0 of 0

File information

Last updated

Original upload

Created by

Argonil - DarthVitrial - FelesNoctis

Uploaded by

Argonil

Virus scan

Safe to use

40 comments

  1. Argonil
    Argonil
    • premium
    • 264 kudos
    Locked
    Sticky
    This mod has been integrated into powerofthree's tweaks with an engine-level implementation, thus superseding it. It is recommended that you use that mod instead.
  2. Gonther06
    Gonther06
    • member
    • 0 kudos
    hello, i got  powerofthree's tweaks in my load order, but the problem persist...
    1. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      If you have his tweaks, you should comment on that page first for help. His implementation is handled differently due to being inside a DLL, so the troubleshooting would also be different.

      If you can't resolve it on his end (basic troubleshooting is to check the INI to make sure it's active in the first place), then you can disable it entirely on his end and try our scripted version.

      It's very possible you have a mod that's trying to change the jumping bonus in an incorrect way, and it's conflicting. But first, basic steps are to ask on PO3's page.
  3. l1kv1dator
    l1kv1dator
    • member
    • 0 kudos
    Доброго времени суток, ваш мод крайней степени полезен, но есть ли возможность создать его вариант для Легендарного Издания Скайрима ?
    1. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      I'm currently adding a version on the files page that should work with Skyrim Legendary Edition. I haven't tested it myself, but scripts are the same for both games, as well as the SKSE function. Hopefully it works for you!

      (перевод)

      Сейчас я добавляю на страницу файлов версию, которая должна работать с Легендарным изданием Skyrim. Я сам её не проверял, но скрипты одинаковые для обеих игр, как и функции SKSE. Надеюсь, что оно заработает у вас!
    2. l1kv1dator
      l1kv1dator
      • member
      • 0 kudos
      Прыжки с указанными фиксами работают как надо, но встречаются с одной, по невыясненному совокупности jampingbonus, работающей параллельно как множитель урона от оружия по формуле 1 ед. = умножению на 1 modAttackDamage, и если jampingbonus = 100, то урон от атаки увеличивается в 100 раз, пока что я могу точно сказать в чем причина, возможно это проблема с наличием тех модов, которые я использую, а возможно и нет, пожалуйста, проверьте себя этот момент. 
    3. l1kv1dator
      l1kv1dator
      • member
      • 0 kudos
      В целом я разобрался, проблема была в моде UltimateCombat, в нем был перк который через квест перманентно висит на игроке, с вот таким условием (Mod Attack Damage - Multiply Actor Value Mult - Jumpingbonus = 1.00) Это множитель, а с учетом того что просто ощутимая прибавка к прыжку через любое заклинание, зачарование или способность это от 20 до 100, то это умножало урон игрока на соответственно 20-80), конечно у себя я это исправил в самом UltimateCombat (благо дело это для меня не является критичным), но Теперь Вы будете знать какого рода проблема совместимости с UltimateCombat, а с Вашим плагином все в порядке и на легендарной версии работает без проблем, даже если я создаю аналог его ресурса уже в своем глобальном моде, так как я использую высоту прыжков для своих артефактов и способностей.
    4. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      Several of us took a look and that's the conclusion we came to as well. The JumpingBonus AV is not used by anything at all in a vanilla game, so that behavior had to have come from a mod. If you're right and Ultimate Combat is responsible, the issue should definitely be reported to the author, tktk. He may not be aware that the JumpingBonus AV is being used for it's intended purpose now. Since the fix is now incorporated into powerofthree's Tweaks, a lot of people are going to have the same problem.

      (перевод)

