Wow, it actually worked. I spent way too much time trying to figure out how to get the footprints working, but the entire time they only worked for the NPC's. Thank you, this fixed it.
My fix has everything you need to fix footprints. I only fixed footprints and optimized them, without adding anything new, because the main and only task of the fix is to fix things.
In comparison to the other, my fix: - optimize counting functions, - use existing mechanism to count footprints without doubling functionalities, - remove all unused operations/variables from scripts (more optimization), - do not have addon for kids - do not change MCM (these changes for reapply spell in MCM already exists in SPID version scripts from 3.3+)
The rest is the same.
This fix (Player Footprints Fix) is only required, if for some reason you still do not have footprints after you use my main fix. So very rare cases. And unlike my main fix, this one do not need new game/clean save so if you do not have footprints, you can install it or remove anytime.
With the original footprints mod and enb fix the footprints work as intended with boots having shoe shape and barefoot being barefoot but with the spid additions the footprints i leave are always barefoot. I was initially gonna skip this and use ultimate fix instead but I thought this would help to fix my issue. Tried it but no cigar.
And, finally, with the installation of this mod, I finally get the feedback I desperately needed from the MCM: "decals appear to be disabled." Which was also an adventure to fix, as I had to learn I have to use MO2's ini editor tool to edit this instance/profile, rather than one of the other various locations SkyrimPrefs.ini and Skyrim.ini might be saved instead.
So, thanks! Kind of a weird way to solve my problem, but I'll take it.
How would I add the correct footprints to an NPC? I'm using that really old Sabretooth sabrecat follower mod, and he just doesn't leave footprints. I imagine it's an issue with that mod, but I'm absolutely down to fix this a really lazy and incorrect way.
I don't think the notification fix works, it actually prevents the player from producing footprints. The player no longer receives the footprint spell itself (footprintsFootstepsAbilityPlayer), instead it receives the footprint spell distributing spell (footprintsAddFootstepsSpell) which does nothing unless it's cast upon an actor.
Compare footprintsPlayerScript between the original SPID for Footprints version, and your modified version: the former casts the spell on the player while the latter adds the spell to the player.
footprintsPlayerScript should not be modified, it's fine as it is. If you want to suppress notifications, you need to look at footprintsAddFootstepsScript which actually adds the footprintsFootstepsAbilityPlayer spell to the actor. Change true to false there.
No problem, glad to help :) Thanks for all your very useful little mods - many of which I'm using. And hats off for making FLM, it's a great idea and a wonderful tool.
Thx for this, hoping this is the final mod we need for Footprints to work... That's the 6th one lol (Footprints - SPID - SPID fix - Sand patch - ENB fix) '-_-
EDIT 2: Stupid bloody cooldown. Ay well, I'll endorse it soon as the hours up. This bugged me to no end how the darn footprints wouldn't work for my PC. Yet all NPCs were running around with footprints, looked outright stupid. Getting warmer on everything being A-O.K in my 800+ mod list lol! Gonna link this to a certain fella who was asking for something like this.
Can this be installed when not experiencing the 'no player foot print issue' but rather preemptively to prohibit it from happening, should it not be installed if you are not currently experiencing the issue?
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I added a fix for notifications for 3.3+, but you don't need it if notifications don't bother you.
Which one to use. This or SPID for Footprints fix - Ultimate and Child Addon? Or both?
In comparison to the other, my fix:
- optimize counting functions,
- use existing mechanism to count footprints without doubling functionalities,
- remove all unused operations/variables from scripts (more optimization),
- do not have addon for kids
- do not change MCM (these changes for reapply spell in MCM already exists in SPID version scripts from 3.3+)
The rest is the same.
This fix (Player Footprints Fix) is only required, if for some reason you still do not have footprints after you use my main fix. So very rare cases.
And unlike my main fix, this one do not need new game/clean save so if you do not have footprints, you can install it or remove anytime.
Merry Christmas and Happy New Year :)
still, thank you for this though lol
You are welcome
Is there a reason they are not packaged together?
So, thanks! Kind of a weird way to solve my problem, but I'll take it.
How would I add the correct footprints to an NPC? I'm using that really old Sabretooth sabrecat follower mod, and he just doesn't leave footprints. I imagine it's an issue with that mod, but I'm absolutely down to fix this a really lazy and incorrect way.
Compare footprintsPlayerScript between the original SPID for Footprints version, and your modified version: the former casts the spell on the player while the latter adds the spell to the player.
footprintsPlayerScript should not be modified, it's fine as it is. If you want to suppress notifications, you need to look at footprintsAddFootstepsScript which actually adds the footprintsFootstepsAbilityPlayer spell to the actor. Change true to false there.
Edit: Fixed, thank you very much
Its like never ending story.
EDIT 1: IMMEDIATE ENDORSE! JUST FIXED ME SHEET!
EDIT 2: Stupid bloody cooldown. Ay well, I'll endorse it soon as the hours up. This bugged me to no end how the darn footprints wouldn't work for my PC. Yet all NPCs were running around with footprints, looked outright stupid. Getting warmer on everything being A-O.K in my 800+ mod list lol! Gonna link this to a certain fella who was asking for something like this.
EDIT 3: Endorse done. Top fix!