v.2.5 -(Added) Search function utilizing SkyUilib scripts (Included with this mod) -(Changed) Stats window now shows an additional 18 actor values. -(Added) Added the sex of the children in the mcm status. If Hearthfires is installed, it will also display if they are adoptable, or your own. -(Added) list option to open NPC's inventory. -(Added) Option to toggle between opening teammate's inventory only, or all npc's. -(Added) Slider to change the amount of time, in seconds, the status script runs in the background. You can choose between 1 to 60 seconds. -(Changed) minor MCM menu tweaks -------------------------------------------------------------------------------------------------- You must start a new game or at your own risk, make as 'clean' a save as possible.
My recommendation is to do the following: As with any Skyrim scripted mod, it's best to either start a new game. If you choose to update mid-playthrough here are the steps:
Steps for an almost clean save. (This goes for any scripted mod) a.) save the game, then quit to desktop b.) uninstall mod completely c.) reload the last saved game, then save again, quit back to desktop d.) use PDTWrapper/Script Scalpel( http://www.nexusmods.com/skyrim/mods/53045/ ) to remove any orphaned scripts still baked in the save file from the mod. save it. e.) re-load the game and the hopefully cleaned save and re-save again, quit to desktop. f.) install the mod and run the game, load the latest save and play.
Heads up to anyone wondering if this will be ported to SSE, Yes. Once SKSE64 is up with a stable version, I do plan to go to SSE. When that does happen, the standard version may or may not be supported. Haven't thought too much on that yet, but I do know, SSE runs a lot better in terms of stability. Some tweak mods in Oldrim are no longer needed for SSE. It looks visually amazing and runs smoother out of the box.
My setup is certainly nothing to brag about, but when my Nvida 650 Ti is at Oldrim's max settings, I stutter and spike lag constantly. In the same pc setup but in using SSE at max settings, while it may not run 60 fps all the time, no stuttering or spike lags.
@T-Mush-S: Just want to say - love this mod to bits!
Been using it since its early versions and never had any problems due to it.
And CS-T&T works perfectly with EFF, CH, SH, etc.! If I could give you kudos and endorsements again, I would!
Request: Can you tweak the Search power/shout to behave like this: Pressing CANCEL on Search window, brings up a list of Favorited NPCs (not Priority group) so I can do the Summon/MoveTo/etc. action from the popup menu when I click on a NPC name from the list. (This is inspired by how the AddItemMenu mod works as it too tracks a lot of mods/items.) Pressing CANCEL when the Favorite list window is shown, will close the window and close the Search action. Alternatively, a separate hotkey can be provided for a Favorites list. What I mean is that please provide an option to mark Favorite NPCs out of the tagged NPCs. Priority group is still required, so I can have a couple of followers for a new mission. And Favorites are also needed, as I like to have a bunch of followers for a questline (I may tag a few of them as Priority group to pull them for a particular mission/step during the questline). It is cumbersome to always go to main MCM menu to wade through the tagged NPCs/followers. The Priority & Favorites lists will make it very easy to manage even a large number of NPCs and followers.
Thank you for those kind words, I appreciate that. I'm reading the request and I'll put things in a bit of perspective for now: A.)I no longer update the LE version as I moved to SE and any updates would be to that version. B.)If what I'm reading is you're asking for another Favorite list. As of now, that's what the priority group is, I just didn't name it Favorites. C.)Having a search of just the priority listings etc is on my list of "When I have time, I'd like to revisit that." D.)Adding another tracking method of Priority and Favorites would mean an entire rewrite of the code and it's taken me a long time just to get this far. lol E.)Getting the search menu to appear was honestly luck. I have no idea how it works; I basically used example codes from tutorials and found something that worked. I was just thrilled to get that far. Trying to code and understand the methods and meaning behind it is currently beyond my expertise; Not to say I can't try, but it would require a lot more studying on my part than I can actually do right now due to not having the free time. But, given all that; I do like your suggestions and with anything I'm given, never say it won't happen.
Most effective. I've tried several mods to do what this mod does, and the only ones that came close were full-blown follower frameworks. Not what I needed; this is. Simple and functional.
Perhaps a bit too much caution articulated in the description, I installed this mid-playthrough and have had zero issues. Then again, I clean my saves often; deleting mods midgame does introduce some instability, but you can keep it to a minimum with good mantanance.
