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Posted

So I just installed this mod and am having no issues with female first person arrow lengths when notching into bows.  I do feel as though someone should figure out some good .ini tweaks for this mod though, because there are a lot of settings in the SKSE .ini file that comes with this mod.

Posted

I asked sca/spooky/dukepatrick to release a stand alone fix and even beta tested the fix.

It's working at my end.

I've tested with Dragons and it was working.

I've installed Animals Tweaks (it gives Giants a powerful knockback) and now I'm not flying anymore. I'm using

Realistic Ragdolls and Force by dDefinder

HDT Physics Extension v14.28

Groovtama's XPMS Extended 2.50

Friction fix

 

Just give it another try

I mostly play at 1st person so it's a huge improvement for me.

Posted

It worked against wolves. It just kind of fell down and rolled down the hill a bit. Bit against that one Guard is was launched quite significantly. I will test it out some more later.

Posted

Although there's no visible conflict in xEdit with Animal Tweaks the FIX should be loaded later or else it doesn't work.

Script stuff i guess...

Posted

Although there's no visible conflict in xEdit with Animal Tweaks the FIX should be loaded later or else it doesn't work.

Script stuff i guess...

The mod contains only a single script and it does not overwrite any other script nor is it overwritten.

Posted

The mod contains only a single script and it does not overwrite any other script nor is it overwritten.

No argue on that but it only works this way. That's what I've found after testing. Although there aren't any scrips overwriting maybe some functions are

  • 4 months later...
Posted

Recommend adding a note to this mod on the guide, by default it overrides fNearDistance, I was quite confused why z-fighting was back on my mountains until I opened up SKSE_EnhancedCamera.ini and made the necessary changes.

  • +1 1
  • 2 weeks later...
Posted (edited)

I've noticed a strange issue where "footsteps" now only works when I'm in 1st person perspective with this mod.  At least I suspect this mod is playing some role in this because of the footsteps appearing in 1st person - honestly I only noticed while playing last night.  After I noticed it, I couldn't un-notice it and it happens wherever I test it in snow.  All NPCs' footsteps also are gone until I switch to 1st person, and then they begin to appear (they're not there until the npc walks while I'm watching in 1st person).  Very oddly, this only seems to effect bipeds as horses, elk, wolves, etc. all leave footprints in the snow regardless of my being in 1st or 3rd person perspective.

 

Could it be a load order thing?

Edited by n0mad23
  • 4 weeks later...
Posted
I was looking for a solution to a conflict I've found with Skyrim Enhanced Camera and Breezehome Fully Upgrade able's grindstone, alchemy lab and the auto load/sort chests that come with the house mod. SEC mod is an SKSE plugin so it is easy to turn on and off and with the mod enabled and player character in first person activating the grindstone and waiting for the auto loading supplies chest my character will mount the tool without a visual weapon, crafting menu, or animations holding me there in a loop. After searching google I've found a way to release me from the loop using "S1ST" in console allowing me to tab out of the interaction with the grindstone. (Alchemy lab is the same as it has a satchel with the auto load/sort script). I can turn the features off in the SEC - .ini (
bFirstPersonCrafting=0) and it will remove force first person for all crafting stations except these two in Breezehome all other stations in Whiterun seem to work fine and in 3rd person all stations will work without this glitch. I left a video link showing the problem if anyone has some suggestions I would love to hear them. I can live without one of these mods, but if I can resolve it I would like to keep both. 

 

1st Person Crafting Glitch

Posted

I was looking for a solution to a conflict I've found with Skyrim Enhanced Camera and Breezehome Fully Upgrade able's grindstone, alchemy lab and the auto load/sort chests that come with the house mod. SEC mod is an SKSE plugin so it is easy to turn on and off and with the mod enabled and player character in first person activating the grindstone and waiting for the auto loading supplies chest my character will mount the tool without a visual weapon, crafting menu, or animations holding me there in a loop. After searching google I've found a way to release me from the loop using "S1ST" in console allowing me to tab out of the interaction with the grindstone. (Alchemy lab is the same as it has a satchel with the auto load/sort script). I can turn the features off in the SEC - .ini (

bFirstPersonCrafting=0) and it will remove force first person for all crafting stations except these two in Breezehome all other stations in Whiterun seem to work fine and in 3rd person all stations will work without this glitch. I left a video link showing the problem if anyone has some suggestions I would love to hear them. I can live without one of these mods, but if I can resolve it I would like to keep both.

 

I never have any problem. I use this mod with Breezehome Fully Upgrade as well.

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