Some little fixes like including missing keywords in the spells, etc.
I've updated high heels stepset for compatibility with Heels Sound 2025 Edition, this mod includes some missing sounds and also new sounds for metal surfaces. However, it will not be identical to original mod because I've fixed some things and reduced volume of some sound too loudfor my taste, but you can adapt it to your taste if you wish using SSEEdit changing atenuation value. Remember you don't need original step sounds mods to be enabled (only sound files are necessary) unless it's required by other armor mods, because AC&W framework includes its own stepset, you can create a patch for desired armors, or modify existing heels patches as explained in beginners guide.
Simply added 2 new handicap keywords, but not related to character movement.
The purpose of these 2 keywords is to identify the degree of rigidity for outfit materials, and decide if they can stretch or not due to temporary body modifications. I plan to use them to disable body expansion function included in some mods (for example, needs/survival mods that inflates character belly after eating, pregnancy mods...) when character is wearing a rigid cuirass or similar, or allow limited modification for semi-rigid items.
Update V1.59
I've reduced hooves sounds volume a bit (for running and walking sounds) because seemed to be higher than horse stepset, this has no sense because horses are supposed to be heavier and more noisy than player character, and sometimes it can be annoying depending on floor materials. No other changes are included, so, if you prefer higher volume you can use 1.58 version, or you can try to edit it to your taste changing attenuation value with SSEEdit or CK.
Thanks for your suggestion, it can be useful for mods which contains items of same type, to add keywords massively. I'm actually dealing with a similar mod by same author (Spell Perk Item Distributor), for a new update of my mod BOSSE, the purpose is to distribute NPCs features using this way instead of classical cloak effect.
I was also hinting at the vanilla patch - I use WACCF and improved closefaced helmets, so a lot of records are overwritten. From what I can gather, if using KID, that problem is totally avoided. Also, when using an ini file, it would be easy to turn off adding some keywords if the lines are grouped correctly - making them optional.
But converting from SSEEDIT to an ini file is a massive undertaking, so I understand if you're never going to make that. Also, WACCF should also have a KID variant, but that's not your problem ;)
There are tons of mods and fixes that modify vanilla items and overwrite each other (USSEP, WACCF, Closefaced helmets...), so it's impossible to create a a patch for all of them, even if you use KID and ini files, because each item requires different keywords, so you have to check each item one by one, probably it is easier and faster creating a plugin with CK than a .ini file. Obviously, I've no time for this, occasionally, I'll do patches if I have some free time, for some custom armor mods I'm using, of course with author permission, custom items don't have these issues. For vanilla items, you can try to edit Bashed patch (if you use it) to unify all these vanilla mods, adding keywords isn't difficult as you can see in the guide, or can try to ask original authors for a WACCF version, maybe they are interested, who knows.
I let GroundAura know about your mod for Object Categorization Framework, Keyword Patch Collection and FormList Patch Collection, the combination of which exists to solve the basic issue. Hopefully that means they'll get support in the future.
Maybe new keywords included in v1.57 need a little explanation.
Actually, I'm rebuilding my animations setup, so I'm testing a lot of animations mods, and I wasn't confortable with vanilla armor keywords.
If you want to play custom animations when character is wearing a heavy cuirass or maybe a light one, you can validate vanilla heavy and light armor keywords. Now, imagine you have a custom armor with a heavy and bulky model for male, but female one is light and graceful... obviously you can't distinguish both models using vanilla keywords because they are shared by both genders. Now, imagine you have a skimpy and shiny steel armor (like bikini armors, for example), since we want armor perks, we use heavy armor keyword, this will force to play same animations used for really heavy armors... This has no sense, We know that the main reason for wearing skimpy armor is for the character to feel comfortable and move freely, is not?
So, I've included new keywords to identify armors as movement restrictive or more restrictive (ClothingHandicapFemaleBodyWeak and ClothingHandicapFemaleBodyHard and correspondig male options), so now I can validate them for animations instead of vanilla ones. I've also added a keyword for heavy items carried in the back (ClothingHandicapFemaleBack or ClothingHandicapMaleBack), soit can be used with backpacks and similar, if you want to play specific animations when character is carrying a heavy load.