This is one of the most useful gameplay enhancing mods. Finally your minions and allies don't get lost and can be teleported immediately, when you need them. I never played a necromancer before, because I believed undead minions in Skyrim are not so useful and I read some comments elswhere, that undead minions get lost in this game again and again. Well, no more with this mod. I have started my necro build yesterday and I can tell, that you can teleport your Zombies/Skeletons/Allies always, even if they are dead.
Help with disappearing corpses: To prevent zombies corpses from disappearing, it's good to press the summon hotkey, which you configured in the MCM-menu, right after you fast traveled anywhere. Sometimes corpses disappear in the floor after summoning them. I think jumping in the air before pressing the summon hotkey may prevent this. If a minion gets lost, check the track-quest in your journal and track your minion down. If it's below the floor you can help yourself with the console command 'tcl' and travel to the dead body or you can enter a different cell and press the summon hotkey again. If the marker for the missing zombie/thrall is right above the floor after pressing the summon hotkey but there is only empty space and no corpse anywhere, I believe this means, that the corpse was vanished from the game and is gone forever, but I don't know, if that is correct.
Thank you for this post. Yes, you are correct in all of that. I too jump up a bit before summoning via hotkey.And yes, when you see empty spaces and no corpse with a marker, that does indeed mean that the game purged it. No longer available. Only thing to do at that point is remove it from the list via mcm.
For this mod, I've moved on to the SSE version and added a search pop-up menu via hotkey while traveling in-world.
I didn't even know that mod existed and from what I can tell, that one does pretty much the same thing with a slightly different approach. Honestly, which one you use is totally up to you. To answer your question, yes, I do use an onupdate event but it won't stack as I never call registerforupdate. I always use RegisterforSingleUpdate if ever I use in any script I write.
You're most welcome and thank you for the kind words.
Not really sure what you mean. It works on any NPC, dead or not. If you're referring to having dead npcs move to the player; The command doesn't function properly with dead npcs. That's just a limitation of the moveto function.I've tried coding in a disable/enable just after moving, but that doesn't always work. nothing I can really do about that. Rather, at this moment, I lack the knowledge to have that happen if it does exist.
UPDATE: quicksave + quickload did the trick ;-) missed that tip in ReadMe - 2.5 is even better than I expected, been using CS-T&T since 0.98, this should have at least 10+K endorsements by now, for real, HIGHLY under-rated... must-have Mod for moi
EDIT: also tried to refresh MCM thru setstage ski_configmanagerinstance 1 but to no avail
Hello T-Mush-S & Skyrim Fam ;-)
with V 2.5, I'm not getting the MCM menu, although the corner-notifications say it's installed & the spells are in-game (checked for them thru console), but an MCM corner-notification doesn't show up even after waiting 20-Mins
installed on a new-game with no other mods to test, but still no MCM menu
only thing is I'm running SKSE 1.7.3, but 1.7.2 is listed in download-page, could this be the problem, because V 2.3 works perfectly for me with 1.7.3
Thank you for those kind words. I'm glad you got the MCM to register. I've no idea why that does what it does, but yeah, quicksave/reload seem to do the trick. I even had a SEQ file at one point and that didn't seem to help kick it into gear.
Unfortunately no. After you had initially uploaded it I had tried various times to download it manually but the resulting file never worked, so I figured Nexus was being temperamental and thought I'd wait. Just tried again - still no luck.
huh, I'm wondering if it's the Nexus still because I just tried myself and it registered and downloaded okay, both with download with manager and manually. Same with extracting it. Let me re-upload and see if that would help. It may take a bit before the file is successful. Last time it was a 24 hr wait so we'll see this time.
Hey Mush, Thanks for awesome mod. CS Tag n Track is essential mod for me. I have binary compare the downloaded old rar with the re-uploaded new rar, they were completely identical. And installing both rar with Mod Organizer will result in the following error: "integrated archiver can not open D:/Users/.../Downloads/CS Tag and Track NPCs v2.5-25554-2-5.rar. Errorcode 6" So I recompressed it to zip and installed it.
I've always used WinRar to archive all my mods, but this one I used the 64 bit version. Let me install the 32 bit of winrar and see if that makes a difference.
Okay, this time I changed the archive to a .zip format. I've tested it on my end as well and it looks to be working okay. Let me know if this recent one is giving any issues please.
T-Mush-S any chance of you porting this over to sse please? or would it be too difficult to convert with the no mcm? hope for someone to take up skyui. skse is coming we just have to be patient :-)
a very good chance once skse is out and the mcm. This whole mod is scripted around the mcm so without that, it's slim. But yes, once they come out with a stable version of both, I do plan on porting it to SSE.
