Skyrim Special Edition

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  1. scorrp10
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    A NOTE About updating to 1.7!!! Please Read if you have issues with it!

    I have recently migrated my install to version 1130, and apparently now my CK saves plugins as version 1.71, which is not recognized by earlier game versions.   In version 1.7.1, I changed plugin header version to 1.70 for compatibility.

    If you update to 1.7.1, and mod MCM does not appear:

    If you ever installed the "HeelsFix NFF Crash Fix"   Patch -  REMOVE it!
    If you have installed  "Heels Fix - Settings Loader"   Mod -  REMOVE it!   It will not be compatible with 1.7 
    In general, if you have ANY mod (aside from translations) that has file conflicts with Heels Fix - REMOVE it!


    If you are updating to 1.7.1 from 1.6.2 on a game in progress,  your MCM options page will likely have "Enable NPC Fixes" set to "Cloak". 
    If you have SPID installed, my suggestion is to:
    Set it to "Disable"
    Go into a different cell.
    Switch to "SPID"
    Save the game.   Load this game.   Go again to a different cell.
  2. scorrp10
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    If you are upgrading to 1.3+ from 1.2 or less for a game in-progress, please be sure to read this.

    I am doing away with separate .esp and .esl versions.    1.3 is an ESP-FE, flagged light, and will not take a slot.    Also, a new 'garbage collection' system is being added.   So please, please PLEASE, follow these steps:

    • Load your game in progress.
    • Go to Heels Fix MCM, take a note of your settings, then disable everything.
    • Move to an interior location and make a manual save.
    • Exit the game and uninstall your existing version of Heels Fix.
    • Start the game again and load last save.  It will give you warning about HeelsFix missing., that is OK
    • Make another manual save and exit game.
    • STRONGLY recommended: open you last save file in Fallrim Tools ReSaver, and use 'Remove unattached instances'
    • Install new HeelsFix.
    • Launch game, loaded the cleaned save.  You can now go to HeelsFix MCM to re-enable the corrections.  

    Version 1.7.2
    Plugin header version fixed, SPID effect management fixed, Info page in the MCM has extra options if NPC is targeted.

    Version 1.7:   SPID mode,  auto Heel Refresher, Vampire Lord bugfix.
    If you have SPID installed, make sure to pick the 'SPID' option in the 'Enable NPC Fixes'.    Otherwise pick the 'Cloak' option.    
    If you are commonly affected by RaceMenu loading issues where NPCs on heels revert to 'sunk' state, you can try using the Heel Refresh timer.    Every set number of minutes, it will cycle shoes off/on for NPCs wearing heels.    Please note that it may wreak havoc on various follower  outfit management systems.  Just leave the slider on 0 to disable.
    Transforming into a vampire lord or werewolf should reapply the correction effect on transforming back.,

    Version 1.6.2:   Fixed a scaled actor correction issue.
    Thanks to gades28 for getting it my attention so I could figure it out and fix it. Primarily affecting extremely scaled actors (below 0.75, above 1.5), the root position adjustment was applied in absolute terms, not scaled.Now fixed.

    Version 1.6.1:   Adding a Spell for use as DAR conditional.
    Actors wearing heels receive effect-less ability spell.  Spell is removed when heels are removed or NPC goes out of range.
    This Spell can be used as DAR conditional: 
        HasSpell("HeelsFix.esp" | 0x811 )

    Version 1.5.1:  RacemenuHH handling, MJF handling, Heel Refresh spell.
    If you installed Wood Chopping Block Patch, you should remove it when updating to 1.5.1!!! 
    Since people keep trying to use RacemenuHH along with HeelsFix, I added code that will actively detect and disable RacemenuHH, and clean out all its effects.   Note: in 1.5, this part had a bug that prevented mod from loading properly.   Fixed in 1.5.1

    Mu Joint Fix:  added code to detect it and provide counter-correction.    My general recommendation:
    - Data\SKSE\Plugins\MuJointFix.ini - set 'FurnitureDisable = false'
    - HeelsFix MCM:  Keep 'FurnitureDisable' checked.  Knee Correction Amount = 3.0 is good for vanilla sitting idle (knees at 90°).   Set it lower for 'sexy sit (legs stretched out) idles.

    Heel Refresh spell (Illusion type) - sold by Lucan in Riverwood, or use AddItem or console to get it.   It will help refresh an NPC footwear and correction effect without actually having to go into their inventory.  Just a convenience feature.

    Version 1.4:  Camera corrections
    With new 'Correct First Person' option checked, players view will be corrected accordingly when wearing high heels.
    The 'Correct Third Person' option similarly adjusts third person camera when wearing heels.   However, this feature is 100% incompatible with any other third person camera improvement mod.   If you use Smoothcam or Customizable Camera, just use that mod to set your camera a bit higher.

