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Nonameron

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61 comments

  1. despondent9
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    I'm not sure if you're still supporting this mod, but for some reason, the original high heels sound effect mod has been taken down. So I wanted to ask if it's compatible with other high heels sound effect mods, such as "Heel sound footstep sound replacement" and "Heels Sound - 2025 Edition"?
  2. AbsolutelySmashing
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    I thought it wasn't working and I tried everything else, turns out all I had to do was reset Footprints with it's MCM menu. So if it really isn't working for you I'd recommend trying that.
  3. UpsidedownMonkey
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    It's not working. I've built stuff in bodyslide over and over. All I get is an error message in SSEEdit:

    Could not look data in mesh. Mesh is likely in a bsa archive, or the mesh has not been built with bodyslide.
    F:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\meshes\

    This message is listed for every piece of armor in the armor set.

    I've tried applying the script to different armor sets 1 at a time. I've uninstalled everything, including Skyring, and reinstalling and still get the same error message. Bodyslide must be building stuff because it looks fine in game.

    I'm at my wits end here. It must be something I've overlooked or doing wrong. I just can't figure it out. I tried this mod last year and it worked perfectly fine. I just started to get back into the game.

    Latest Bodyslide (version 5.6.3) , latest SSEEdit (version 4.1.5f), Gog Skyrim AE (1.6.1179.0)
    1. nonameron
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      Are you launching SSEEdit from within your mod manager?
      Edit: Also, there is an actual file path to the mesh after "meshes\" in the message right? The path should match with the "Female world model" MOD3 value in the armor addon of the heels.
    2. UpsidedownMonkey
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      I'm launching SSEEdit from Vortex.

      Ryan Reos Dark Elf Blader BHUNP v4

      This armor as an example. The filepath for it is F:/Gog Galaxy/Games/Skyrim Anniversary Edition/Data/meshes/Odd/DarkElfBlader

      (I have my Gog games installed on a different drive than my Windows instillation.)

      Exact messages I'm getting (just a couple of the armor pieces as an example, but I get the same type of message in the list for every single piece of the armor)

      Could not look data in mesh. Mesh is likely in a bsa archive, or the mesh has not been built with bodyslide.
      F:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\meshes\
      00RoyalDarkElfHighHeelsAA [ARMA:FE00382B]
      00RoyalDarkElfHighHeelsADUPLICATE001 "[RyanReos] Royal Dark Elf Blader's Leg Armor" [ARMO:FE003E9A]
      [Ryan Reos] Dark Elf Blader.esp

      Could not look data in mesh. Mesh is likely in a bsa archive, or the mesh has not been built with bodyslide.
      F:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\meshes\
      00DarkElfHighHeelsAA [ARMA:FE003D68]
      00DarkElfHighHeelsA "[RyanReos] Dark Elf Blader's Leg Armor" [ARMO:FE003D75]
      [Ryan Reos] Dark Elf Blader.esp

      In the settings for Bodyslide, the Game Data Path is set F:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\ which I believe is correct.

      I must have missed a step with something somewhere, or just doing something wrong. Any help would be appreciated.

    3. UpsidedownMonkey
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      I don't think it's on my end.

      I launched Bodyslide, held ALT, clicked batch build, selected everything and said yes to delete.

      Going by the Dark Elf Blader armor I mentioned in my last post, I went to ...\Data\meshes\Odd\DarkElfBlader and there weren't all that many files there. I then rebuilt it in Bodyslide and I now had a bunch of new .nif and .tri files and such.

      Same thing for another armor set: Obi's Skimpy Demon armor. \Data\meshes\Obicnii\SkimpyDemon

      As far as I can tell, I'm doing everything right and I am building the armor correctly.