I've started playing it myself and I am really missing the UI and various essential mods I normally use. Still, SSE is fantastic with its stability. Oddly enough, I can run this thing on ultra in SSE without a single crash or loss of much frames, but doing so in standard skyrim, lag, lag, huge frame drops, and crashing constantly.
Just to chime in on this. Re-implementing the hooks needed for SkyUI is my top priority for SKSE64. I am making progress with the fundamentals of SKSE64 - the loader, basic injection and GetSKSEVersion in the command console is implemented. For SkyUI we need to decode the basic Form and Object classes and the inventory subsystem (which all should match SKSE proper). Then we need to decode the Scaleform classes and provide the hooks that SkyUI needs. Here is a screenshot of the first run of SKSE64 to tide you over: http://skse.silverlock.org/SKSE64FirstRun.jpg
190 comments
https://www.nexusmods.com/skyrimspecialedition/mods/14018 - SE Version
v.2.5
-(Added) Search function utilizing SkyUilib scripts (Included with this mod)
-(Changed) Stats window now shows an additional 18 actor values.
-(Added) Added the sex of the children in the mcm status. If Hearthfires is installed, it will also display if they are adoptable, or your own.
-(Added) list option to open NPC's inventory.
-(Added) Option to toggle between opening teammate's inventory only, or all npc's.
-(Added) Slider to change the amount of time, in seconds, the status script runs in the background. You can choose between 1 to 60 seconds.
-(Changed) minor MCM menu tweaks
--------------------------------------------------------------------------------------------------
You must start a new game or at your own risk, make as 'clean' a save as possible.
My recommendation is to do the following:
As with any Skyrim scripted mod, it's best to either start a new game.
If you choose to update mid-playthrough here are the steps:
Steps for an almost clean save. (This goes for any scripted mod)
a.) save the game, then quit to desktop
b.) uninstall mod completely
c.) reload the last saved game, then save again, quit back to desktop
d.) use PDTWrapper/Script Scalpel( http://www.nexusmods.com/skyrim/mods/53045/ ) to remove any orphaned scripts still baked in the save file from the mod. save it.
e.) re-load the game and the hopefully cleaned save and re-save again, quit to desktop.
f.) install the mod and run the game, load the latest save and play.
Enjoy and happy gaming.
-Mush-
When that does happen, the standard version may or may not be supported. Haven't thought too much on that yet, but I do know, SSE runs
a lot better in terms of stability. Some tweak mods in Oldrim are no longer needed for SSE. It looks visually amazing and runs smoother out of the box.
My setup is certainly nothing to brag about, but when my Nvida 650 Ti is at Oldrim's max settings, I stutter and spike lag constantly.
In the same pc setup but in using SSE at max settings, while it may not run 60 fps all the time, no stuttering or spike lags.
TLDR; SSE rules, Oldrim - meh.
-Mush-
Been using it since its early versions and never had any problems due to it.
And CS-T&T works perfectly with EFF, CH, SH, etc.! If I could give you kudos and endorsements again, I would!
Request: Can you tweak the Search power/shout to behave like this:
Pressing CANCEL on Search window, brings up a list of Favorited NPCs (not Priority group) so I can do the Summon/MoveTo/etc. action from the popup menu when I click on a NPC name from the list. (This is inspired by how the AddItemMenu mod works as it too tracks a lot of mods/items.) Pressing CANCEL when the Favorite list window is shown, will close the window and close the Search action. Alternatively, a separate hotkey can be provided for a Favorites list. What I mean is that please provide an option to mark Favorite NPCs out of the tagged NPCs. Priority group is still required, so I can have a couple of followers for a new mission. And Favorites are also needed, as I like to have a bunch of followers for a questline (I may tag a few of them as Priority group to pull them for a particular mission/step during the questline). It is cumbersome to always go to main MCM menu to wade through the tagged NPCs/followers. The Priority & Favorites lists will make it very easy to manage even a large number of NPCs and followers.
Thanks!
I'm reading the request and I'll put things in a bit of perspective for now:
A.)I no longer update the LE version as I moved to SE and any updates would be to that version.
B.)If what I'm reading is you're asking for another Favorite list. As of now, that's what the priority group is, I just didn't name it Favorites.
C.)Having a search of just the priority listings etc is on my list of "When I have time, I'd like to revisit that."