The vanilla patch has been updated with these new keywords if you want to try.
First, I've renamed keyword added in v1.55 to ClothingUseBodyPart, the goal of this is to make it more generic and use it with any item that should be considered as a body part, like wigs, horns, tail, wings... so we can validate it to avoid unequipping them if we use a function to undress character.
Adde 2 new keywords to identify fins (similar to hooves or claws keywords), so, we can use with water races or items like diving fins, mermaid tail... for example to play custom swimming animations.
Added a custom enchantment for waterwalking, you can add it to items like wings if you don't want to dive on water when you are using them.
Update V1.57
Added 3 new handicap keywords, mainly to help animation conditions to identify heavy items better.
Also uploaded a new version of vanilla patch updated with new keywords, and alternative version for unofficial patch, so it will not revert changes done by USSEP.
Little update to deal with wigs, recently I was experimenting with some wigs mods, and was annoyed because wigs are unequipped from characters when other mods try to unequip helmets or hats, so, I've added a keyword to identify hair items, and I can patch these mods to not remove them. Also added a material keyword for items crafted with hair.
Little update with experimental enchantment, which adds armor ranks to clothes, so characters can have some protection if they aren't wearing light or heavy armors. The purpose is to replace armor mage spells like Stoneflesh, so effect will be permanent when equipping enchanted item, and don't need to cast these spells continually. However, I'm not sure about which option is better and how to level this effect, so, suggestions about these questions are welcome:
-Body slot: Should be available for all armor parts, or a more powerful effect exclusive for a specific part. Actually I've limited it to main body armor only.
-Leveling: Actually, magic effect increases with character general level, but maybe is better to use a specific skill, however, this can reduce number of character that can take advantage. Or maybe, separated enchantments instead of a single one with leveling.
-Magnitude: I'm using same values from mage amor spells, but without including perks bonus, so probably it's insufficient, I need opinions.
-Restrictions: For now I have not added restrictions for better testing, but I can add conditions to allow magic effects only if character is not wearing armors.
This new enchantment is called AF_EnchMageArmor, you can add it to your armor mod to test, but if you aren't a modder and want to try it in game, I've included a sample item (Armored Mage Robes), you can add to player using console.
Update V1.54
Little update to increase magnitude of mage armor enchantment, so, armor rank is similar to mage armor spells with perks bonuses. The goal is to get full protection using this enchantment in a single clothes piece, so you can use other enchantments in other parts. Now, effect is applied only if character is wearing full clothes outfit. Also added support for jewelry items, who knows, maybe somebody likes to engage combat wearing a ring only...
Added 2 new handicap keywords for items that can be equipped on ears and mouth, and can prevent speaking, eating, listening, understanding... As usual, they include male and female variants, for items which have different effects for each gender, and low and high options.
While I appreciate the effort to make a guide for patching, I found out an issue with Thaumaturgy. It balances enchantments partly by limiting the types of gear an enchant can be put on in the FormID list. Say, it changes the enchant for the heavy armor skill to a reflect damage effect, and it's only available on chest, head and shield.
If this mod loads on top, it ruins Thaumaturgy's intended balance; the other way around, we loose your keywords. Either we waste a plugin slot with your mod, or we're able to gimp our entire gear set with reflection and become the ultimate Mirror Knight, let-me-laugh-while-you-attack-me-you-pitiful-morons-hyuk-hyuk-snort (bonus ridiculousness points if your armor is made of lingerie pieces).
I'm trying to patch it myself, but I'm making a mess of what gear and what slots goes where. Any chance we could get a proper compatibility patch in the future?
Edit: Derp, I just reread the part about the custom versions. :_p
I recommend to use Wrye Bash to build compatibility patch (Bashed Patch), it will merge form list changes from both mods, and for all other conflictive mods if necessary, so you don't need a patch for each one. If result is not as expected, you can edit manually Bashed patch plugin to fix issues.
