v0.1 Sandy textures have been added to human boot and bare footprints. Creature footprints are still ash textures.. for now. v.0.5 New textures added courtesy of Vai1lyn. Creatures now have sand and mud prints. v.0.6 Added missing Elk/Deer textures and a few corrections to records v.0.7 Removed dust cloud effect from mud prints v.0.8 Less glow on dust clouds. Slightly lighter sand prints. v.0.9 Enabled mud prints on river banks and sand prints on coast beach areas with grass
No idea what you are talking about. These don't look like children's shoe prints:
Vai1lyn and I just recoloured the original prints.
You can make the prints larger yourself using an image editing program like paint.net, Photoshop etc. to suit your taste for big feet. Make sure to get Hexabit's permission before publishing on Nexus.
Hello thanks for this but do you know if this would be compatible with the spid version of footprints? https://www.nexusmods.com/skyrimspecialedition/mods/54924 thanks
I don't use the SPID version so I have not tested but It should be compatible. This mod does not touch the scripts which is what SPID changes, it just adds sand/mud prints and impact data to landscapes that match those materials.
I have the latest version of this mod and an ENB and was walking in mud near water in Morthal near the boardwalk and noticed my footprints glowing very bright. Is this area supported?
It can be difficult to impossible to balance how prints will appear as so many things affect them. All ground has materials (mud, sand, dirt etc.) that are independent of the textures that are applied. You can lay any texture on top of them and some areas have multiple materials layered, which is why prints can sometimes appear in weird places (mud prints on snow or snow prints on stone roads for example). Changes due to ENB settings also have significant impact on the visuals, especially how bright they appear.
If you can give me a screenshot of the specific area to check I can see if it is reproducible (especially without ENB active) and determine if it can be fixed or not.
*edit: I checked around Morthal but only saw some snow prints on snow/dirt combo terrain. Make sure the prints are not being added by the dynamic snow feature in Powerofthree's Tweaks as well.
Thanks, this really adds to my game. When playing with ENB the prints just tend to be a bit dark, which I solved by giving more transparency to the textures. (Still visible, but no black footprints on my pristine white resort beach.)
But the dustclouds still glow like magic flames - maybe the "BSEffectShaderProperties" may have to be toned down a bit for ENB users.
It's been a bit of a challenge balancing ENB v.s. vanilla graphics. I do most of my testing for sand on the shore north west of Winterhold just south of Ysgramor's Tomb - to me they look pretty similar and not too dark in that area with ENB or without (using Silent Horizons ENB with Obsidian weathers). edit: example: Tried to paste an image here but it is breaking the post somehow: https://i.imgur.com/Mg1TEgS.png
Which beach are you referring to? Some (like GomaPeroLand) have the sand Landscape Texture set as MaterialAsh, so it's using the ash prints, not these sand prints. I made a patch to set the GomaPero beach sand to MaterialSand but I think it looks no better, maybe worse, so I haven't bothered releasing it.
Dustclouds: The sand prints are still using the ash meshes for spray/cloud effect, thought I have been working on that. I was testing color changes in BSEffectShaderProperties (there are at least 4 instances in each mesh) but when editing the Emissive colors, it seems to make no visible difference. Have another idea about how to fix this (replacing Grayscale Texture gradsteamthick_brown.dds with a lighter image). If this works it will be in the next update.
This time I'm using Project Rainforest, so most beaches in Skyrim are light orange-red. My own test/house-cell is a tropical Havenbag variation with altered dungeon tilesets using that afromentioned coral-sand texture. They produce nice footprints after setting HavokMaterial to sand, but naturally there is to much contrast with footprints that were made for vanilla-ish sand. Therefore the increased transparency, which looks good in my game but is surely to subtle for vanilla sand.
The only real problem for me (up to now) are the ENB ComplexParticleLights, which let the dustclouds glow like torchbugs. (just send a pic to show the effect - not so bad in the sun, but in shadow there are glowdustclouds)
But anyways this is a really nice addition to the Tamriel Experience.