      Некоторые из нас посмотрели и пришли к такому же выводу. JumpingBonus AV вообще ничем не используется в ванильной игре, так что такое поведение должно было исходить из мода. Если вы правы и виноват Ultimate Combat, о проблеме обязательно нужно сообщить автору, tktk. Он может не знать, что JumpingBonus AV сейчас используется по прямому назначению. Так как исправление теперь включено в powerofthree's Tweaks, многие люди столкнутся с той же проблемой.
    5. ServalKhajiit217
      ServalKhajiit217
      • member
      • 47 kudos
      So, at the end - if I using powerofthree's Tweaks, then I dont need this mod?
    6. Argonil
      Argonil
      • premium
      • 264 kudos
      Correct.
  4. l1kv1dator
    l1kv1dator
    • member
    • 0 kudos
    Good day, In the process of some testing, I found one problem, this is that any enchantment or ability that gives an increase to the jampingbonus parameter works exactly until we strike or just swing with any melee weapon, as soon as I do though if one hit with a weapon, then the jampingbonus value becomes = 1.00, I can’t understand what it is connected with, of course, the problem can be solved by deactivating the ability or removing the item with the enchantment on the jampingbonus, and then re-hitting the weapon, and re-activating the ability or equipping the enchanted perdmet , but it's rather awkward and it took me about 2 hours of testing to find out the reason for the reset, when using bows and magic, this problem is not observed.
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      This mod does not change the JumpingBonus actor value at all, it only reads the current value of JumpingBonus and then changes the GMST that controls jump height accordingly. If your JumpingBonus AV is being modified and overwritten then another mod is doing it. The author is presumably using JumpingBonus as a global value for a script. If you find which mod it is then you can tell the author to use a different actor value for his script because JumpingBonus has been fixed and is now in use.
    2. l1kv1dator
      l1kv1dator
      • member
      • 0 kudos
      Good day, I found a problem, resetting the value of the Jumpingbonus parameter during a physical attack with fists or weapons occurred due to the script (aaaUCPlayerAliasScript.pex) from the modification (ultimate combat skyrim), deleting this script from the save and folder of scripts and it was this script that solved the problem, since I already had a problem with the increase in weapon damage from the Jumpingbonus parameter due to the presence of a modification (ultimate combat skyrim), then I decided to look for the reason there, and my assumption turned out to be correct, but unfortunately I eliminate this incompatibility without prejudice to (ultimate combat skyrim) I can’t, because I don’t understand much about changing such scripts, so I just removed it from saving and my game (but the script, as far as I understand, is important in terms of the mechanics of unit abilities) and this is a temporary solution.
    3. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      This is going to be an unfortunate occasional issue with mods where the author was looking for "unused" Actor Values to utilize. Whenever found, these issues should also be reported to the offending mod's author, as doing this is generally considered bad practice, especially when undocumented, due to how it can cause all sorts of strange conflicts (even without using Jumping Bonus Fix) between other mods doing the same. Every mod should operate in an isolated environment except where absolutely necessary to function.

      Reminds me that I'm guilty of it myself, and I really need to update the mod that does so.
    4. l1kv1dator
      l1kv1dator
      • member
      • 0 kudos
      Ideally, it would be nice if you could create your own values for use, your own (Actor Value) and so there can be problems when different mods use the same value but for different purposes. In the original, as far as I remember, you can free Actor Value from weapons for your purposes (for example, by combining those from alchemy and enchantment into one block, you can do the same with hacking and theft and stealth, armor does not use such values, there only the skill itself) but if many people do this, there will be a lot of conflicts ... If you manage to make your Fix absolutely autonomous, I would only be happy.
    5. Argonil
      Argonil
      • premium
      • 264 kudos
      The drawbacks of doing something like that would outweigh the benefits. It would create many more incompatibilities than it solves. Besides, JumpingBonus has always had the potential to see its purpose fulfilled one day. There are other unused actor values which are much less likely to get fixed because they don't fit into this game, they will remain out of commission. Authors should've used those instead, the risk was always there.

      The ideal course of action is for the few affected mods to utilize a different AV. It's a really easy and fast fix. I did the same in my own mod.
  5. Paarthurinax
    Paarthurinax
    • premium
    • 0 kudos
    This mod fixed a big issue I was having with my jump being stuck at 0, I have powerofthree's tweaks weirdly enough.

    Anyways thank you for this mod! It's helped me!
    1. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      If you noticed the issue despite having PO3's tweaks, I would report that over there if you haven't already. In theory the implementation should be the same, other than code language differences.

      That being said, having both at the same time shouldn't cause any problems as far as I'm aware, so glad to hear it helped your problem!
  6. StressmanFIN
    StressmanFIN
    • member
    • 0 kudos
    I saw nothing on the listed compatibilities.
    How does this play with Jump Behavior Overhaul?

    https://www.nexusmods.com/skyrimspecialedition/mods/36889
    1. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      JBO is an animation mod. This properly implements jump height bonuses. They should work just fine together.

      ----------

      There are no listed compatibilities because what we're doing here is something that should have been implemented by Bethesda itself (but for some reason wasn't). Every mod that attempts to implement jump height bonuses using the GMST (the only way to actually make a functional change originally) would inherently conflict with every other mod trying to do the same thing, and often in disastrous ways.

      We're doing our best to correct an engine issue, and you may see this fix integrated into an SKSE bugfix mod in the future.

      Basically:
      - Jumping Bonus Fix makes the proper Actor Value do its job, by force
      - Any mod that used the old GMST changing method will break with JBF installed, without exception. 
      - Mods that use the Actor Value to grant these bonuses will work together just fine, unlike before with the GMST method.