D.)Adding another tracking method of Priority and Favorites would mean an entire rewrite of the code and it's taken me a long time just to get this far. lol
E.)Getting the search menu to appear was honestly luck. I have no idea how it works; I basically used example codes from tutorials and found something that worked. I was just thrilled to get that far. Trying to code and understand the methods and meaning behind it is currently beyond my expertise; Not to say I can't try, but it would require a lot more studying on my part than I can actually do right now due to not having the free time.
But, given all that; I do like your suggestions and with anything I'm given, never say it won't happen.
Happy Modding,
-Mush-
Perhaps a bit too much caution articulated in the description, I installed this mid-playthrough and have had zero issues. Then again, I clean my saves often; deleting mods midgame does introduce some instability, but you can keep it to a minimum with good mantanance.
Help with disappearing corpses:
To prevent zombies corpses from disappearing, it's good to press the summon hotkey, which you configured in the MCM-menu, right after you fast traveled anywhere. Sometimes corpses disappear in the floor after summoning them. I think jumping in the air before pressing the summon hotkey may prevent this. If a minion gets lost, check the track-quest in your journal and track your minion down. If it's below the floor you can help yourself with the console command 'tcl' and travel to the dead body or you can enter a different cell and press the summon hotkey again.
If the marker for the missing zombie/thrall is right above the floor after pressing the summon hotkey but there is only empty space and no corpse anywhere, I believe this means, that the corpse was vanished from the game and is gone forever, but I don't know, if that is correct.
Yes, you are correct in all of that. I too jump up a bit before summoning via hotkey.And yes, when you see empty spaces and no corpse with a marker, that does indeed mean that the game purged it. No longer available. Only thing to do at that point is remove it from the list via mcm.
i was wondering tho, i saw this similar mod...
https://www.nexusmods.com/skyrim/mods/62022
it states that it does not use an "onupdate" event. i guess that's less stress on the scripts. does Tag use that event?
I didn't even know that mod existed and from what I can tell, that one does pretty much the same thing with a slightly different approach.
Honestly, which one you use is totally up to you. To answer your question, yes, I do use an onupdate event but it won't stack as I never call registerforupdate.
I always use RegisterforSingleUpdate if ever I use in any script I write.
You're most welcome and thank you for the kind words.
EDIT: also tried to refresh MCM thru setstage ski_configmanagerinstance 1 but to no avail
Hello T-Mush-S & Skyrim Fam ;-)
with V 2.5, I'm not getting the MCM menu, although the corner-notifications say it's installed & the spells are in-game (checked for them thru console), but an MCM corner-notification doesn't show up even after waiting 20-Mins
installed on a new-game with no other mods to test, but still no MCM menu
only thing is I'm running SKSE 1.7.3, but 1.7.2 is listed in download-page, could this be the problem, because V 2.3 works perfectly for me with 1.7.3
thanks for your help on this FABULOUS Mod ;-)
Peace & Love
alex
Also, a new version is out for SE; version 3.0
Thanks,
-Mush-
Edit: I just re-uploaded the file. we'll see how this goes.
Thanks for letting me know.
I have binary compare the downloaded old rar with the re-uploaded new rar, they were completely identical.
And installing both rar with Mod Organizer will result in the following error: "integrated archiver can not open D:/Users/.../Downloads/CS Tag and Track NPCs v2.5-25554-2-5.rar. Errorcode 6"
So I recompressed it to zip and installed it.
Thanks.
any chance of you porting this over to sse please?
or would it be too difficult to convert with the no mcm? hope for someone to take up skyui.
skse is coming we just have to be patient :-)
I've started playing it myself and I am really missing the UI and various essential mods I normally use.
Still, SSE is fantastic with its stability. Oddly enough, I can run this thing on ultra in SSE without a single crash or loss of much frames, but doing so in standard skyrim, lag, lag, huge frame drops, and crashing constantly.
Plus weather occlusion under coverings.So nice.
[–]behippo 302 points
Just to chime in on this. Re-implementing the hooks needed for SkyUI is my top priority for SKSE64. I am making progress with the fundamentals of SKSE64 - the loader, basic injection and GetSKSEVersion in the command console is implemented.
For SkyUI we need to decode the basic Form and Object classes and the inventory subsystem (which all should match SKSE proper). Then we need to decode the Scaleform classes and provide the hooks that SkyUI needs.
Here is a screenshot of the first run of SKSE64 to tide you over: http://skse.silverlock.org/SKSE64FirstRun.jpg
https://www.reddit.com/r/skyrimmods/comments/5aov9l/skyui_will_almost_certainly_be_ported_to_skyrim/?st=iv41iufo&sh=97360d1f
there is other issues that are hindering progress but it looks good