      Judging by the error message in SSEEdit, and my experiments, it seems your script is only checking the \Data\meshes folder and not any of the subfolders in there. Basically your script is expecting the mesh files to be located directly in the \meshes folder. I could be wrong about all this though.
    4. nonameron
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      The culprit seems to be the new version of SSEEdit. This is how the errors were supposed to look like.
      I tried with 4.1.5f, and the messages are missing the part after meshes\
      Looking at the armor addon records, they don't even have the "Female world model" "MOD3" value in them anymore, so the way that SSEEdit handles records has changed somehow fundamentally.
      I will need to update my script to make it work with the new version.


      Edit: The records still have "MOD3", but "Female world model" has changed into "Female biped model".
    5. nonameron
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      I updated the mod. The new version will work with both old and new versions of SSEEdit.
    6. UpsidedownMonkey
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      Oh! I checked the SSEEdit page on Nexus and saw the old version I used last year where your mod worked is still available to download. I never thought to try that old version LOL.

      Anywho, I just tested your update on the latest SSEEdit and it worked. Thank you very much for fixing it. :)
  4. Gapeagle
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    After dealing with hours trying to get heel sounds to work.

    I have to say, this was the one that finally worked. If anyone in a similar situation, please use this method. 
  5. lopoldeus
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    It's the first time I mess with xedit and I tried to run the script selecting all mods (I even selected the AE addons, not sure if it matters) but now loot won't run and the game clashes due to a cyclic interaction between heel sound.esm and a lot of my mods. Any idea what I could have done wrong? or how to fix it?
    1. nonameron
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      I might have not taken every user error into account when making this script 😂
      You should definitely not apply this to AE addons. First of all, one should never edit the original game files. That is the most basic of basics in modding. Keeping the base game files as they are helps with uninstalling mods, and it helps with conflicts between mods.

      But that's not what broke your game. I doubt AE has anything with heels (for one, heels require racemenu to work), so this script should have left them alone. Instead, what breaks your game are the mods that the heel sounds were applied to. Heel sound (and heel footprint) mod has a record that is attached to heels with this script. You attached that record to armor that are above the heel sound plugin. Them being above means that they are loaded before.
      When you try to open the game, the game starts to load plugins in order. It gets to the mod with heels, and finds a record (of heel sound) in there that it does not know how to deal with. This then crashes your game. The game doesn't even know you have a heels sound plugin before it crashes.

      What you can do to fix this, is simply moving heels sound (and heels footprint) plugin above (so that it's loaded before) all mods that you applied the heels sound to.
      If you made backups of the plugins, you can use those to figure out which plugins got the heels sounds. Or you can just move the heels sound plugin to be the highest in your load order.
      Alternatively, you can reinstall the mods that you applied the heels sound to, or you can restore the backups of plugins if you made those to fix the situation.

      What you should have done from the start, is to move the heels sound plugin to the top of your load order, and then applied this script to all the mods that are below the heels sound plugin.
    2. lopoldeus
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      Now I feel stupid. I manged to fix it by reinstalling all the affected mods (inlcuding some AE addons) but just to be sure, what I did wrong was not moving the heel sound pluging above everything else, right? for some reason it set the sons of skyrim mod as a requirement for sons of skyrim witch also did not allowed me to open Xedit (Had to resinstall sons of skyrim).

      Thanks for your help man, I'm just kind of stupid when it comes to mods.
    3. nonameron
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      Yep. You should have moved the heels sound higher, and only applied the script to mods below it.
      But still, a plugin adding itself as its own master is something that never happened to me, but looking at the script, it is totally possible that it happens. That's an obvious bug, so I fixed it.

      I just checked, but heel sound plugin is .esm, so it should always be higher than most other plugins. Did you apply the footprints effect too to the heels? That one also needs to be high in the load order.
      Otherwise, it's totally possible that you actually crashed because of the bug. But luckily that's now fixed. Thanks for the report so I could fix it
    4. lopoldeus
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      I only applied the heel sound effect, not the footprints. Also I just downloaded the new version and tried to run the script again and it gave me this error after trying to apply it to SachilFollower.esp:
      [01:32] Exception in unit Userscript line 308: [ERangeError] Range check error
      [01:33] Aborted: Applying script "[Nona] Add footprints or heels sound to heels"

      As a side note is it normal that it tries to make several mods to have USSEP as master?

