New version 3.9.6 (Sept. 2, 2021) v3.9.6 SE Hotfix-(Added) MCM Slider option: Flush Record. Used for purging tagged NPC's that have been removed by a mod and are no longer in the current playthrough.
This can be installed on the current game session. They're just two scripts. Main file still required. Enjoy and Happy Gaming,
-Mush-
PS: The UI pack I'm using is called "Dear Diary", the all in one package. It's what makes the MCM and other various menu items look like paper.
Guys, I just wanted to mention this mod for a bit: SSE Display Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/34705 I would highly suggest checking that out; especially the section in the mod concerning menu fps unlocking.
Skyrim's scripts for some reason are tied to FPS, so the higher your fps, the faster and more efficient the scripts will run. That mod has an option to unlock the fps in just the menu, so you could keep the 60 fps during gameplay, go into the menu, have it unlocked to 999 fps and your MCM will load in seconds. That includes all MCM mods. Legacy of the Dragonborn MCM sections open up and show the checklist in less than 2 seconds. My mod opens and lists npcs in one click. Just something to think about because we, as modders, can't really tweak any more speed out of scripts when we're forced to rely strictly on FPS speed. 60fps for the MCM is honestly not fast enough when it comes to long check lists and quick response times.
Hey all, I wanted to give an update on a few issues that some may have been reporting. I've been working on trying to find out where and why the npc's don't populate or sometimes the menu doesn't want to acknowledge priority or get set in the correct group. I've gotten a few of those myself and the only common factor that I've found when doing my testing, is it happens if you install this mod during the initial new game setup. A couple of months I've been going over and over this and I honestly can't find out how to fix that.
The only solution I've found that seems to make the mod work as intended is to: 1.Install the mod after you start a new game, perhaps even after you get out of the initial dungeon or creation. or 2. if it's already installed, to use a script cleaner and remove all instances of the mod, then reinstall it mid-game again. (yes it will clear out any tagged npc's - it would be as if you never had the mod installed and started fresh).
If you have to use the second method, here is how:
While the mod is installed, save the game, then quit to desktop. remove the mod from your load order load up the game again and wait anywhere for 12 hours, save the game again then quit to desktop use a script cleaner - 'Fallrim Tools' to remove the orphaned scripts and instances. (Follow directions from their site to learn how to use it) save the, now cleaned, game file within the script cleaner; name it whatever you wish, just be sure to remember it. load up the game and load up the new save you just created with the cleaner, wait a few hours in game then save again and quit to desktop. install or re-add the mod back, load up the game, and continue to play. I would wait a bit and see if the mcm shows up. Once it does, the mod is all set.
I apologize for the inconvenience, but right now that seems to be the only way to not have issues. I've played and tested for a few months now using that method and I've had success. If I can figure out how to get it to function correctly upon new game startup, I'll let you know but for now, use one of the methods above please.
For anyone having the issue, even after installing mid-game, the only thing I can suggest is using method 2. I know it sucks but for now it's the only way I can think of. Full transparency here, I have no idea why it's even doing that and for me, using method 2 at least 1x during my play has always 'fixed' the issue for the rest of my gameplay. That said, it works, the mod works else I'd be having issues all the time as well, but something in the startup for Skyrim may be messing up my mod and I just can't figure out why or what is causing it.
Thanks all and happy gaming,
-Mush-
ps. As for the name of the mod, right now, the only thing I could do is to rename it in the mcm to something else. I tried looking at alternatives in changing it while in game, but that involves some undocumented odd code that I'm not able to comprehend. It's a bit out of scope for this mod anyhow. That said, I'm open to some suggestions for the name to bring it closer to the top; for example: A Tag & Track CS' Tag & Track
I'll give it 3 weeks for suggestions so please let me know. Thanks again everyone.
Mod has been updated to 3.9.5 (Previous version will no longer be supported) It's been changed to an esp-lite file. Won't add to the esp limit. Side-effect is a new game is mandatory when using this version.
Came back again to comment that this mod can be "misused" to get dumb NPCs from a roof so that they can resume their normal schedule. In my game Brynjolf managed to get up on the roof of the Bee and Barbs tavern. No idea how it happened, but he was stuck there 24h all day. I used the search NPC spell command from this mod to summon him next to me when standing on the Riften plaza. He proceeded to walk up to his stall and do his daily schedule. Nice!
