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Last updated at 18:37, 2 Nov 2014 Uploaded at 13:36, 20 Aug 2012
Currently requires version 1.8.151 or higher
? v0.99 - 2/8/2013
? RELz/WIPz Thread
Adds footprints to the player, NPCs, and creatures. Initial release contains snow footprints for the player/NPCs and most of the creatures. Sand and mud prints will be added in later releases. See below for what is currently implemented as well as future plans.
** SKSE and DLC features are OPTIONAL, if you do not have these, the mod will disable these features automatically and seamlessly. **
FAQ (Frequently Asked Questions)
Q How long do the footprints last? And can I change this?
A ? They are decals so how many decals are placed before disappearing is defined by your INI file decal settings.
A ? See the Technical Section below for INI edits.
Q Is there a performance/FPS hit?
A ? It will likely depend on your system and how many script-intensive mods you have already installed.
A ? I see no performance impact whatsoever. See: Article, Video
Q Is it compatible with Dawnguard, Dragonborn, or ________ mod?
A ? It supports Dawnguard races as of 0.7. It is also inherently compatible with any mod. It supports Dragonborn as of 0.99.
It is also inherently compatible with any mod. It is self contained and doesn't touch any forms for vanilla
races or NPCs.
Q Do you support custom playable races?
A ? My mod will attach footprints to ANY humanoid races, as long as they use the humanoid skeleton and the mod properly defines the race as
Q Will you support ___________ monster mod?
A ? Closer to or post- 1.0 release I will focus on adding footprints for creatures added by certain mods. In the meantime, any custom creature
races will just not have footprints.
? All humanoid (non-creature) NPCs
? Bear, Deer, Draugr, Falmer, Hagravens, Horses, Sabrecats, Skeletons, Wolves, Giants, Mammoths, Spriggans, Cows, Goats, Trolls, Skeevers, and Werewolves.
? Race-switching support for player character. Shape Shifter mods should work fine given I have the prints implemented for the race in question.
? Dawnguard and Dragonborn support. Disables itself if you do not have these.
? Boot detection support. Needs SKSE, but will disable itself if you do not have SKSE. Currently only barefoot or shoe prints.
? Particle FX
? Strafing support for playable characters.
New in 0.99
? Dragonborn support. **Snow only** Ash material / Solstheim support will be released in a supplemental package.
? Barefoot textures reintroduced.
? Textures redone for better realism. All textures now have the same visual
? All textures now have a slight transparency to help with terrain blending.
? Special prints for Arvak, incl. Fire particle FX. The fire FX will be optional and include a few colors in a separate package.
? Bugfix: Wards / shields no longer activate on NPCs (i.e. the "blue swirlies")
? Bugfix: Fixed a typo which caused an error when applying spells to Daedra.
? Optimization: The script which adds footsteps effects should spend significantly less time on Actors which already have an effect or are unsupported.
? Sand and Mud prints. Likely post-1.0. For example 1.1 will feature dirt, 1.2 mud, and 1.3 sand.
? Plugin providing "Hunter Vision" which exposes newly placed prints by making them glow.?
? Options Menu for SkyUI
Technical Stuff (Install/Upgrade/Uninstall)
Install the BSA and ESP to your Data folder.
** DO NOT UNINSTALL OR MAKE A "CLEAN SAVE" WHEN UPGRADING **
Unless otherwise stated, simply overwrite with the new ESP/BSA. For NMM users,
this means download the new version, and install over the old, choosing the
"Upgrade" option when prompted.
Upgrading from 0.9-0.96 to 0.99 requires no special action.
Upgrading from versions lower than 0.7 is not supported.
**Uninstallation via removal or disabling of the ESP is not supported.**
To disable the scripting you may open the console and enter:
setstage footprintsQuest 99
Disabling or removal of the ESP during a save may break
your save permanently. This is Bethesda's official stance, due to how data,
scripts especially, are permanently attached to your savegame.
Once the options menu is implemented in 1.0, you will no longer need to run
the console command, but simply disable it from the menu.
** AGAIN, DISABLING OR REMOVAL OF THE ESP IS NOT SUPPORTED **
If you disabled the scripts via the console command above, you can enable them
again by entering:
On two separate lines (hitting enter between each command). This will be
replace by a "Restart" button once support for the SkyUI MCM is released.
INI FILE EDITS
fDecalLifetime = 900
; Add or modify this value in the Display section
; Time is in seconds, so 900 = 15 Minutes
; This affects all decals
There are no known compatibility issues.
0.1 - Initial Release
0.2 - "Brawl bug" fix, Possible fix for those receiving errors or CTDs. Please
report if this release fixes either issue for you. No new prints this release.
0.2.1 - Human prints tweaked
0.3 - Sound doubling fixed (for NPCs and most creatures), Version Control
0.4 - Added Giants, Mammoths, Spriggans, Cows, Goats, Trolls, Skeevers, and
Werewolves. Werewolf transformations are supported for the player.
0.7 - **SKSE and Dawnguard features are OPTIONAL, if you do not have these,
the mod will disable these features automatically and seamlessly. **
> Initial boot detection support. Currently only generic and barefoot
prints. Entire subsystem is there, so I merely need to create textures.
> Initial Dawnguard support (most all races, except chauruses, Dwemer).
> Ghosts and familiars should no longer leave prints.
> Performance and stability improvements.
> Improvements to upgrade process.
0.9 - Partial rewrite, simpler code, can stop and restart on command.
- New textures for humans.
- Parallax for humans. ** Looks best with ENB, which fixes certain bugs **
- Particle Effects for humans. One for walk and one for run. More will
be added in the future.
0.95 - Strafing Detection
- Separate particle FX for running, walking, and strafing.
- Improvements to the FX including more realistic gravity, speed, and the
addition of wind.
- Bugfix - Regression which caused player to lose footprints after race change
- Switched to uncompressed normal maps (same resolution) for less blocky lighting.
- General restructuring and optimizations in preparation for menu options.
0.96 - Strafing Detection for Werewolf and Vampire Lord
- Particle FX for Werewolf and Vampire Lord
- New textures for: Werewolf, Vampire Lord, Elk, Canines, and Giants.
- Limited water splash FX for humans, vampire lords, werewolves.
- Bugfix for females on new games, and werewolves/vampire lords when
loading a savegame.
- Bugfix for some NPC AI putting up Wards or other spells in response to
the cloak which gives NPCs footprints scripts.
- Bugfix for lack of prints when sprinting with magic drawn.
0.99 - Dragonborn support. **Snow only** Ash material / Solstheim support will be
released in a supplemental package.
- Barefoot textures reintroduced.
- Textures redone for better realism. All textures now have the same visual
- All textures now have a slight transparency to help with terrain blending.
- Special prints for Arvak, incl. Fire particle FX. The fire FX will be
optional and include a few colors in a separate package.
- Bugfix: Wards / shields no longer activate on NPCs (i.e. the "blue swirlies")
- Bugfix: Fixed a typo which caused an error when applying spells to Daedra.
- Optimization: The script which adds footsteps effects should spend
significantly less time on Actors which already have an effect or are unsupported.
PERMISSIONS / LICENSING
Permission is NOT given to redistribute this mod in whole or in part.
Chesko for initial brainstorming
RalphDamiani for initial test textures
eztwister for the mod idea