && self.RegisterForAnimationEvent(selfRef as objectreference, "JumpUp") && self.RegisterForAnimationEvent(selfRef as objectreference, "JumpDown")
		CurrLeftIPDS = LeftIPDS[0]
		CurrRightIPDS = RightIPDS[0]
		self.GotoState("alive")
	endIf
endFunction

function SetCurrIPDS()

	Int offset = 0
	strafeDir = self.strafeDir()
	if strafeDir == 0
		if selfRef.IsSprinting()
			offset = SPRINT
		elseIf selfRef.IsRunning()
			offset = RUN
		elseIf selfRef.IsSneaking()
			offset = SNEAK
		else
			offset = WALK
		endIf
	elseIf !selfRef.IsRunning() && selfRef.IsWeaponDrawn()
		CurrLeftIPDS = LeftIPDS[WALK + BootOffset]
		CurrRightIPDS = RightIPDS[R_STRAFE + BootOffset]
		return 
	elseIf strafeDir == -1
		offset = L_STRAFE
	elseIf strafeDir == 1
		offset = R_STRAFE
	endIf
	offset += BootOffset
	CurrLeftIPDS = LeftIPDS[offset]
	CurrRightIPDS = RightIPDS[offset]
endFunction

; Skipped compiler generated GetState

Bool function BootCheck()

	; Empty function
endFunction

; Skipped compiler generated GotoState

;-- State -------------------------------------------
state alive_skse

	function OnObjectEquipped(Form akBaseObject, objectreference akReference)

		if !fp_IsSKSEInstalled.GetValue()
			self.GotoState("alive")
			return 
		endIf
		if akBaseObject as Armor
			self.BootCheck()
		endIf
	endFunction

	function OnUpdate()

		if !fp_IsSKSEInstalled.GetValue()
			self.GotoState("alive")
			return 
		endIf
		fDirection = selfRef.GetAnimationVariableFloat("Direction")
		self.SetCurrIPDS()
		self.RegisterForSingleUpdate(0.500000)
	endFunction

	Bool function BootCheck()

		CurrentBoots = selfRef.GetWornForm(128) as Armor
		if CurrentBoots as Bool && CurrentBoots == PreviousBoots
			return false
		endIf
		if !CurrentBoots
			BootOffset = 6
		else
			BootOffset = 0
		endIf
		PreviousBoots = CurrentBoots
		self.SetCurrIPDS()
		return true
	endFunction

	function onBeginState()

		self.BootCheck()
		self.RegisterForSingleUpdate(2.00000)
	endFunction

	function OnObjectUnequipped(Form akBaseObject, objectreference akReference)

		if !fp_IsSKSEInstalled.GetValue()
			self.GotoState("alive")
			return 
		endIf
		if akBaseObject as Armor
			self.BootCheck()
		endIf
	endFunction
endState

;-- State -------------------------------------------
state Dead

	function OnAnimationEvent(objectreference akSelfRef, String e)

		; Empty function
	endFunction

	function OnEffectFinish(Actor akTarget, Actor akCaster)

		; Empty function
	endFunction

	function OnUpdate()

		; Empty function
	endFunction

	function onBeginState()

		if self as Bool && selfRef as Bool && ParentSpell as Bool
			selfRef.RemoveSpell(ParentSpell)
		endIf
	endFunction
endState

;-- State -------------------------------------------
state alive

	function OnUpdate()

		fDirection = selfRef.GetAnimationVariableFloat("Direction")
		self.SetCurrIPDS()
		self.RegisterForSingleUpdate(1.00000)
	endFunction

	function onBeginState()

		if fp_IsSKSEInstalled.GetValue()
			debug.Trace("~~~~~ Footprints: Switching to SKSE Footprints, SKSE Installed ~~~~~", 0)
			self.GotoState("alive_skse")
			return 
		endIf
		self.RegisterForSingleUpdate(2.00000)
	endFunction
endState

This mod's version


;/ Decompiled by Champollion V1.0.1
Source   : footprintsFootstepsScriptPlayer.psc
Modified : 2021-02-14 19:12:29
Compiled : 2021-02-14 19:41:08
User     : Jon
Computer : DESKTOP-HME808C
/;
scriptName footprintsFootstepsScriptPlayer extends ActiveMagicEffect

