Other compass mods get broken if INI files has =0, like not showing close floating at all. However, if I set =1 both, then use spell once game loaded everything works perfect. Is it possibly to execute this spell automatically after all mods loaded ?
As bonus, this trickery with =0 will not be needed.
I found some info: https://forums.nexusmods.com/topic/595044-tutorial-needed-add-itemspell-on-game-load/ Didn't figure, how I add all that new stuff using xedit though.
Update: this spell should be cast after each zone change + initial game load.
As workaround, I installed "autorun" mod and added this command to it:
player.equipspell 00021143 left player.cast 00021143 player left
Drawback is, I always start the game with spell equipped. Good point is, now I can keep 1's into INI file and other mods which relay on it are working.
Long story short: this is exactly what I was looking for! I'll have to make a creative mental jump for my non-magic using characters, but pretending the spell is a compass or something like that is a small price to pay for such an excellent mod.
This is both simple and game changing, clairvoyance now actually has a point. I'm surprised that nobody ever tried to make this spell useful Thank you very much!
Your mods are very nice. I downloaded a few of them, this one included. This mod is a gamechanger tbh, it should have more downloads. I think it's dumb that map markers are built into the game. Thanks for creating this.
Would it be possible to release a version that only shows and removes the floating quest markers? I am trying to get the markers visible on the map but only to show in the world when I use the spell. I tried to change the mod myself by editing the PSC file to remove the quest marker utility line but i cannot recompile it into a PEX file due to the way the iHud integration is designed (which is awesome) that causes the compile to fail.
When I change the INI to questmarkers=1, it works until i cast the spell because the script changes the INI back to 0.
Yes, I thought about making a customizeable version with a MCM, that allows you to chose what happens when you cast Clairvoyance (show floating markers, compass/map markers, the vanilla mist or any combination of the three). It would then also be possible to chose which markers are hidden by default and editing the INI files yourself is no longer necessary.
However I can't guarantee when such a version will be released. In the mean time you might want to make your modified script compile. You need to unpack the BSA of Immersive Hud and temporarily move its source files to the data folder. The script should now compile.
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However, if I set =1 both, then use spell once game loaded everything works perfect.
Is it possibly to execute this spell automatically after all mods loaded ?
As bonus, this trickery with =0 will not be needed.
I found some info: https://forums.nexusmods.com/topic/595044-tutorial-needed-add-itemspell-on-game-load/
Didn't figure, how I add all that new stuff using xedit though.
Update: this spell should be cast after each zone change + initial game load.
Good point is, now I can keep 1's into INI file and other mods which relay on it are working.
I'll have to make a creative mental jump for my non-magic using characters, but pretending the spell is a compass or something like that is a small price to pay for such an excellent mod.
Thank you very much!
When I change the INI to questmarkers=1, it works until i cast the spell because the script changes the INI back to 0.
However I can't guarantee when such a version will be released. In the mean time you might want to make your modified script compile. You need to unpack the BSA of Immersive Hud and temporarily move its source files to the data folder. The script should now compile.
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1