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  1. FlyingParticle
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    I've added a Troubleshooting section to the main page with some common issues that have been reported. Please check there to see if you have a similar issue before posting!

    If you have an issue, please provide as much detail as you can, and be as specific as you can.
    Ideally, include steps to reproduce the issue. The more information you can give, the more likely it is for me (or anyone else) to be able to help and/or fix the issue. Screenshots and/or video clips of the issue help a lot.
    If your issue includes a crash, use Crash Logger and include your crash log.
  2. avestboe
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    I installed Faster HDT-SMP on top of HIGGS and PLANCK and I started getting this error: "planck fatal error: did not get higgs interface, higgs is required for this mod". I don't know why. But I googled it for a solution and found a fix on this page: "https://www.reddit.com/r/skyrimmods/comments/1e4bk1l/planck_fatal_error_higgs_interface_fsmp/"

    I installed version 2.3.1 of Faster HDT-SMP instead of the newest version 2.5.0. This seems to work, at least no error is showing on start-up.
  3. avestboe
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    I experienced the same Critical error "The higgs esp exists, but is not active" a number of people have already reported and as listed in the troubleshooting section. I got it to work, and here's why it didn't at first, and how I got it to work:

    I did not have VRIK and VRIK tweaks installed - for some reason installed HIGGS first and tested it before installing VRIK. Anyway, I reproduced this error many times and couldn't figure out why. I then installed VRIK, and it still didn't work. Then installed VRIK tweaks, and now it worked - no "higgs esp exists, but is not active" error, and the game could start.

    I use OpenComposite btw, don't know if that makes a difference.
  4. Domek97
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    Is there an event for when an actor is hit by a thrown item? I'm currently porting a throwing things mod but encountering an issue where the mod uses an onhit event but can't detect what thrown item triggered the event, so if both items are thrown they both get triggered by the event, even if only one of them hit something.

    https://www.nexusmods.com/skyrimspecialedition/mods/128285
    1. FlyingParticle
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      There's no events other than the regular hit event when they get hit by a thrown object. I think right now the event will have the source form either empty or with whatever weapon you have equipped. Maybe I could make the source form be the formid of the baseform of the object that hit them? Would that help? I wonder if that could cause issues somewhere though since usually it's supposed to be a weapon.

      Edit: I see po3 also added manual hit events when the thrown object hits anything (like a wall). So I could add hit events when that occurs, would that be useful?
      I do want to keep the one where you hit an actor as the player being the cause (so the thrown object would have to be as the source form or something) so that the damage is correctly attributed to the player, not as if they were "randomly" hit by something.
    2. Domek97
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      Wow yes, the event where the thrown object hits anything would be awesome! It's a huge limitation of the VR port at the moment. Do you know if that event passes in the object that hit the wall or other object?
  5. Jayombie
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    With severed heads the heads themselves seem very heavy.

    I would like to select and pull on heads like other objects to my hand and was wondering how and if this is a selectable option in the ini to allow me to do just this with heads ?



    Thanks..

    1. FlyingParticle
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      Pulling severed heads is not an option since it's just counted as part of the body and you can't pull bodies. Maybe I could do it someday.
  6. koushkinn
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    "Thrown/dropped objects will now trigger detection events to distract enemies" thank you flyingparticule I have requested this amazing feature for quite a while and having it in game make me feel spoiled :)

    Now there is another optional gameplay feature I'd like to submit, but I think you would have done it already if it was easy:
    applying poison by bringing a poison bottle onto a weapon meshes with the opposite hand. That would be far more immersive
    1. FlyingParticle
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      If you're ok with a little less immersive, you can drink poison to apply it if you enable that in the ini
    2. koushkinn
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      Yes I know, that's the current option, guess I'll keep opening the deadly poison with my teeth and spit the venum on the blade like a true chad
  7. Domek97
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    Hey, love love LOVE the new destructible throwing feature. An awesome next step would be to apply this to potions and activate their effects on destruction! How amazing would that be??
    1. Domek97
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      So after testing I found that the destructible bottles extended mod causes heavy script lag after destroying some bottles, to the point where my game freezes for upwards of ten seconds at a time. I had to disable it. Here's hoping more options down the line are more stable
  8. KansasKid23
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    Hello, Love this mod and been using it for years. I have a question though. Recently with the mad god overhaul and the updated version of this mod it seems that random object weight was added. This means when I pick up things like fishing poles or buckets my arms get very rubbery like saints and sinners. I know this is realistic, but is there any way to remove this object weight or minimize it drastically? I saw something on the main page that mentioned it but I didn't see any numericals that we can enter that would turn it off. Thank you for any assistance.