Ah okay, that explains it. You should publish your sand patch for Project Rainforest.
Kinda heavily into Chanterelle (new play through), Midwood Isle (longstanding play through), this mod and wrapping my head around SMP xml editing to start messing with large scale changes like Project Rainforest right now. Maybe sometime soon, definitely like the idea.
Once I figure out how the particle spray/dust cloud functions (lightening the image didn't seem to have any perceptible effect either), I will update with some less intense dust effects, they bug me too!
*edit: apparently I was on the right track with the dust cloud spray being related to the gradsteamthick*.dds files, I just didn't know how to properly work with alpha channels in photoshop and Nvidia Texture Tools was giving me grief not saving alpha channels properly, which is weird because it worked fine on my old Windows 7 PC. Switched to the Intel DDS plugin, not as good a quality of output but at least they work.
Since updating from v0.1 to v0.6, I've been kicking up dust on dirt floors inside of buildings, as well as along muddy shorelines and even in the very shallow water of lakes. Curiously, I'm not leaving any footprints on these surfaces, but even if I were, I find the dust to be out of place and intrusive. Is this a feature or bug? If the former, is there a way to remove the dust cloud effect for dirt/mud surfaces via SSEedit?
I've noticed this too since adding mud, but then sand is more scarce so I may have missed it earlier.
The missing prints with dust cloud might have something to do with how materials/textures are layered and/or used in unexpected places, like on a very short section of stone road I have seen this and on some grass/moss texture areas, usually just a very small portion of it. The meshes in question were all from some landscape mods - console says last modified by Dyndolod in each case. If I test the same places with no mods active except Footprints and requirements it doesn't happen.
Any suggestions for areas to look for this effect with just vanilla landscape?
Removing dust effect: Unpack the meshes from the BSA and have a look at footprintshumanashwalk.nif or similar if you are curious about how the effect is applied. Some voodoo going on there I am still trying to understand but removing the reference to the nifs under Impact (footprintsFSTMudLStrafeLImpact for example) in SSEdit should stop the dust effect. It's only applied to humans and horses for mud and sand.
Thanks for the reply. I witnessed the dust clouds around the cooking spit in the Bannered Mare, and on the shoreline/shallow water of Lake Honrich right outside both the north and south gates of Riften. Of course, my game is stuffed with texture and mesh replacers, so don't know how helpful that info will be.
I'm happy just rolling back to v0.1 for now, since I really just wanted sand prints and wasn't getting any mud footprints anyway. But I'll track to see if you are able to sort the mud dust voodoo.
Tested this in Bannered Mare kitchen, there are still prints but no dust clouds in version 0.7. Please let me know if you see anything strange going on :)
I didn't realize people are still having these types of problems with footprints, I've been lucky I guess and I mod the hell out of my games. Never had issues on LE either.
I don't see why it would not be compatible, it changes quest and spell records, this mod adds textures.
102 comments
v0.1 Sandy textures have been added to human boot and bare footprints. Creature footprints are still ash textures.. for now.
v.0.5 New textures added courtesy of Vai1lyn. Creatures now have sand and mud prints.
v.0.6 Added missing Elk/Deer textures and a few corrections to records
v.0.7 Removed dust cloud effect from mud prints
v.0.8 Less glow on dust clouds. Slightly lighter sand prints.
v.0.9 Enabled mud prints on river banks and sand prints on coast beach areas with grass
Vai1lyn and I just recoloured the original prints.
You can make the prints larger yourself using an image editing program like paint.net, Photoshop etc. to suit your taste for big feet.
Make sure to get Hexabit's permission before publishing on Nexus.
If you can give me a screenshot of the specific area to check I can see if it is reproducible (especially without ENB active) and determine if it can be fixed or not.
*edit: I checked around Morthal but only saw some snow prints on snow/dirt combo terrain. Make sure the prints are not being added by the dynamic snow feature in Powerofthree's Tweaks as well.
