Nothing happens. Ammo is still on my back even when un-equiping bow and changing to melee. I will try to startquest AutoHideAmmo in console and report back of that works.
Don't need to apology, is good to see an example of ".no esp"...Maybe more people use it, thou is hard considering there is "skse plugins" and "skyplatform plugins (i believe these also don't use esp)" also maybe this could cover some technical part of modding not covered by the previous mentioned
SKSE has a somewhat high barrier of entry (Have to learn C++ and Skyrim specific stuff from CommonlibSSE and/or their forks). I am not very familiar with Skyrim platform, but I know that uses Typescript and has a whole framework to use over standard papyrus
I think No ESP works like SPID (Spell Perk Item Distributor), but for scripts instead of spells/perks/items!
Converting Auto Hide Ammo to use No ESP only required me changing 20 lines of code (most of which is that compatiblity check function) :)
I need this badly. When I crouch/sneak in VR, some quivers clip through my body and into my vision and is extremely annoying. Also clipping on followers and such...
If you're uninstalling the original, don't just yank the script definition, select the esp using the resaver, rightclick and select purge: This will remove the quest chageforms, the script definition and its instances. and since nothing is attached to the player directly (skyrim uses quest aliases as a script holder thus separating it from the player record) this will effectively uninstall the mod midway.
The no-ESP however is such a hack you should only do it if you want it embedded into the save semi permanently ; ya can't just yeet the players changeform.
This is a good example on why No ESP is just another step from running batch commands on a save but without the protections.
I updated the uninstallation question after seeing this myself.
I've reached out to the No ESP author to see if this is bug and/or if there is some kind of workaround for players directly. I do believe No ESP mod has good potential in other cases, especially with less significant objects.
For example, I had a simple setup that would wipe all spell tomes from the world without an ESP, and would work with all mods. The only issue I had with making that kind of mod is containers requiring a bit of a workaround to remove preplaced items (also merchant containers are wacky and seem to reset themselves when the player barters without giving me any events to know when it happen in the script).
I'm sure there can be even better and simpler uses than just that one that I may not have thought of, and if I think of something simple and useful for people I'll make it. Otherwise, you're right that attaching it to the player does embed the script in the save, which would be a big problem for uninstalling :(
While I use that one too, still this is some steps in the right direction. DL for endorsement purposes. Replicating another, Unequip on Sit w/o requiring a tag-along duplicate invis npc, which interferes with certain other mods would also be useful.
Hmm, that gave me an idea. Off to create some new keywords..
I am not sure I understand. Are you asking if that mod could be made with No ESP?
Edit: Taking a look at it, I am not sure why an NPC would be needed when I believe variables could keep track of what should and shouldn't be equipped. If you are asking me to make an No ESP version of this, I can request permission from the mod author and make such a version.
15 comments
I think No ESP works like SPID (Spell Perk Item Distributor), but for scripts instead of spells/perks/items!
Converting Auto Hide Ammo to use No ESP only required me changing 20 lines of code (most of which is that compatiblity check function) :)
This will remove the quest chageforms, the script definition and its instances. and since nothing is attached to the player directly (skyrim uses quest aliases as a script holder thus separating it from the player record) this will effectively uninstall the mod midway.
The no-ESP however is such a hack you should only do it if you want it embedded into the save semi permanently ; ya can't just yeet the players changeform.
This is a good example on why No ESP is just another step from running batch commands on a save but without the protections.
I've reached out to the No ESP author to see if this is bug and/or if there is some kind of workaround for players directly. I do believe No ESP mod has good potential in other cases, especially with less significant objects.
For example, I had a simple setup that would wipe all spell tomes from the world without an ESP, and would work with all mods. The only issue I had with making that kind of mod is containers requiring a bit of a workaround to remove preplaced items (also merchant containers are wacky and seem to reset themselves when the player barters without giving me any events to know when it happen in the script).
I'm sure there can be even better and simpler uses than just that one that I may not have thought of, and if I think of something simple and useful for people I'll make it. Otherwise, you're right that attaching it to the player does embed the script in the save, which would be a big problem for uninstalling :(
Bool Function ShouldDisplayArrow()
Return isDisabled || WornHasKeyword(WeapTypeBow) || HasExcludedAmmo()
EndFunction
to
Bool Function ShouldDisplayArrow()
and recompile the script :)Return false
EndFunction
Unequip Quiver SE
This mod also doesn't use an ESP and is an SKSE plugin so no downsides of a script
Feel free to use that over this if you like, I mostly made this to give "No .ESP" potential as well as to learn modding more.
Edit: It doesn't seem like that mod has a version for VR :(
Hmm, that gave me an idea. Off to create some new keywords..
Edit: Taking a look at it, I am not sure why an NPC would be needed when I believe variables could keep track of what should and shouldn't be equipped. If you are asking me to make an No ESP version of this, I can request permission from the mod author and make such a version.