I figured out exactly why the MCM menu wasn't showing up, for me and I assume for most people. The .esp has a different filename than the .bsa and the .bsl. For some dumb reason this completely breaks mods. As soon as I renamed it so all three files matched exactly, the mod worked. Super easy fix!
Anybody can do this, until it's officially fixed. Rename FOE.esp to Friends Or Enemies.esp and the mod will work!
Thank you, sir and/or madame! That got it to finally fire up. Now my travels through Skyrim will be more informed, though not necessarily more intelligent.
Cool mod but i wish it displayed more information, like resistances and armor rating. Cuz i'm pretty sure all enemies will aggro you before you get close enough to use this mod and see if they're an enemy
Same problem here. I'm used to MCM taking a bit of time to recognize a new plugin, but I played for a good number of hours and it never showed up. Can anybody confirm that they made it work?
This is really cool, and I'll be adding it to my load order. It would be really cool of you could have it look at darkbrotherhood quests (and others similar to them) and have it indicate if the NPC is your target. I play with most of my HUD disabled and have to look at my quests to make sure I'm about to stab the right person in the back. As mentioned in many other comments having it popup automatically after looking at someone for x number of seconds would be really awesome.
I was thinking you could have the notification display after several (lets say 5 seconds) of just looking at someone. I'm sure a lot of players would appreciate that it's automatic. This would require some knowledge of scripts, so you should only consider this if you're comfortable writing them.
I had another idea (I'm not sure if it's what you had in mind for this mod though) which went along with this: changing the hotkey to display more detailed information in a pop-up message, instead of a notification. Information such as level, aggressiveness, weapons, and maybe something like "this character is carrying something valueable" if they have an item worth over [100 + (character level * 50)] gold.
Would it be possible to make the friend/enemy part and the weak/strong part separate toggles in MCM? I've been wanting the friend/enemy feature for a long time but I kind of like being surprised by a tough fight.
I'll be using the mod in any case, but that would be cool. Thanks for making this!
Sounds like ^someone^ wants a new 'perk tree'..."Insightful" perks, or, something like that. The ability to gauge an NPC's 'personality traits'.. At low levels a Character would be very likely to 'miss-read' the 'cues', at higher levels, a Character would be almost Prescient, and able to gauge an NPC's intentions almost before they know how they feel about you themselves!
*Reminds Squashy of his years as a Bouncer..snort, chuckle*
you took the words right out of my mouth, and umm you can keep them now that you have them .. never did like eating my wordsbut yeah umm sounds like a mind reading perk tree prestadititation-able as it were. and what happens if you've hit the mead a bit much? does it give multiple reports on all the guys I see?
I actually was messing around with an unreleased mod kinda similar to this. I didn't really like the way it turned out, but maybe here are a few ideas that could be added to this mod.
My mod was primarily focused on thievery and was designed to help thieves assess the amount of wealth on their target. "Thief's sight" as I called it would vary the amount of information given in the assessment depending on how far or close you were to the target and depending on your own Pickpocketing skill and other factors like darkness or light.
Maybe a similar chance based assessment idea can be added to this mod with factors like light levels and distance thrown into the mix...
How about more info if the target is closer and less info as the target gets further away. Up close you can read body language and see details. At the edge if range you might just get "nord male, fur armor".
I totally understand ppl liking how simple/basic this mod is, and if that's all the mod author wants, that's what he should stick to. Personally, I'd love to see a lot of the features included in "Guess the Distance" mod. It gives you distance to opponent, race, faction (bandit/vampire/forsworn/etc.). I use it in any playthrough where I'm playing an archer or stealth character. The one thing it didn't have was the hostile/not hostile info which this mod has. I'd love this mod to expand and include some of these other features and make Guess the Distance totally obsolete for me.
You say Hearthfire is required to run this mod but I don't have any interest in building houses in Skyrim so I've never bought that game. Will it really not work if I don't have Hearthfire?
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Anybody can do this, until it's officially fixed. Rename FOE.esp to Friends Or Enemies.esp and the mod will work!
EDIT: Looks like I spoke too soon. Took about 10 minutes, but it loaded up.
Cuz i'm pretty sure all enemies will aggro you before you get close enough to use this mod and see if they're an enemy
I have the same problem
Thank's for sharing - i like the idea (still hope to get it work ...).
If it turns out they can't then is their any chance of this being made into a spell or enchantment for people who prefer using a game-pad?
Thanks a ton!
I had another idea (I'm not sure if it's what you had in mind for this mod though) which went along with this: changing the hotkey to display more detailed information in a pop-up message, instead of a notification. Information such as level, aggressiveness, weapons, and maybe something like "this character is carrying something valueable" if they have an item worth over [100 + (character level * 50)] gold.
I'll be using the mod in any case, but that would be cool. Thanks for making this!
The ability to gauge an NPC's 'personality traits'..
At low levels a Character would be very likely to 'miss-read' the 'cues', at higher levels, a Character would be almost Prescient, and able to gauge an NPC's intentions almost before they know how they feel about you themselves!
*Reminds Squashy of his years as a Bouncer..snort, chuckle*
My mod was primarily focused on thievery and was designed to help thieves assess the amount of wealth on their target. "Thief's sight" as I called it would vary the amount of information given in the assessment depending on how far or close you were to the target and depending on your own Pickpocketing skill and other factors like darkness or light.
Maybe a similar chance based assessment idea can be added to this mod with factors like light levels and distance thrown into the mix...