    If you use "Show Player in Menus", DO NOT install its "Heels Fix Patch" - just disable 'Correct Third Person' in Heels Fix MCM.

    Version 1.3.1: Scaling fix.   
    The 'Correct Scaling' (heel and non-heel) were just using GetScale to determine actor scaling and fix amount needed.   Problem: the Height slider in Racemenu places a direct scaling override on player root, which GetScale does not 'see'.   This update adds a NetImmerse call to obtain the root scaling override and factor it in the calculation.   Now, if you changed your player height in 'Body Scales' tab of Racemenu, Heels Fix will see it.
    On that note: that height slider in Racemenu does not play very nice with a number of other things.   I.e. none of the adult animation frameworks (Flower Girls, OStim, SexLab) handle it properly - you are going to have alignment issues.   I much prefer to use  the  Player Size Adjuster and First Person Camera Height Fix SSE .   It applies player scaling in a manner that's visible to GetScale.

    What is in 1.3:
    It is now a single ESP-FE mod.   Mo more ESP/ESL confusion.
    'Smooth frames' feature was removed.  It never worked well and added unneeded complexity to code.   If you WERE using it and liked it, please let me know.
    Added support for a bunch more furniture markers - mainly from various DLCs.
    Added a garbage collection mechanism.    How it works:

    • Whenever applying an effect to actor, it registers it in a central list.
    • Removing effect from actor unregisters it from list.    Occasionally the effect 'sticks'  and is not removed.
    • When player enters an interior location, the mod will go through list of registered effects, and kill the correction effect on any actor not in same cell.    
  3. HurrBurr3
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    Would you happen to know what would cause npcs wearing heels to fly up high into the air and make their feet spin like helicopters?
    1. HurrBurr3
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      bump
    2. auritribe
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      I am also experiencing this and would love to know.
    3. scorrp10
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      It is a problem I did observe occasionally.   Happens when a heel-wearing NPC gets up from a chair.   It is like an 'inverse ragdoll'   And afraid, just like the issue with other problems:   'swimming over shallow water', 'heels randomly sinking',  'NPC becomes impossible to target/interact with' - I have observed this happening even when Heels Fix is not even installed.    Whether this particular one has to do with Racemenu, or CBPC, or FSMP, or XP32, I can't really tell.  But the issue does not lie with Heels Fix.   I can only describe the effect of my mod:

      When an actor wears  an item tagged with "HH_OFFSET=X"  tag, the skee64.dll SKSE plugin, which comes as part of Racemenu, detects it, and lifts the actor by X.  The Heels Fix correcting effect, if present, detects this 'lift' and thus knows the actor wears heels.   But when the actor stands or walks/runs etc, Heels Fix does nothing.
      When the heel-wearing actor sits down, Heels Fix will:

      • Apply a positional transform to lower actor root by X.    (So that butt is on the chair and not floating above it)
      • Apply a rotational transform to get actor legs slightly up.    
      Depending on the type of furniture being used, different transforms can be employed  (I.e. rotate actor spine a bit when leaning on a counter)
      When the actor stands back up, all Heels Fix does is REMOVE the tranforms it has applied, and goes back to doing NOTHING.   

      On a positive note, I don't think I have observed this issue yet with Skyring AE version 1130, which is what I am currently using.  (I did not update to 1170 yet) but that could just be chance - the problem is fairly rare.
    4. HurrBurr3
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      its not rare. i can replicate the problem over and over again on a new game
    5. scorrp10
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      If you have a way to replicate, that would be helpful.   What NPC, what outfit, in what location?  (Mod links if possible)   What game version?  And are you certain it only replicates when Heels Fix is installed and enabled for NPCs?   
    6. HurrBurr3
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      597. i never said heels fix was the issue i was just asking you because you seemed intelligent 
    7. auritribe
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      Very insightful.  While I didn't think it was this mod (or Racemenu) causing the issue, any information I can obtain that will point me in the right direction to solving this is greatly appreciated.

      It only seems to happen in VR for me.  I can load this same mod library into AE and I have yet to see it happen.  It only occurs with SMP/HDT armors, and I have yet to see it occur on a physics armor that doesn't have the Heels functionality built into the foot piece.  

      Happens when NPC's are getting up from sleep, getting up from chairs, or getting off of a horse.   

      Will provide further edits later. 
    8. HurrBurr3
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      its pretty obvious that no one knows whats causing it
    9. auritribe
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      I ran my mod library through CAO (Animations, Textures, and Meshes optimization only.) and the results seem hopeful, but I think I'll need to stress test it for a week to be sure.  I will update the post if (More likely when) it fails.