      Edit: I just tried applying the script only to the mods that added exclusively outfits (so not followers with exclusive outfits or bulky mods that have outfits in them) and it worked like a charm, thanks for all the help provided to my iliterate self and thanks for the script.
    5. nonameron
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      Thanks for that report as well. I fixed the range error check. (This stuff is really easy to miss when doing scripts)
      It should totally be possible to use this script on every single mod you have at the same time (as long as they're below the master plugins).
      I made it that way, because that's the way I wanted to use it. I have a long load order, but apparently that still wasn't long enough to debug the script.

      Regarding the USSEP thing, what settings do you choose when applying this script? Also, what mod does this try to add USSEP as a master on?
      Afaik, this should only add the heels sound and footprint plugins as masters, unless you make the changes go to a new plugin.
    6. lopoldeus
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      Just downloaded th new code and tried it, got the same error but with Deep_Elf_Extra_Automatons.esp
       
      [01:27] Exception in unit Userscript line 308: [ERangeError] Range check error
      [01:27] Aborted: Applying script "[Nona] Add footprints or heels sound to heels"

      it applied both high heels.esm and USSEP.esm to summermyst, skyrim inmersive creatures (it also added BD Armor and clothes replacer.esp to this one) and sons of skyrim.

      As for settings (I'm going to assume it is the options that appear while applying the script) my stupid self was running it with both add footprints (even though I don't use it) and heel sound, runned the script again with only heel sound and it's the same result.

      I also get a lot of errors like this: Could not look data in mesh. Mesh is likely in a bsa archive, or the mesh has not been built with bodyslide.
      D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\Actors\Draugr\Character Assets\DraugrFemale.NIF
      NakedDraugrBodyAA [ARMA:00000D80]
      11XTRADACSkinDwarvenSpiderCenturionMount [ARMO:FE05180A]
      Skyrim.esm (mainly from skyrim inmersive creatures but I have two that reference skyrim.esm even though it's not selected)
    7. nonameron
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      You're really useful!
      Just fixed two other bugs on the script.
      One, which caused adding USSEP or other unnecessary mods as masters was due to the script applying changes to the mod that the user had chosen, even though that record was overridden by another mod. Now it applies the changes to the overriding mod.
      Another was a super weird quirk of pascal (the language used in the script), which made broken records in xEdit get past one fail safe I had made. That caused the Range error check.
      Now the script should work much better than before.
    8. lopoldeus
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      I'm glad you find the reports usefull, honestly I feel unlucky thought. I kept downloading new mods and broke my save so I started a new save and well since I'm already using the script I said "Why not add footprints as well?" so now I also have footprints as well in this new try, , here is another error it gave me after I applied the updated script:

      [00:00] Start: Applying script "[Nona] Add footprints or heels sound to heels"
      [Summermyst - Enchantments of Skyrim.esp] Adding master "footprints-heelsAddon.esp"
      [Dragonborn.esm] Adding master "Heels Sound.esm"
      [Unofficial Skyrim Special Edition Patch.esp] Adding master "Heels Sound.esm"
      [ccqdrsse001-survivalmode_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [ccqdrsse001-survivalmode_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [ccqdrsse001-survivalmode_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [ccbgssse025-advdsgs_English.DLSTRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [ccbgssse025-advdsgs_English.ILSTRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [ccbgssse025-advdsgs_English.STRINGS] Using encoding (from language): 1252  (ANSI - Latín I)
      [01:48] Exception in unit Userscript line 471: [Exception] File "Skyrim.esm" is not editable
      [01:48] Aborted: Applying script "[Nona] Add footprints or heels sound to heels"