;-- Properties --------------------------------------
impactdataset[] property LeftIPDS auto
impactdataset[] property RightIPDS auto
{0 - Run, 1 - Walk, 2 - Sprint, 3 - Sneak, 4  - StrafeL, 5  - StrafeR}
spell property parentSpell auto
spell property footprintsAddFootstepsSpell auto
;-- Variables ---------------------------------------
Int SNEAK = 3
Int WALK = 1
ImpactDataSet CurrLeftIPDS
Int SPRINT = 2
Int L_STRAFE = 4
Int RUN = 0
Int strafeDir
Int R_STRAFE = 5
Float fDirection
Actor selfRef
ImpactDataSet CurrRightIPDS

;-- Functions ---------------------------------------

function OnAnimationEvent(objectreference akSelfRef, String e)

    if e == "FootLeft" || e == "FootSprintLeft"
        akSelfRef.PlayImpactEffect(CurrLeftIPDS, "NPC L Calf [LClf]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
    elseIf e == "FootRight" || e == "FootSprintRight"
        akSelfRef.PlayImpactEffect(CurrRightIPDS, "NPC R Calf [RClf]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
    elseIf e == "JumpUp" || e == "JumpDown"
        akSelfRef.PlayImpactEffect(CurrLeftIPDS, "NPC L Thigh [LThg]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
        akSelfRef.PlayImpactEffect(CurrRightIPDS, "NPC R Thigh [RThg]", 0 as Float, 0 as Float, -1 as Float, 128 as Float, false, false)
    endIf
endFunction


Int function strafeDir()

    fDirection = selfRef.GetAnimationVariableFloat("Direction")
    if fDirection == 0.250000
        return 1
    elseIf fDirection == 0.750000
        return -1
    endIf
    return 0
endFunction


function ResetIPDS()

    CurrLeftIPDS = LeftIPDS[0]
    CurrRightIPDS = RightIPDS[0]
endFunction

function OnEffectStart(Actor target, Actor caster)

 
    selfRef = target
    self.RegisterForAnimationEvent(selfRef as objectreference, "FootLeft") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootRight") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootSprintLeft") && self.RegisterForAnimationEvent(selfRef as objectreference, "FootSprintRight") && self.RegisterForAnimationEvent(selfRef as objectreference, "JumpUp") && self.RegisterForAnimationEvent(selfRef as objectreference, "JumpDown")
    CurrLeftIPDS = LeftIPDS[0]
    CurrRightIPDS = RightIPDS[0]
    self.GotoState("alive_skse")

endFunction

function SetCurrIPDS()

    Int offset = 0
    strafeDir = self.strafeDir()
    if strafeDir == 0
        if selfRef.IsSprinting()
            offset = SPRINT
        elseIf selfRef.IsRunning()
            offset = RUN
        elseIf selfRef.IsSneaking()
            offset = SNEAK
        else
            offset = WALK
        endIf
    elseIf !selfRef.IsRunning() && selfRef.IsWeaponDrawn()
        CurrLeftIPDS = LeftIPDS[WALK]
        CurrRightIPDS = RightIPDS[R_STRAFE]
        return 
    elseIf strafeDir == -1
        offset = L_STRAFE
    elseIf strafeDir == 1
        offset = R_STRAFE
    endIf
    CurrLeftIPDS = LeftIPDS[offset]
    CurrRightIPDS = RightIPDS[offset]
endFunction

function OnRaceSwitchComplete()

    
 
    footprintsAddFootstepsSpell.cast(self.GetTargetActor())
    self.GetTargetActor().removespell(parentSpell)
endFunction

;-- State -------------------------------------------
state alive_skse


    function OnUpdate()

        
        fDirection = selfRef.GetAnimationVariableFloat("Direction")
        self.SetCurrIPDS()
        self.RegisterForSingleUpdate(0.500000)
    endFunction

    function onBeginState()
        self.RegisterForSingleUpdate(2.00000)
    endFunction

    
endState

 

 

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
38 minutes ago, 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.

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

Posted
On 12/16/2021 at 2:58 PM, DoubleYou said:

I have been testing this mod and I recommend it. 

Ditto.

Marked Accepted, created mod page, added to ModList, and updated Changelog

  • 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
3 hours ago, 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.

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.

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