Thanks again. CS Tag N Track SE works as a troubleshooting and mod testing tool.
I don't really know as I've never had it not work for me. Only thing I can think of is make sure you're running FISS that matches your skyrim version. Checking their website, FISS last updated the file in Sept. 2022, for skyrim version 1.6.640. Latest FISS. I don't know if there is another update to Skyrim as I still use the one for 1.5.97.
This reminds me that I'll need to update my description.
Happy modding and please let me know if you ever discover the issue.
Powerful mod,like a cheat mod, can do much thing.I like it.Only the MCM is not so good,If it can only use one shout , pop a menu like Cathedral Weathers and Seasons setting,set normal or group1 2 3 4 5,can move to,can summon one NPC or group,without MCM is great.
You can. That's what the priority group is for, along with the search button. Use the search button, don't type in any name and it'll just list all NPC's. Choose what you need via menu.
just an FYI from the sticky above. not sure if you're using this mod or not: This removes those loading/waiting times.
SSE Display Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/34705 I would highly suggest checking that out; especially the section in the mod concerning menu fps unlocking.
Skyrim's scripts for some reason are tied to FPS, so the higher your fps, the faster and more efficient the scripts will run. That mod has an option to unlock the fps in just the menu, so you could keep the 60 fps during gameplay, go into the menu, have it unlocked to 999 fps and your MCM will load in seconds. That includes all MCM mods. Legacy of the Dragonborn MCM sections open up and show the checklist in less than 2 seconds. My mod opens and lists npcs in one click. Just something to think about because we, as modders, can't really tweak any more speed out of scripts when we're forced to rely strictly on FPS speed. 60fps for the MCM is honestly not fast enough when it comes to long check lists and quick response times.
At an earlier version, this was giving some issues... "Hey all, I wanted to give an update on a few issues that some may have been reporting. I've been working on trying to find out where and why the npc's don't populate or sometimes the menu doesn't want to acknowledge priority or get set in the correct group. I've gotten a few of those myself and the only common factor that I've found when doing my testing, is it happens if you install this mod during the initial new game setup. A couple of months I've been going over and over this and I honestly can't find out how to fix that.
The only solution I've found that seems to make the mod work as intended is to: *Install the mod after you start a new game, perhaps even after you get out of the initial dungeon or creation."
Someone suggested to add in a delay so that the player can enable the mod when they choose. Once the player leaves the alternate starting area and chooses a path, the quest / mod works. Couldn't get it to work correctly otherwise.
187 comments
v3.9.6 SE Hotfix-(Added) MCM Slider option: Flush Record. Used for purging tagged NPC's that have been removed by a mod and are no longer in the current playthrough.
This can be installed on the current game session. They're just two scripts. Main file still required. Enjoy and Happy Gaming,
-Mush-
PS: The UI pack I'm using is called "Dear Diary", the all in one package. It's what makes the MCM and other various menu items look like paper.
I would highly suggest checking that out; especially the section in the mod concerning menu fps unlocking.
Skyrim's scripts for some reason are tied to FPS, so the higher your fps, the faster and more efficient the scripts will run. That mod has an option to unlock the fps in just the menu, so you could keep the 60 fps during gameplay, go into the menu, have it unlocked to 999 fps and your MCM will load in seconds. That includes all MCM mods. Legacy of the Dragonborn MCM sections open up and show the checklist in less than 2 seconds. My mod opens and lists npcs in one click. Just something to think about because we, as modders, can't really tweak any more speed out of scripts when we're forced to rely strictly on FPS speed. 60fps for the MCM is honestly not fast enough when it comes to long check lists and quick response times.
Hey all, I wanted to give an update on a few issues that some may have been reporting. I've been working on trying to find out where and why the npc's don't populate or sometimes the menu doesn't want to acknowledge priority or get set in the correct group. I've gotten a few of those myself and the only common factor that I've found when doing my testing, is it happens if you install this mod during the initial new game setup. A couple of months I've been going over and over this and I honestly can't find out how to fix that.
