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  1. CatalystX9
    CatalystX9
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  2. Glisp
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    sometimes the footprints gain collision for no reason. it's very weird. not sure if the latest version fixes it or not because I just downloaded it lol
    1. abot
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      Uhm, strange, even with collision footprints should be perpendicular (and very near) to the surface normal. Unless it happens with the "smoke puffs" but those should last less than 1 second so it should not be noticeable, can you post some example screenshot showing the position of the colliding things?
    2. Glisp
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      it happens seemingly at random. if it happens again, I will try and get a screenshot.
    3. abot
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      With last version at least with landscape footprints it should never happen now as landscape footprints are now attached to the visual effects root node (where magic effects are attached) so there should be no collision at all.
      Footprints attached to meshes (e.g. statics, interactable items...) in theory could still have noticeable collision if placed at weird angles (not parallel to surface/perpendicular to surface normals).
      Reason why mesh footprints are attached to the mesh is to move/disable with the mesh if the mesh object is moved/disabled for whatever reason (e.g. from another mod/player)
  3. Arneliante
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    I love this mod, but have a question about technical part.
    May I ask: there is no limit on sum (total number) of the generated objects (aka footprints) in the cells, isn't it? It can reduce FPS in geometric progression. I tested it in Ald'ruhn square, to be sure (chose this city because there are a lot of NPCs crawling around). 1-2 minutes and it devoured almost all fps I have.
    1. abot
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      Limit at the moment is 1 in game simulated hour if you set footprints duration like this, then when you change cell all footprints in a cell you visited 1 simulated hour ago or more should be deleted.
      If you have FPS problems in a crowded place at the moment better to reduce the number of footprints generated tweaking related setting (e.g. decreasing footprints max distance from player, not generating footprints for creatures/NPCs...)
    2. Arneliante
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      Got it. Thank you for your answer!
    3. abot
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      Version 1.03 should now have more settings available to tune framerate
    4. Arneliante
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      I am sorry, Abot, but I have same results with v. 1.03. Default settings, same testing ground, Ald'ruhn: 2 minutes of real time = 1 hour of game time. Even before these two minutes pass, the fps drops to 15 in the smallest values. I have checked several times and I'm absolutely sure that the fps drop is caused by a large number of footprints.
      System, for reference, is i7-9700K, RTX 2080S + 32 RAM.
      Common sense suggests that it is reasonable to link the disappearance of footprints to time. But in the realities of the ancient engine, it doesn't seem to work ideal.
      However, I can still reduce the settings, (turn off npc footprints, for example). If only 'hero protagonist' have footprints, everything works fine - FPS loss is invisible.

      I hope this statistical information will help.
    5. abot
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      I'd try iterating halving  duration of footprints in real time seconds, then distance from player, then max total number of footprints present at the same time and see if things improve first, then disable creature/npcs
      But yes, engine is old and playing at high framerate is usually not possible unless you cut a lot of pretties
    6. Arneliante
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      I got the balance between time/number.  It's great that you added so many settings. Thank you for a wonderful mod!
  4. ActuallyUlysses
    ActuallyUlysses
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    1.03 is fantastic! 
  5. Fullapple1991
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    im using a footwear for beast races mod, is it possible to set it so beast races always make a "bare feet" footprint or would that be too much of an hassle?
    1. abot
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      Just fixed in version 1.03. If you are using a mod changing beast bodies to make them able to equip visible boots/shoes there is also an option to display the related footprints.
  6. ActuallyUlysses
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    At first it seemed gimmicky, even bugged...

    Then I realized that you intended to leave dirty footprints on interior cells. Amazing!

    Suggestion:
    I think you should consider lowering the opacity of textures, so that they will blend in better with the color of the ground. They stand out a lot on vanilla ground textures.

    However, I can see how object opacity can be used as additional feature by ie. indicating how long ago the footprint was made (high opacity, recent foot print; low opacity, old footprint).
  7. doodlum
    doodlum
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    Featured on PC Gamer https://www.pcgamer.com/finally-after-21-years-morrowind-meets-my-exacting-standards-of-realism-and-immersion-with-this-mod-that-adds-footprints/
    1. harimau93
      harimau93
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      Congrats 🤩🤩🤩
  8. Lynzula
    Lynzula
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    Didn't realize I needed this until I saw it. All your mods are amazing. Never thought I'd see a Footprints mod similar to the one made for Skyrim. 
  9. Naufragous77
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    Amazing! Would it be possible to have the footprint be a little more transparent so it blends with the ground textures?
    1. abot
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      Not easy to balance for all texture replacers as then they would be probably no more well visible in darker surfaces.
      They should be easy to tweak to your taste though as they are very simple meshes e.g. from NifSkope, e.g. you can open Data Files\Meshes\abot\fp\foot_l.nif and change the NiNode\NiTriShape\NiMaterialProperty Alpha value from 0.75 to 0.6 or similar, same for the other meshes in the folder [EDIT] or tweak the textures directly, they are in Data Files\textures\abot\fp\.
      I will see if there is a way to tweak the alpha from MWSE-Lua but no idea at the moment
    2. Naufragous77
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      Sounds good! Thanks!
  10. inpv
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    Looks really nice, but for some reason on my install it seems to disable activatable Ashfall water sources (like wells and kegs).
    1. abot
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      I installed latest Ashfall and tried with the kegs in the Seyda Neen Census Office and they seem to work for me. Also cooking  and chopping wood from trees seems to work as expected. My mod does not use activate event so the conflict could be with raycasting but at least with the horizontal raycast I think Ashfall uses for chopping wood there is no conflict as wood chopping works. No idea at the moment other than some incompatibility with Wine