      I'm not selecting Skyrim.esm nor dragonborn.esm, not even USSEP or the AE addons, not sure why they are referenced.
    9. nonameron
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      That might happen if your plugins have records with errors. Like if you plugin whose FormID starts with 23 has a new record (not an overridden one) that starts with 00 instead of 23.
      Those faulty records might be due to the earlier bugs on this script, or they might already be on the mods. Although, I guess my script is the more likely culprit.
      To find the broken records, you can select all plugins in xEdit, right click any mod, and then press check for errors. (Maybe don't select skyrim.esm. It takes forever to check and anyways has a ton of errors.) Errors from ARMO or ARMA records, with an error message "... could not be resolved", or "... was injected into ..." might cause problems like that.
      If the plugins that have errors have either heels sounds or footprints as a master, then my script is probably the cause. If my script was the cause, the proper way for you to fix the plugin is to reinstall it. And I apologize if that was the case.

      Most likely, whatever plugin you have that has faulty records, is after Summermyst if that helps finding it at all. Another way to find that specific plugin which causes that error is to just apply the script to a few mods at a time to find which plugin causes it. Then take a look at ARMO and ARMA records, and there should be the faulty records.

      If reinstalling does not fix those faulty records, one likely cause of the records is adding ESL flag without compacting FormIDs. In that case, I would give up on the mod or look at the comment section of it.

      I suggest watching this to learn more about errors.
      https://www.youtube.com/watch?v=Zr7pz4JGSEM
  6. a935175994
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    I downloaded the .pas file from github, put it in "Edit Scripts\lib", followed images in this page, but disabled "add footprints" cuz I don't have the mod. 

     Exception in unit  line -1: [EJvInterpreterError] Error in unit 'Userscript' on line 162 : Type mismatch

    what should I do?

    Alright, I just comment the line and it's working.
    1. Siang479
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      Dude, I had this problem too, how did you fix it?
    2. nonameron
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      Change
          checkHeels := ElementByIndex(GroupBySignature(FileByName('footprints-heelsAddon.esp'), 'KYWD'), 0);
      to
      //    checkHeels := ElementByIndex(GroupBySignature(FileByName('footprints-heelsAddon.esp'), 'KYWD'), 0);
      on line 162.
  7. Elektrosumo
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    great mod! wish there was a Synthesis version
    1. nonameron
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      I'm unfamiliar with Synthesis, but from a quick look at it, it simply seems like an alternate for xEdit.
      Can you explain what the benefits of Synthesis are compared to xEdit and I may even make a version for it?
      Ofc, as long as this is actually possible to recreate with Synthesis.
    2. Elektrosumo
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      Essentially its a one click version( After setup) for users.

      It doesnt require manually selecting esps and applying scripts in xEdit. Obviously that is faster than manual editing and even this already is a huge timesave.
      To be fair maybe it takes me longer than someone more used to working with xEdit. The only thing I ever used xEdit for was removing some crafting recipes and quick clean executable for DynDoLod.

      As for why its better (in my opinion):  Adding heelssound patcher and remove recipes forwards the changes to Synthesis.esp and automatically merges all edits into one esp. Now I dont know if that is the same quality and control as manual edits or xedit scripts but it works fine for me and is really fast ( 30 secs total for 250 plugin load list) I can even add AI overhaul to it

      https://github.com/TokcDK/SynHeelsSoundAdd - does everything automatically
      https://github.com/aglowinthefield/RemoveCraftingRecipes - can manually add which plugin to delete recipes from