Took me awhile to figure out that this required changing the materials used in landscape textures for a few records.
I don't know the reason but if I switch from version 0.7 to version 0.8, the game crashes systematically when loading my savegame.
I ran into this once when updating an earlier version. Making changes to ESL flagged plugins seems to be a bit unpredictable.
When playing with ENB the prints just tend to be a bit dark, which I solved by giving more transparency to the textures.
(Still visible, but no black footprints on my pristine white resort beach.)
But the dustclouds still glow like magic flames - maybe the "BSEffectShaderProperties" may have to be toned down a bit for ENB users.
It's been a bit of a challenge balancing ENB v.s. vanilla graphics. I do most of my testing for sand on the shore north west of Winterhold just south of Ysgramor's Tomb - to me they look pretty similar and not too dark in that area with ENB or without (using Silent Horizons ENB with Obsidian weathers).
edit: example:
Tried to paste an image here but it is breaking the post somehow: https://i.imgur.com/Mg1TEgS.png
Which beach are you referring to? Some (like GomaPeroLand) have the sand Landscape Texture set as MaterialAsh, so it's using the ash prints, not these sand prints. I made a patch to set the GomaPero beach sand to MaterialSand but I think it looks no better, maybe worse, so I haven't bothered releasing it.
Dustclouds: The sand prints are still using the ash meshes for spray/cloud effect, thought I have been working on that. I was testing color changes in BSEffectShaderProperties (there are at least 4 instances in each mesh) but when editing the Emissive colors, it seems to make no visible difference. Have another idea about how to fix this (replacing Grayscale Texture gradsteamthick_brown.dds with a lighter image). If this works it will be in the next update.
The only real problem for me (up to now) are the ENB ComplexParticleLights, which let the dustclouds glow like torchbugs.
(just send a pic to show the effect - not so bad in the sun, but in shadow there are glowdustclouds)
But anyways this is a really nice addition to the Tamriel Experience.
Kinda heavily into Chanterelle (new play through), Midwood Isle (longstanding play through), this mod and wrapping my head around SMP xml editing to start messing with large scale changes like Project Rainforest right now. Maybe sometime soon, definitely like the idea.
Once I figure out how the particle spray/dust cloud functions
(lightening the image didn't seem to have any perceptible effect either), I will update with some less intense dust effects, they bug me too!*edit: apparently I was on the right track with the dust cloud spray being related to the gradsteamthick*.dds files, I just didn't know how to properly work with alpha channels in photoshop and Nvidia Texture Tools was giving me grief not saving alpha channels properly, which is weird because it worked fine on my old Windows 7 PC. Switched to the Intel DDS plugin, not as good a quality of output but at least they work.
Thanks!!
The missing prints with dust cloud might have something to do with how materials/textures are layered and/or used in unexpected places, like on a very short section of stone road I have seen this and on some grass/moss texture areas, usually just a very small portion of it. The meshes in question were all from some landscape mods - console says last modified by Dyndolod in each case. If I test the same places with no mods active except Footprints and requirements it doesn't happen.
Any suggestions for areas to look for this effect with just vanilla landscape?
Removing dust effect: Unpack the meshes from the BSA and have a look at footprintshumanashwalk.nif or similar if you are curious about how the effect is applied. Some voodoo going on there I am still trying to understand but removing the reference to the nifs under Impact (footprintsFSTMudLStrafeLImpact for example) in SSEdit should stop the dust effect. It's only applied to humans and horses for mud and sand.
I'm happy just rolling back to v0.1 for now, since I really just wanted sand prints and wasn't getting any mud footprints anyway. But I'll track to see if you are able to sort the mud dust voodoo.
You might find the sand textures from v.06 (Vai1lyn's work) are a bit better, but with mods, ENB etc. everybody will have somewhat different results.
I am going to try removing the dust clouds from Mud as it doesn't make much sense having those, thanks for the suggestion.
I don't see why it would not be compatible, it changes quest and spell records, this mod adds textures.