Explanation: Some outfits adapted to Bodyslide, have been converted in a fast way, simply adapting them to reference body (CBBE, 3BA, TBD…) without spending time in fixing outfit shape, so, it results in a very tight outfit, that can look unrealistic in most cases. The purpose of these keywords is to inform about which fixes need each item, and third party mods can validate and apply needed morphs changes in game. Actually, I'm working in a new update for BOSSE mod with a experimental feature to detect these keywords, when an item is equipped, and apply changes to morphs presets depending on detected keywords.
For more info, read modders guide. You can see a list of available keywords, if you have suggestions for new ones, tell me.
EDIT: I forgot to add these new keywords to spell, so, I've included in 1.51 update.
41 comments
Some little fixes like including missing keywords in the spells, etc.
I've updated high heels stepset for compatibility with Heels Sound 2025 Edition, this mod includes some missing sounds and also new sounds for metal surfaces. However, it will not be identical to original mod because I've fixed some things and reduced volume of some sound too loudfor my taste, but you can adapt it to your taste if you wish using SSEEdit changing atenuation value.
Remember you don't need original step sounds mods to be enabled (only sound files are necessary) unless it's required by other armor mods, because AC&W framework includes its own stepset, you can create a patch for desired armors, or modify existing heels patches as explained in beginners guide.
Simply added 2 new handicap keywords, but not related to character movement.
The purpose of these 2 keywords is to identify the degree of rigidity for outfit materials, and decide if they can stretch or not due to temporary body modifications. I plan to use them to disable body expansion function included in some mods (for example, needs/survival mods that inflates character belly after eating, pregnancy mods...) when character is wearing a rigid cuirass or similar, or allow limited modification for semi-rigid items.
Update V1.59
I've reduced hooves sounds volume a bit (for running and walking sounds) because seemed to be higher than horse stepset, this has no sense because horses are supposed to be heavier and more noisy than player character, and sometimes it can be annoying depending on floor materials. No other changes are included, so, if you prefer higher volume you can use 1.58 version, or you can try to edit it to your taste changing attenuation value with SSEEdit or CK.
I'm actually dealing with a similar mod by same author (Spell Perk Item Distributor), for a new update of my mod BOSSE, the purpose is to distribute NPCs features using this way instead of classical cloak effect.
But converting from SSEEDIT to an ini file is a massive undertaking, so I understand if you're never going to make that. Also, WACCF should also have a KID variant, but that's not your problem ;)
For vanilla items, you can try to edit Bashed patch (if you use it) to unify all these vanilla mods, adding keywords isn't difficult as you can see in the guide, or can try to ask original authors for a WACCF version, maybe they are interested, who knows.
Actually, I'm rebuilding my animations setup, so I'm testing a lot of animations mods, and I wasn't confortable with vanilla armor keywords.
If you want to play custom animations when character is wearing a heavy cuirass or maybe a light one, you can validate vanilla heavy and light armor keywords. Now, imagine you have a custom armor with a heavy and bulky model for male, but female one is light and graceful... obviously you can't distinguish both models using vanilla keywords because they are shared by both genders.
Now, imagine you have a skimpy and shiny steel armor (like bikini armors, for example), since we want armor perks, we use heavy armor keyword, this will force to play same animations used for really heavy armors... This has no sense, We know that the main reason for wearing skimpy armor is for the character to feel comfortable and move freely, is not?
So, I've included new keywords to identify armors as movement restrictive or more restrictive (ClothingHandicapFemaleBodyWeak and ClothingHandicapFemaleBodyHard and correspondig male options), so now I can validate them for animations instead of vanilla ones. I've also added a keyword for heavy items carried in the back (ClothingHandicapFemaleBack or ClothingHandicapMaleBack), soit can be used with backpacks and similar, if you want to play specific animations when character is carrying a heavy load.
The vanilla patch has been updated with these new keywords if you want to try.