      I suspect there's something in 3BA meshes that SkyrimVR doesn't like.  I could be completely wrong about this.

      Edit:  Nope.  Didn't work.  I'll figure it out someday.
    10. auritribe
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      Just wanted to add a bit more info.

      Doesn't just happen with heels.  I've seen it happen with male NPC's, but only ones wearing SMP equipment.  Only happens when changing from sitting/sleeping/crafting back to walking.  Also, animation goes back to normal if the NPC happens to sit down.  It's incredibly strange.
    11. StalkerPLFTW
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      I had this issue for a very long time with the SMP equipment in terms of heels but what seems to have fixed it for me were the following steps:
      - modifying the race menu ini skee64.ini 
      if you are running Obody NG make sure that those values are set as per below:
      bEnableBodyMorph=1 ; Default[1]
      bEnableBodyGen=0 ; Default[1]

      Those functions were introduced in the newer versions of racemenu and are not quite stable yet so they may cause crashes I would recommend to turn them off:
      bBodyMorphGPUCopy=0 ; Default[1]
      bBodyMorphRebind=0 ; Default[1]

      Doubling the morphing memory limit this is mandatory only if you are using bodymorphs such as ObodyNG for example:
      uBodyMorphMemoryLimit=512000000 ; Default[256000000]

      After that installing the FSMP with AVX 512 instructions instead of AVX or AVX 2 seems to solve the problem as the AVX 512 function calls are simply faster. In the FOMOD of FSMP select the AVX 512 option before that ensure that your CPU supports it if it doesn't then I am sorry but you will have to live with that bug until the FSMP author figures out a way to fix this issue for other AVX versions of the library.

      I additionally have turned off wind in the FSMP ini configuration file since i am running SMP wind but I don't think that it has any effect on this issue.

      Please let me know if it solved the helicopter heels rapidly spinning with the npc floating in the air issue.
    12. auritribe
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      I will mess with these for a bit and let you know.  This is a very time consuming bug to test/fix since it can either be minutes, hours, or days between seeing it happen.

      Seems hopeful, but I've said that so many times in the past two years.
  4. ritorukuin
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    character feet just sink into the ground after equipping anything. It only happen when I equip anything armor cloth pants jewel ring, etc. Equip any of those and the heels just reset the character position and the feet will sink into the ground I have the correct version of racemenu  I been trying to fix it for literally hours but still cannot fix it
    1. scorrp10
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      Yes, it is one of Racemenu glitches that I talk about in this article (near end of section III).   Basically, if the engine is busy, skee64 'skips' rendering of wearable transforms (which is what heel offset is).   For me, this glitch primarily manifests during first couple minutes after game starts, then it normalizes.   I even made a short youtube video demonstrating it.   (Don't mind the obnoxious voice-over, I was experimenting with AI voice generation)
  5. pociejas
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    With this mod every time i get to inside cell with player and/or follower/s with high heels i get CTD, happens everytime (prolly the moment mod trying to adjust height), trainwreck is throwing something about hkpConstraintInstance* (i can provide full crashlog if needed).After ctd i can play inside that cell thou if game happens to make autosave in time. Playing on vr version.
    1. scorrp10
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      This Mod is NOT trying to 'adjust height'  when switching cells.  Only thing it might be doing is clearing its effect from NPCs no longer in same cell.  Try disabling all features of this mod in MCM and see if the crashing still occurs.  If it does, then it is not this mod.  If it does nor, I suggest enabling Papyrus logging, and turning on this mod's Debug Logging.  Then attach your Papyrus log when you CTD.
    2. pociejas
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      Yep.I failed to specify, CTDs only occur when fixes are enabled.
  6. Agnot2912
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    hi there, thanks for your work!
    I have been enjoying it a lot.
    How ever, Im testing this:  https://www.nexusmods.com/skyrimspecialedition/mods/85599?tab=files
    And it seems not to be compatible... I mean, heels fix do not fix... any tip?
    1. scorrp10
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      Me and SonderBain have....  creative differences.    SonderBain likes their animation poses EXACTLY the way they are, so they make a separate version of each for high heels, to be used instead of a correcting mod.   Maybe only exception being RacemenuHH, which simply lowers the actor.   The problem with SonderBain approach is that it only works for a specific heel height.  Anything significantly shorter or taller is going to look kinda weird. 
      So, if you want to use their animation mods while using Heels Fix (Sitting, Leaning), my general recommendation is to just delete all the 'HH' versions.   That is, after installing the mod, go to Data\meshes\actors\character\animations\OpenAnimationReplacer\SDB MFSAO\and delete all subdirectories that end with _HH 
    2. Agnot2912
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      Understood. I´ll take a look on your sugestion, spacially because I prefer Heels fix over Racem HH... Thanks a lot!
  7. DarklyNightly
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    One of the best heels fix mods out there. dont let negative comments hurt you :)
  8. GaelSukijk
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    Hey, I cannot for the life of me get this mod to work. HHOffset is already on for body slide and so, but I'm still clipping through the floor. Any help would be greatly appreciated
    1. scorrp10
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      This mod is not what 'lifts' the heel-wearing character.   You need to make sure your SKSE/AddressLibrary/RaceMenu are installed and up to date and skee64.dll is there and working properly.  
      Specifically,  Documents/My Games/Skyrim Special Edition/SKSE, look for   'skee64.log'   If your PC is configured to not display 'known' extensions, it will be just called 'skee64'.    It should be timestamped with last time you ran the game and first line in it should be:

      [2024-03-31 16:41:29.188] [logger] [debug] NetImmerse Override Enabled

       Also, I am also not quite sure  if your issue is that you can't make ANY heels work, or you are failing to make specific heels work.
      If so, in the Outfit Studio it should look like this:

      And of course, after you save the project, you need to actually run BodySlide and build this project.

      Also, you might have some weird combo of mods causing this.    For example, someone was having an issue with sunk heels whenever they used 'Yamato Scabbard Remastered' mod with an SMP tassel, Mu Join Fix would sink their heels.    
    2. GaelSukijk
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      Hey, first off thanks for responding.

      Yeah Net Imemerse Override is enabled in the skee log.

      I have racemenu installed for 1.6.353 ( I know its ancient, just never bothered to upgrade as i have way too many mods). However, im not finding any skee64.dll

      So that may just be the issue.

      Gonna let you know how that goes.

      Thanks once again for clarifying what exactly "lifts" the character.
    3. GaelSukijk
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      OMG THANK YOU SO MUCH REINSTALLING RACEMENU WORKED!!!!!! IM SO HAPPY!!!!! THANK YOU!!!!
    4. scorrp10
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      Ok, great.   Cheers!
  9. Artaherzadeh
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    Should I remove RaceMenu HH? Or keep both mods?
    1. scorrp10
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      If using this mod, RacemenuHH should be removed. 
    2. maxqazwsxedc
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      I have a lot of mods that explicitly say they require racemenu HH fix, can I assume this mod as fsmp for hdtsmp, that automatically fulfills the role of racemenuHH as a dependency?
    3. scorrp10
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      There is a lot of confusion  around 'Racemenu HH Fix'  mod as a lot of armor mod creators that include high heels, think that is is what actually makes the heels 'work'.   (lift the wearer up)    Which is why they list it as a requirement.    I very strongly doubt that any mod listing RacemenuHH as requirement actually needs it  as a master.   
      So to answer your question: yes, Heels Fix provides 100% of the functionality of RacemenuHH Fix, and a lot more besides.    In fact, Heels Fix started by me taking RacemenuHH,  going into its scripts and  starting to make improvements.    I did reach out to ousnius and got his permission to use his mod as base for HeelsFix before I published.   Offered in fact to give him the mod to essentially become 'RacemenuHH 2.0', but his opinion was it should stand on its own.
  10. teyx
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    Is there a ingame slider to set the offset myself? Since recently, and I don't know what I did or installed, my, and only my character is floating above the ground when using heels.

    Edit: I should add that I mean floating above the ground when standing and that I am assuming this mod helps with that, too.
    1. scorrp10
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      When a heel-wearing actor is just standing/walking/sneaking and NOT interacting with some furniture or marker,   Heels Fix  has no effect whatsoever.    The lifting of the actor by a specific offset is done by skee64.dll  Racemenu plugin, in response to the shoes mesh file having a  special meta-tag.    If an actor 'floats' above ground while wearing heels, it can be caused by:

      • The shoes mesh (.nif) file has a too large an offset value in its meta-tag.
      • The shoes mesh is done incorrectly.    (the shoe sole must be sunk below ground level by its offset value)
      • You are using Mu Joint Fix and have been messing with its .ini file. 
      • You are using some other mod that messes with ROOT offset. 
      • You are using some custom idles that try to do their own 'correcting'
      First two are quite rare, since like 99% of mods that include heels, do them correctly.    #3 is on you, #4...    you could enable Papyrus logging and turn on debug logging in HeelsFix MCM.    This might expose the culprit.    
    2. teyx
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      Thanks! So let's see:

      1. Could be. I tried putting the correct offset value in outfit studio but that changed absolutely nothing. So that either means it didn't work or the correct value was already put in.
      2. I have no idea what this tells me, sorry.
      3. no I don't have this. I read about this in a previous comment but it didn't sound like that would fix my problem
      4. That can always be the case, sure. I checked all my active mods yesterday. Twice and three times, and the only thing I could think of would be either XP32 or FNIS. All other mods don't have or at least shouldn't interfere with anything heels related. Unless something like animation changes interfere with this. Which I doubt since I haven't changed anything in that regard for a long time.
      5. That could be, but shouldn't this then be the case for all the npcs as well? It's only the player character.