      So TLDR Faster for me (noob user) because its a 1click solution after installation that can merge all patches into 1 esp.
      sorry for the long text and bad english :D
    3. nonameron
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      Sounds like a Synthesis version could be useful. I'll check whether they allow reading nif files for this patcher functionality later.
      For a few weeks, I'm a bit too occupied to do it.
    4. nonameron
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      I looked into making this into a Synthesis patcher. I'm going to have to disappoint you there. It doesn't seem like synthesis provides any functionality to read nif files, so it would be hard for me to find the extra data that specifies the heel offset.
    5. z4x
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      It does because heels sound patcher already exists: https://github.com/TokcDK/SynHeelsSoundAdd it doesn't have footprints option so writing another patcher just for that (or 2 in 1) still makes sense.
    6. nonameron
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      I see. Thanks for the link.
      Looking at the magic that's been done there to make handling nif files possible, it's no wonder I didn't find the NIF API.
      I might make a synthesis patcher, but that will be really far away if I ever get around to do it. I have a few other projects in line before that waiting for me to get more invested in Skyrim again.
  8. LoliKnightXardej
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    I've never once messed with scripts and barely have done jack diddly in Xedit outside of numerical changes, so I gotta ask for clarity- I have to actually know which armor mods have high heels in them? There's no way to automate that? Because I've got 200+ outfit mods, probably half of which have heels and I've got no way of really knowing which are which from ESP names alone. 
    1. nonameron
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      Wrong. This looks into the nif file and check whether the nif has extra data which makes racemenu move your character upwards. In other words, it checks whether the mesh is a heel.
      You can simply highlight all of your plugins and apply this script. The script skips every record that is not a heel. :)
    2. LoliKnightXardej
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      Ohhhh, okay. Good to know! Thanks a lot man. You're a lifesaver. 
  9. Elektrosumo
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    If you ever do get around to make a synthesis version I would recommend giving the option to rename the keyword to something the user can input.
    1. nonameron
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      I may get around to doing a Synthesis patch, but I doubt I'll add an option to rename the keyword. My implementation is way too different to do that easily, and you can work around that problem: You can use the Keyword Item Distributor to add other keywords to every armor that contains a certain keyword. So, if you patch heels with this, you can use KID to add additional keywords pretty easily.

      Basically the only downside is that that requires you to have the heel footprints plugin enabled, as the keyword comes from there. You can work around that by removing every other record from the heel footprint plugin apart from the keyword.

      Or you can just change the row 162 on the scriptcheckHeels := ElementByIndex(GroupBySignature(FileByName('footprints-heelsAddon.esp'), 'KYWD'), 0);
      Just change that plugin name, and the number 0 to something that matches your other plugin. That number is an index starting from 0, so the first keyword that a mod adds is 0, and the second keyword is 1.
  10. PuddinQuinzel
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    You need to start to think on Console players too with all the respect.
    1. nonameron
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      I have no clue about how modding on consoles works. Do you guys not have access to xEdit? If not, then what options do you have to edit esp files?
    2. PuddinQuinzel
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      Oh, no. My comment sounds like when there is a customer and the restaurant served meat that is a little burnt or very red and they complain about it.

      It's possible to download mods, but the files needs to be in .esp and we cannot edit the .esp files i guess, so that's what I use BSAopt, to convert the folders:

      • Textures

      • Meshes

      • Sounds

      • Voices

      • Scripts

      • Seq
      Into .bsa so I can use it and see if it's work or not. In other cases i can't use .ini files or the programs like SKSE, MU, SKYUI, UI, MCM, xEdit and others similar, because obviously they are made to use it in PC. I have to try to use a random ENB and see if it works.
      My Laptop is being repared with new components, so once I have it i will try to make some mods.
    3. nonameron
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      No harm done. :)
      I believe you can use xEdit even without owning Skyrim on your computer, but since the armor mods all depend on the skyrim.esm, I don't think you can edit the plugins. (Making dummy plugins might work though.)
      If you do get xEdit up and running, you can use this script to check even inside BSA files, which should help console modders.

      Still, ultimately, this is a modders resource and not a mod. If you need a mod for console, you should ask the mod authors.

      Good luck!

      Thanks for the explanation of console modding by the way.
    4. PuddinQuinzel
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      Sure, not problem.
      My PS3 is already modded with HFW - Hybrid Firmware 4.90.

      HFW - HEN
      CFW - CEX

      CFW means Custom Firmware

      I'm in phone so the options for text aren't available.
      How did I learn to do this: 
      https://www.reddit.com/r/ps3homebrew/comments/a6jex5/tutorial_how_to_add_skyrim_pc_mods_to_ps3/