I've deactivated the mod multiple times, are you talking of the SE/AE version of the LE version? (They're basically the same minus the esp.) The code only runs 2 times, cell change and game load. Otherwise, it does absolutely nothing and is safe for removal after those times.
Well, I have tried several, finally I was using one that completely removed the brightness of the draugr and the character, now with your mod I can enjoy those evil blue eyes on the draugr again. Although I initially installed it to see if it would also solve a problem I have with a red-eyed glich, a power of the RoTE2016 draugr. and although it doesn't solve it I'll stick with your mod, great job, thanks
For people using USLEEP: from USLEEP log back in 2014: "More magic effects associated with creatures should now be prevented from attaching themselves to the player."
There is actually a much larger list of effects I want to remove, from a variety of things and not just creatures, to cut out issues I've run into in playing through the game. Just time consuming to get all of them down and put in. But with how small the mod is (1 script), it'll just be the time needed to properly work in all the additions without the need for dependencies.
seems like this could be really useful. thanks. but could u explain a bit more on how it works? does it cause a 10 seconds load every time u change cells?
I've actually had this functioning in a different manner for a few years, finally got a bunch of other items added over the years to (I believe) is the full list of stuff that can be transferred to you after killing something.
What I used to have to do was enable the mod, load the game, wait the 10 seconds for it to clean the player up, then save, quit the game, uncheck the mod, reload the game and play and say "Yes" to the complaint about the mod missing, each time this happened (wasn't exactly a good thing).
The mod would wait 10 seconds after the game started (because doing it immediately often didn't catch everything for some odd reason), so I put the delay in for 10 seconds and that allows all the other mods to settle into operation and it caught it every time, so now, what I did was add a menu, then the cleaning is called when you load a game or when you change cells (which is usually when you notice the effects happen), so 10 seconds after changing the cell or the load of a game, it will cause the cleaning to happen automatically. That cleaning is ~40 lines of code that merely just removes effects, simple and not taxing, if you even see a game impact, I'd be surprised on even the slowest machine. The menu gives you the ability to disable cleaning the items that some mods use for transformations, which this would impact if you kept it running (unlike my old method beforehand). So the cleaning waits 10 seconds each time it's called, to allow other mods, the game itself, to get everything just ready before it does it's cleaning. The cleaning code is a couple years old and is as small as I can get it, should have no troubles using it. Plus the menu itself will cause a re-clean if you open it and hit Done (there is a shout for that).
hmm, so this is running all the time? if it just ran on game load then i'd use it. but don't want anything running all the time. i guess i could use it like u did earlier, keep it last in load and disable it after use. but that's probably harder with an added mcm script
It doesn't run "all the time", there is no loop running, it merely runs that small cleanup code when you change locations or load a game. You can run it the old way, just say Done, save, quit, uncheck, yes. That will still work.
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GuruSR.
Thanks
GuruSR.
GuruSR.
What I used to have to do was enable the mod, load the game, wait the 10 seconds for it to clean the player up, then save, quit the game, uncheck the mod, reload the game and play and say "Yes" to the complaint about the mod missing, each time this happened (wasn't exactly a good thing).
The mod would wait 10 seconds after the game started (because doing it immediately often didn't catch everything for some odd reason), so I put the delay in for 10 seconds and that allows all the other mods to settle into operation and it caught it every time, so now, what I did was add a menu, then the cleaning is called when you load a game or when you change cells (which is usually when you notice the effects happen), so 10 seconds after changing the cell or the load of a game, it will cause the cleaning to happen automatically. That cleaning is ~40 lines of code that merely just removes effects, simple and not taxing, if you even see a game impact, I'd be surprised on even the slowest machine. The menu gives you the ability to disable cleaning the items that some mods use for transformations, which this would impact if you kept it running (unlike my old method beforehand). So the cleaning waits 10 seconds each time it's called, to allow other mods, the game itself, to get everything just ready before it does it's cleaning. The cleaning code is a couple years old and is as small as I can get it, should have no troubles using it. Plus the menu itself will cause a re-clean if you open it and hit Done (there is a shout for that).
GuruSR.
GuruSR.