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Footprints
Footprints
Footprints by jonwd7
v1.5.3 11/21/2016
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CURRENTLY IMPLEMENTED
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• All humanoid (non-creature) NPCs
• Bear, Deer, Draugr, Falmer, Foxes, Frost Atronachs, Hagravens, Horses,
Sabrecats, Skeletons, Wolves, Giants, Mammoths, Spriggans, Cows, Goats, Trolls,
Skeevers, and Werewolves.
• DLC Races: Death Hounds, Vampire Lord, Werebears, Benthic Lurkers, plus the
reskins of vanilla races.
• Particle FX
• Race-switching support for player character. Shape Shifter mods should work
fine given I have the prints implemented for the race in question.
• Ash prints and FX (Dragonborn)
• Customizable limits for number of NPCs with footprints and number of NPCs
with footprint FX.
• Custom Footprints hook for modders who want to add footprints for their
races.
New in 1.5.3
New in 1.5.2
- Resaved normal maps in linear BC7. When rushing to convert them for 1.5.1, I
inadvertently saved them all as sRGB BC7 which caused slightly incorrect lighting.
New in 1.5.1
- Replaced old texture formats that were causing crashes for some people with new
DX11 formats. Specifically, some of the _n files.
- Converted the _h DDS files to a better DX11 format.
New in 1.5
- Ported to SSE
- The optimization options from the MCM in 1.0 still remain even though the MCM was
removed for SSE. You can configure the limits for NPCs and FX via the console, as
well as turn off the system entirely (see below).
New in 1.0
- Major rewrite.
• In order to *vastly* simplify the scripts, Dawnguard and Dragonborn DLC are
now required.
• Scripts are now templated (e.g. Biped, Quadruped, Werecreature) so there are
now fewer total unique scripts in use.
• NPC Footprints and NPC Footprints with FX are now "ref counted", i.e.
tracked.
This is done so that they can be limited by the user. If you want no NPCs to
have prints at all, you set this to 0. You can also set the number of FX prints to
0 to disable particle FX. This does not apply to the player and some races like
horses.
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FAQ (Frequently Asked Questions)
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Q: "This isn't working for me."
A: The two most common issues in this case are:
• You don't have decals turned on.
• You are improperly using the console to COC from the main menu or from
the intro cutscene in a new game. This is not a proper way to test ANY mod.
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INSTALLATION
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Install the BSA and ESP to your Data folder. Activate the ESP.
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UNINSTALLATION
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** It is highly recommended you simply disable the effect via the console and not
attempt removal **
Instructions
set fp_IsFootprintsDisabled to 1
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COMMAND LINE
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To modify the NPC limit (default 50):
set fp_FootprintsNPCLimit to X
set fp_FootprintsFXLimit to X
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COMPATIBILITY
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- Certain animation replacers can break the animation events being sent, and if
you use these your player will not receive footprints. There is nothing on my
end that I can do. This mod works on the vanilla animations and skeletons, so
the fix has to be on their end.
- I have confirmed that FNIS/XPMSSE by themselves are compatible with Footprints,
but the animations you are using may not be (see above point).
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PRE-1.0 CHANGELOG
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0.1 - Initial Release
0.2 - "Brawl bug" fix, Possible fix for those receiving errors or CTDs. Please
report if this release fixes either issue for you. No new prints this release.
0.2.1 - Human prints tweaked
0.3 - Sound doubling fixed (for NPCs and most creatures), Version Control
scripting added
0.4 - Added Giants, Mammoths, Spriggans, Cows, Goats, Trolls, Skeevers, and
Werewolves. Werewolf transformations are supported for the player.
0.7 - **SKSE and Dawnguard features are OPTIONAL, if you do not have these,
the mod will disable these features automatically and seamlessly. **
> Initial boot detection support. Currently only generic and barefoot
prints. Entire subsystem is there, so I merely need to create textures.
> Initial Dawnguard support (most all races, except chauruses, Dwemer).
> Ghosts and familiars should no longer leave prints.
> Performance and stability improvements.
> Improvements to upgrade process.
0.9 - Partial rewrite, simpler code, can stop and restart on command.
- New textures for humans.
- Parallax for humans. ** Looks best with ENB, which fixes certain bugs **
- Particle Effects for humans. One for walk and one for run. More will
be added in the future.
0.99 - Dragonborn support. **Snow only** Ash material / Solstheim support will be
released in a supplemental package.
- Barefoot textures reintroduced.
- Textures redone for better realism. All textures now have the same visual
style.
- All textures now have a slight transparency to help with terrain blending.
- Special prints for Arvak, incl. Fire particle FX. The fire FX will be
optional and include a few colors in a separate package.
- Bugfix: Wards / shields no longer activate on NPCs (i.e. the "blue
swirlies")
- Bugfix: Fixed a typo which caused an error when applying spells to Daedra.
- Optimization: The script which adds footsteps effects should spend
significantly less time on Actors which already have an effect or are
unsupported.
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PERMISSIONS / LICENSING
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- Permission is NOT given to redistribute this mod in whole or in part.
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SPECIAL THANKS
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Chesko for initial brainstorming
RalphDamiani for initial test textures
eztwister for the mod idea