      I guess I'll activate the debugging stuff. But from what I read this is not because of your mod so I'll have to look around elsewhere.
    3. scorrp10
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      Would be helpful:    
      1. a screenshot of what it looks like for the player.
      2. a link to the mod that has the heels worn which causes 'floating'
      Are you saying that player in heels 'floats' above ground, while NPCs wearing the same exact heels, don't?
  11. azufelt00
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    Is this fully compatible with Mu Joint Fix or is it only partially compatible?

    When this mod is enabled, Mu Joint Fix no longer corrects kneeling/lying poses (character floats when wearing heels).
    1. scorrp10
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      I just did a batch of testing, and it looks like indeed, the feature of MJF that would  counter heel offset  when actor pelvis, knees or hands touched the ground. is no loner functioning.    I.e. MJF log states does detect that Pelvis is lowest, but it is as if MJF does not see that actor is on heels.

      And this behavior is the same whether HeelsFix is enabled or not.   I will repeat this again:   HF only actually does something when a heel-wearing actor interacts with a furniture or marker.    When using posers that have the actor kneel or lie down, HF does not see those, and does NOTHING.  

      Last MJF update was in July 2023 - before version 1130 release.   I suspect something got broken at that time.   This is kind of a shame since HF and MJF complemented each other quite well - HF fixing positioning when actor used a furniture or marker (during which MJF height correction was disabled) and MJF fixing actor height  when using posers.     

      Now truth be told, that feature of MJF was never truly consistent.  So for myself, I have an extended version of poser hotkeys that allows me to fine-tune posing actor position and rotation, as well as toggle heel offset off an d on as needed.    But I can't upload it without original author's permission...
  12. hansuke
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    When using with Modern Female Sitting Animation Overhaul with OAR and Sonders Keyword Distribution Resources, the angle seems to be off and is leaning too far back. Adjusting the front/back angle values don't seem to do anything and it just snaps back to the incorrect angle. 

    With Heels Fix's disabled, the angle is correct, but now the heels are sunken in the ground. 

    Is there a way to mitigate this or is it just the fault of the animation overhaul?
    1. scorrp10
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      Indeed, this mod has been created with mostly vanilla animations in mind.   The sliders are provided for when using replacement animations, but if those animations are dynamic and differ a lot between themselves, there is just no 'one fits all' model.    Papyrus in general is fairly limited in its capabilities, but on the plus side, it does not become obsolete during updates like SKSE plugins often do.   So what HeelsFix does is it takes heel height and pre-calculates the bone adjustments based on the slider values.   It is fairly simple trigonometry.    In order to be able to adapt to specific custom animations, I would have to make direct NetImmerse calls to determine position and rotation of each involved skeleton node, and then do real-time calculation and adjustment.    Mu Joint Fix does that for its knee adjustment based on the knee angle, and it does this about 20-40 times per second per NPC.   But MJF is a C++ SKSE plugin.    While I am quite proficient with C++, the whole SKSE plugin development environment is rather alien for me still.
      Speaking of sliders:   In general, when HeelsFix correcting effect detects a heel height change on an NPC, it will pre-calculate all the necessary adjustment angles.   And will keep them until another heel height change.  In other words, after changing a slider in MCM, you need to cycle heels (refresh) on an NPC for the new value to take effect.    On the player, slider changes generally should reflect right away.
    2. hansuke
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      Thanks for the detailed write up!

      I tried deleting the heel variants of the animations and it seems to have made it less wonky looking with HeelsFix, but the angle is still leaning back quite a bit. 

      For some reason, no matter how much I try to adjust the sliders, the positioning angle doesn't change at all for the player character. I'm assuming this is because of the custom animations having priority over HeelsFix.
    3. scorrp10
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      The animation idle and Heels Fix employ principally different methods, so they should not 'conflict' or 'override'.   With sliders, I am afraid, it is a little counterintuitive, since larger value on the slider actually means LESS correction.    So if you are decreasing the slider, you will end up with MORE leanback.   The explanation why it is so is because of how calculations are done.