The only solution I've found that seems to make the mod work as intended is to:
1.Install the mod after you start a new game, perhaps even after you get out of the initial dungeon or creation. or
2. if it's already installed, to use a script cleaner and remove all instances of the mod, then reinstall it mid-game again. (yes it will clear out any tagged npc's - it would be as if you never had the mod installed and started fresh).
If you have to use the second method, here is how:
While the mod is installed, save the game, then quit to desktop.
remove the mod from your load order
load up the game again and wait anywhere for 12 hours, save the game again then quit to desktop
use a script cleaner - 'Fallrim Tools' to remove the orphaned scripts and instances. (Follow directions from their site to learn how to use it)
save the, now cleaned, game file within the script cleaner; name it whatever you wish, just be sure to remember it.
load up the game and load up the new save you just created with the cleaner, wait a few hours in game then save again and quit to desktop.
install or re-add the mod back, load up the game, and continue to play. I would wait a bit and see if the mcm shows up. Once it does, the mod is all set.
I apologize for the inconvenience, but right now that seems to be the only way to not have issues. I've played and tested for a few months now using that method and I've had success. If I can figure out how to get it to function correctly upon new game startup, I'll let you know but for now, use one of the methods above please.
For anyone having the issue, even after installing mid-game, the only thing I can suggest is using method 2. I know it sucks but for now it's the only way I can think of. Full transparency here, I have no idea why it's even doing that and for me, using method 2 at least 1x during my play has always 'fixed' the issue for the rest of my gameplay. That said, it works, the mod works else I'd be having issues all the time as well, but something in the startup for Skyrim may be messing up my mod and I just can't figure out why or what is causing it.
Thanks all and happy gaming,
-Mush-
ps. As for the name of the mod, right now, the only thing I could do is to rename it in the mcm to something else. I tried looking at alternatives in changing it while in game, but that involves some undocumented odd code that I'm not able to comprehend. It's a bit out of scope for this mod anyhow. That said, I'm open to some suggestions for the name to bring it closer to the top; for example:
A Tag & Track
CS' Tag & Track
I'll give it 3 weeks for suggestions so please let me know. Thanks again everyone.
Edit: Above is no longer relevant.
Mod has been updated to 3.9.5 (Previous version will no longer be supported)
It's been changed to an esp-lite file. Won't add to the esp limit. Side-effect is a new game is mandatory when using this version.
Thanks again. CS Tag N Track SE works as a troubleshooting and mod testing tool.
Endorsed.
Checking their website, FISS last updated the file in Sept. 2022, for skyrim version 1.6.640. Latest FISS. I don't know if there is another update to Skyrim as I still use the one for 1.5.97.
This reminds me that I'll need to update my description.
Happy modding and please let me know if you ever discover the issue.
SSE Display Tweaks - https://www.nexusmods.com/skyrimspecialedition/mods/34705
I would highly suggest checking that out; especially the section in the mod concerning menu fps unlocking.
Skyrim's scripts for some reason are tied to FPS, so the higher your fps, the faster and more efficient the scripts will run. That mod has an option to unlock the fps in just the menu, so you could keep the 60 fps during gameplay, go into the menu, have it unlocked to 999 fps and your MCM will load in seconds. That includes all MCM mods. Legacy of the Dragonborn MCM sections open up and show the checklist in less than 2 seconds. My mod opens and lists npcs in one click. Just something to think about because we, as modders, can't really tweak any more speed out of scripts when we're forced to rely strictly on FPS speed. 60fps for the MCM is honestly not fast enough when it comes to long check lists and quick response times.
"Hey all, I wanted to give an update on a few issues that some may have been reporting. I've been working on trying to find out where and why the npc's don't populate or sometimes the menu doesn't want to acknowledge priority or get set in the correct group. I've gotten a few of those myself and the only common factor that I've found when doing my testing, is it happens if you install this mod during the initial new game setup. A couple of months I've been going over and over this and I honestly can't find out how to fix that.
The only solution I've found that seems to make the mod work as intended is to:
*Install the mod after you start a new game, perhaps even after you get out of the initial dungeon or creation."
Someone suggested to add in a delay so that the player can enable the mod when they choose. Once the player leaves the alternate starting area and chooses a path, the quest / mod works. Couldn't get it to work correctly otherwise.