    Edit: I scrolled down a bit and think I saw the solution given to another user. I will try this. But Thanks again for a great mod!
    1. FlyingParticle
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      It's not "random" object weight, it respects the mass/inertia of whatever you are holding because the grab is physically-based. Sometimes objects have mass/inertia that is not really representative of what it probably should be relative to other objects.
      For example the skyrim fishing rod, it has a mass of 20kg and rotation inertia of 6.6 around the 2 major axes.
      For comparison, a skyrim wooden broom has a mass of 10kg and rotation inertia of 2.3, so the fishing rod is considerably harder (3x as hard) for you to rotate vs the broom, but I think I would expect the fishing rod to be easier to rotate. But because of the physical parameters of the rigidbody of the fishing rod, it's harder.

      So this seems to me to be more of a problem with the fishing rod than the grab. The game was not designed with VR in mind so you are bound to have cases like this. One way to get around the problem is to raise the strengths of your grab until the fishing rod feels easy enough to swing around, but then odds are that everything will become too easy to move and you lose out on the immersion of feeling the weightiness of objects that are actually supposed to be heavy.
      But I feel like a better solution would be to adjust the mass/inertia of the fishing rod (and any other objects that are out of whack) to fit better with what they should feel like.
      I'm thinking I could also put a cap on the inertia of anything you grab to put a limit on how hard it can be to rotate something, but this again will have the effect of actually heavy objects not feeling heavy.
    2. voraxxx
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      Is it... is it possible to enable these physics for equipped gear? I swung unequipped weapons from the floor and the weight actually felt good, better than 1 to 1 sword flapping atleast.
  9. wwhorsewolf64
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    Does anyone has 1.4.1?
    1. FlyingParticle
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      A while ago I archived a bunch of the old files to declutter things but I just restored them all so the old versions should be available again.

      But could you tell me why you looking are for 1.4.1 specifically? That seems like a bit of an odd version to be looking for.
  10. M300
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    hi FlyingParticle, first i have to thank you for this amazing mod skyrim is unplayable without it!

    i notice that in the newer version you added weight to objects but i don't really like it so is it possible for me to disable it?
    1. FlyingParticle
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      You can adjust the strength of the grab which will make objects feel lighter. If you don't mind, I'd be curious to hear what you don't like about the way the grab behaves by default that makes you want to get rid of the weighty feeling.

      In the higgs ini, the strength of the grab for objects can be adjusted with grabConstraintLinearMaxForce.
      For NPCs, with grabConstraintLinearMaxForceActor.
    2. M300
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      thank for replying to me and for the answer.

      well for me it just feel weird, for example if i pick a shield from the floor my hand will move in a weird way while my real hand moves normally because the shield is heavy. it feels like my wrist is broken but i'm still trying to hold with it.

      that's just how i feel when i hold something heavy.

      about grabConstraintLinearMaxForce and grabConstraintLinearMaxForceActor should i increase or decrease the value for stronger grab?
    3. FlyingParticle
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      Increase for a stronger grab. The linear force is how much you can move stuff and angular force is how much you can rotate, so if you're more concerned about rotation you can also decrease grabConstraintAngularToLinearForceRatio to just make rotation easier.

      I'm not sure how else to communicate that something is heavy, some disconnect between real-life and in-game hand position/rotation is the only way really since otherwise everything will feel weightless. Not sure how to do it any other way, but perhaps it could be tuned better.
    4. M300
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      i did play around with the values and made it quite decent for myself but its still not the same as previous versions.

      thanks for all your help and for this amazing mod!😊
    5. KansasKid23
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      What ended up being the values you used and on which lines? I don't mind some resistance to picking up things but a fishing pole shouldn't bend my arms down like its made of lead. So mine is set to low (or high) I'm still a bit confused on which way to adjust my values and where.
  11. M300
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    [deleted]