I don't understand why but this mod is completely broken for me. I've been able to use it in the past just fine but for some reason when I install it now the MCM is blank and immediately resets any changes I make to the settings, any ideas?
Not quite so. I've got Skyrim SE v. 1.5.97, and when only interface and engine mods are installed - carefully checked that they are "for SE" or "for SE and AE whatever") - Snotgurg's HUD works OK and everything's cozy, THEN I re-install my modlist one-by-one, and this corrupt Snotgurg MCM and the issue itself - no Snotgurg HUD showing up - occurs somewhere when installing ability modifications (like Predator Vision) and body mods (like BOSSE). I did not yet nail it down, but I'm working on the matter. Too many mods...
Are you using Simply Knock and if so, have you tried to load this mod before PapyrusUtil SE in your mod list? Someone reported a similar issue in the Bugs section.
Make sure that PapyrusUtil version matches with your Skyrim version and it should be working just fine, i had the same problem until i installed the right PapyrusUtil version for my Skyrim version (1.6.353.0)
I only use it for the on screen information - have left the MCM untouched, no interest in the other stuff - it works perfectly for that much anyway compacted and flagged esl - Skyrim 1.5.97 btw
I used to use it like this too, but I'm not sure what happened. The last time I reinstalled the game it somehow broke (yes, PapyrusUtil is installed). The MCM menu's options are all blank and no UI shows up. A shame.
EDIT: Never mind, I found out it was conflicting with Simply Knock (loading Simply Knock above PapyrusUtils fixes it).
if you have issues like the mod showing fist-fist for any equipments equipped on a fresh save, all you need to do is do a quick save then quick load (press f5 then f9) to reload the game, this would fix the issue
The issue is related to the player reference not loading correctly on a new game. Since the player reference gets reset on reload, reloading your save ends up fixing the problem.
I ended up modifying the main script and adding a property to it and setting that to the player. It ends up fixing the problem. I also created an MCM Helper menu and auto settings loader MCM as well.
I like this version of the equipped items and powers displayed over constantly keeping other widgets at 100% uptime (like iEquip and Elden Equip) as it is less intrusive.
Most of those Hud mods only have 1 cycler for each hand, and I like to mix magic styles. You can map different keys to this mod as well as your equipment hud mod of choice. So I have a left hand cycler for 3 different types of spells. One for support magic, one for offensive magic, and one for utility magic.
That above statement applies to powers, too. When you have 500+ mods, you want some powers to just be out of combat and don't want to clutter your in-combat abilities with extra powers to cycle through. This mod remedies that.
On top of how light this mod actually is, it's a great addition to mod setups even if there are "better" alternatives. Since this mod works entirely independently, it is symbiotic with your load order. 11/10, still one of the best mods we have.
I assume there's no possibility to derivate a redux mod from this, which only purpose would be to display the left hand/ right hand's content at the bottom of the screen?
If you are still using PapyrusUtil SE, make sure to replace it with the AE version (in the same section as the SE download.) This should correct it, however I did have to start a new game for the HUD to show up. This may not be the case for you.
226 comments
I've got Skyrim SE v. 1.5.97, and when only interface and engine mods are installed - carefully checked that they are "for SE" or "for SE and AE whatever") - Snotgurg's HUD works OK and everything's cozy,
THEN
I re-install my modlist one-by-one,
and this corrupt Snotgurg MCM and the issue itself - no Snotgurg HUD showing up - occurs somewhere when installing ability modifications (like Predator Vision) and body mods (like BOSSE).
I did not yet nail it down, but I'm working on the matter. Too many mods...
Note: upon starting a fresh game the UI is bugged and doesnt update when switching weapons, saving and loading once fixes it forever
update: I am now learning how to compile papyrus scripts god damnit
update 2: i give up can i just have the source files please
EDIT: Never mind, I found out it was conflicting with Simply Knock (loading Simply Knock above PapyrusUtils fixes it).
I ended up modifying the main script and adding a property to it and setting that to the player. It ends up fixing the problem. I also created an MCM Helper menu and auto settings loader MCM as well.
I just want to make sure before I install it
I like this version of the equipped items and powers displayed over constantly keeping other widgets at 100% uptime (like iEquip and Elden Equip) as it is less intrusive.
Most of those Hud mods only have 1 cycler for each hand, and I like to mix magic styles. You can map different keys to this mod as well as your equipment hud mod of choice. So I have a left hand cycler for 3 different types of spells. One for support magic, one for offensive magic, and one for utility magic.
That above statement applies to powers, too. When you have 500+ mods, you want some powers to just be out of combat and don't want to clutter your in-combat abilities with extra powers to cycle through. This mod remedies that.
On top of how light this mod actually is, it's a great addition to mod setups even if there are "better" alternatives. Since this mod works entirely independently, it is symbiotic with your load order. 11/10, still one of the best mods we have.
which only purpose would be to display the left hand/ right hand's content at the bottom of the screen?
Looks like awesome mod, which I have to pass now.