First, I've renamed keyword added in v1.55 to ClothingUseBodyPart, the goal of this is to make it more generic and use it with any item that should be considered as a body part, like wigs, horns, tail, wings... so we can validate it to avoid unequipping them if we use a function to undress character.
Adde 2 new keywords to identify fins (similar to hooves or claws keywords), so, we can use with water races or items like diving fins, mermaid tail... for example to play custom swimming animations.
Added a custom enchantment for waterwalking, you can add it to items like wings if you don't want to dive on water when you are using them.
Update V1.57
Added 3 new handicap keywords, mainly to help animation conditions to identify heavy items better.
Also uploaded a new version of vanilla patch updated with new keywords, and alternative version for unofficial patch, so it will not revert changes done by USSEP.
Little update to deal with wigs, recently I was experimenting with some wigs mods, and was annoyed because wigs are unequipped from characters when other mods try to unequip helmets or hats, so, I've added a keyword to identify hair items, and I can patch these mods to not remove them. Also added a material keyword for items crafted with hair.
Little update with experimental enchantment, which adds armor ranks to clothes, so characters can have some protection if they aren't wearing light or heavy armors. The purpose is to replace armor mage spells like Stoneflesh, so effect will be permanent when equipping enchanted item, and don't need to cast these spells continually. However, I'm not sure about which option is better and how to level this effect, so, suggestions about these questions are welcome:
-Body slot: Should be available for all armor parts, or a more powerful effect exclusive for a specific part. Actually I've limited it to main body armor only.
-Leveling: Actually, magic effect increases with character general level, but maybe is better to use a specific skill, however, this can reduce number of character that can take advantage. Or maybe, separated enchantments instead of a single one with leveling.
-Magnitude: I'm using same values from mage amor spells, but without including perks bonus, so probably it's insufficient, I need opinions.
-Restrictions: For now I have not added restrictions for better testing, but I can add conditions to allow magic effects only if character is not wearing armors.
This new enchantment is called AF_EnchMageArmor, you can add it to your armor mod to test, but if you aren't a modder and want to try it in game, I've included a sample item (Armored Mage Robes), you can add to player using console.
Update V1.54
Little update to increase magnitude of mage armor enchantment, so, armor rank is similar to mage armor spells with perks bonuses. The goal is to get full protection using this enchantment in a single clothes piece, so you can use other enchantments in other parts. Now, effect is applied only if character is wearing full clothes outfit. Also added support for jewelry items, who knows, maybe somebody likes to engage combat wearing a ring only...
Added 2 new handicap keywords for items that can be equipped on ears and mouth, and can prevent speaking, eating, listening, understanding... As usual, they include male and female variants, for items which have different effects for each gender, and low and high options.
Read guide for more info.
If this mod loads on top, it ruins Thaumaturgy's intended balance; the other way around, we loose your keywords. Either we waste a plugin slot with your mod, or we're able to gimp our entire gear set with reflection and become the ultimate Mirror Knight, let-me-laugh-while-you-attack-me-you-pitiful-morons-hyuk-hyuk-snort (bonus ridiculousness points if your armor is made of lingerie pieces).
I'm trying to patch it myself, but I'm making a mess of what gear and what slots goes where. Any chance we could get a proper compatibility patch in the future?
Edit: Derp, I just reread the part about the custom versions. :_p
Added a new set of keywords for morphs changes.
Explanation: Some outfits adapted to Bodyslide, have been converted in a fast way, simply adapting them to reference body (CBBE, 3BA, TBD…) without spending time in fixing outfit shape, so, it results in a very tight outfit, that can look unrealistic in most cases. The purpose of these keywords is to inform about which fixes need each item, and third party mods can validate and apply needed morphs changes in game.
Actually, I'm working in a new update for BOSSE mod with a experimental feature to detect these keywords, when an item is equipped, and apply changes to morphs presets depending on detected keywords.
For more info, read modders guide. You can see a list of available keywords, if you have suggestions for new ones, tell me.
EDIT: I forgot to add these new keywords to spell, so, I've included in 1.51 update.