Quitch Posted June 16, 2013 Posted June 16, 2013 Discussion thread:Come together N Out of the way by NausicaaWiki LinkFollower distance and bump sensitivity mod with configuration through MCM. Author of the Move it Dammit plugin, currently used by STEP, says that they have moved to this mod (post 5th June in their mods Nexus thread)Accepted for STEP:Core 2.2.9 - Replaces Move It Dammit
TechAngel85 Posted June 17, 2013 Posted June 17, 2013 I would like this tested against Move it Dammit. Putting this up for testing as a replacement for Move it Dammit see the author has moved on from the mod himself.
statmonster Posted June 18, 2013 Posted June 18, 2013 One nice feature of Move It is that Wrye Bash merges the esp saving a slot.
EssArrBee Posted January 8, 2014 Posted January 8, 2014 I vote for this this mod to be used. Move It does merge with WB, but I still constantly have retards in my way. I need to have something that gives me more customization and this is it. I'd rather give up a plugin slot and not have followers standing in doorways.
z929669 Posted January 8, 2014 Posted January 8, 2014 Sounds fine to me. Any conflicting issues with STEP?
EssArrBee Posted January 8, 2014 Posted January 8, 2014 It needs to be kinda stress tested to see if messing with the settings to much bring out bugs, but I'll do that tonight. No conflicts except maybe follower mods, but that's for the OP and any packs, not our concern.
EssArrBee Posted January 8, 2014 Posted January 8, 2014 I will give this mod an okay after testing it a bit, but the extra features may be a bit outside of Core if you look at the extra features it adds, but those extras do not ever have to be used. The mod is set up to be completely modular so if you don't like the extras, you will never even know they are there. I couldn't break the settings and could get the important part to work okay. The followers all moved out of the way. There is extra stuff to move followers around if you need them to stand in a certain place or if you want to add them to an essential list. That is really weird. First you get them in your activator reticule and press f2 (that is changeable via MCM), after you hit f2 they turn green and you open the MCM menu and there will be some options for them and you can do a bunch of stuff to move them around. As far as them getting out of the way, there is a delay that can be set and I put it on 0 which actually worked. As soon as I ran in my follower she stepped back about five steps. The other cool feature is that followers can be set to stand a certain distance from doorways, so if you run through a doorway they still follow, but will run through it a bit further instead of standing in the damn way. Also, couldn't get it to bug out after changing the settings about 20 times in 5 minutes. I think EFF might have a couple of the features in this, but I can't see them conflicting unless those features are set in both mods and both mods have to have it set by the user, so that shouldn't be a problem. And doesn't matter to the guide, but it is good info for anyone that might make a follower pack.
z929669 Posted January 8, 2014 Posted January 8, 2014 I am testing this one too ATM. The section relevant to STEP would appear to be the last one. All the rest should be left to default settings for testing initially. good to know that the other stuff works as advertized too though, as any breaks would make this a problem, even with unused functionality in STEP.
z929669 Posted February 9, 2014 Posted February 9, 2014 I think that this is fine to accept. Will require some more elaborate mod notes though.
EssArrBee Posted February 9, 2014 Posted February 9, 2014 Would replace MoveIT Dammit, a mergeable mod, but this mod works better during my testing. We would need to put STEP recommended settings for the MCM menu.
DoubleYou Posted February 9, 2014 Posted February 9, 2014 Boy! I hadn't even noticed this mod! It's too bad my playstyle is never to use followers.
CJ2311 Posted February 9, 2014 Posted February 9, 2014 Just wondering : Is anyone else getting a message in the topleft corner every time they load a save with this mod, saying something about resetting the jump height?
EssArrBee Posted February 9, 2014 Posted February 9, 2014 Yes, I get it. Probably needs a option in the MCM menu to turn it off.
jakeslim Posted February 9, 2014 Posted February 9, 2014 Yes, it's extremely annoying... Sent from my Nexus 5 using Tapatalk
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now