      You can safely assume every mod that modifies jump height in some fashion is broken unless they state otherwise regarding this fix. It's not their fault, Bethesda just didn't give them much of an option.

      If you find any mods break when they should add jump bonuses (they probably just won't do anything), please report the issue to both us and the mod author so we can get in contact with them. 
    2. StressmanFIN
      StressmanFIN
      • member
      • 0 kudos
      Ok, thank you.
  7. borkiee
    borkiee
    • premium
    • 0 kudos
    Sadly, this makes the increased Jump Height from Better Vampires when your not in the light not work, but other then that, is really nice to have.
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      Tell the author to implement it via this fix instead. Otherwise it causes bugs anyway.
    2. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      The reason that it breaks Better Vampires is a perfect example of why this fix was implemented in the first place: Two mods trying to change the same setting.

      The management of the GMST value required to modify jump height is difficult to properly control, and prone to mismanagement, especially when combined with other mods also attempting to make changes to it. This isn't the fault of the authors, just the way GMSTs are handled by the engine compared to others like Actor Values. There's much more info in the technical documentation article.

      This issue is likely to keep popping up with various mods as more people install this and notice things are breaking, and that's a good thing. We want to draw attention to the issue so it can be handled properly. Thankfully people have noticed, and we've already had an offer to implement it as an SKSE-plugin, so hopefully this will become mainstream and see more widespread acceptance in the near future.

      For now, pointing the Better Vampires author (and any other where you notice a jump bonus isn't working) to us is the best way to get the word out.
  8. qwertypol012
    qwertypol012
    • premium
    • 76 kudos
    So this mod works like a framework.
    And all mods which modify jump height through scripts need to be edited to follow this framework. Am I right?
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      Yes. See the article for more information.
  9. FelesNoctis
    FelesNoctis
    • premium
    • 121 kudos
    For anybody wondering why something like this would be necessary:

    TL;DR 
    Bethesda never fully implemented an Actor Value that they should have, and some of us have been suffering over this forgotten property. 

    -------------------------

    Spoiler:  
    Show
    Jump Height is the only ability property used by actors (the player and all NPCs) that isn't an Actor Value (AV), and is instead controlled by a Game Setting (GMST). Strangely, as this mod shows, an AV for Jump Height does exist, it was just never implemented.

    So, what does this mean?

    • Actor Values are "instance based", meaning they only exist within the confines of the current character and save-game. Their values, if changed, will be baked into your save. This behaviour also applies to script variables and properties, global values, etc. 
    • GMSTs are "session based", meaning that they exist outside the confines of the current character and save-game. If one is changed during gameplay, this change will persist through all future loads of saves, even for different characters, until the game is closed.
    • GMSTs can only be changed once, in the plugin itself, unless you have SKSE. They have no entry points or other ways of accessing them in a non-extended runtime environment.

    These two behaviours combined makes it difficult to properly manage Jump Height bonuses even from a single source, as you need to consider the bonus being applied, followed by a death or loading of a save while it's still active. A script doing so would have an Effect Start event to apply the bonus, and an Effect End event to remove it. A death is manageable, but loading a save before the End event happens means that bonus becomes permanent.

    But wait, it gets so much harder to manage Jump Height bonuses from multiple sources simultaneously. You see, properly scripted methods of doing this are going to have safeties implemented to store the initial value, the current value, etc. However, even with the most perfect implementation of directly modifying the Jump Height GMST will find itself tripped up by other effects doing the same. The safety for loading a game mind-bonus for instance. It would detect that the current jump value isn't the same as the one it recorded at game launch. Under normal circumstances, the next step here would be to reset the jump GMST back to the launch value, but wait. What if another jump bonus is running in this instance? When it ends, it'll reduce the jump value accordingly, but that would bring the value below the default. Chaos ensues.

    This is an issue I've been trying to fiddle with for years in one of my projects, to make it as compatible with other mods as possible, but without one centralized way to keep track of all bonuses and their values and current activity state, it was... impossible. This mod (or would it be a library?) is exactly what's needed to deal with this issue, at least until the Jump Height actor value is properly implemented at the engine level. We may never see that.
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      Thank you for explaining. Basically, this mod prevents the GMST change from persisting after loading a save, and allows multiple sources of increased jump height to work together. It's also easier to use.
    2. Bigguscrabbus
      Bigguscrabbus
      • premium
      • 3 kudos
      So this mod won't fix existing issues with jump height implementation, but it provides a way for modders to start implementing jump height changes in a better way? Is that accurate?
      Also, do you happen to know how Requiem implements jump height changes, ie in the spell feather falling? Is that implementation subject to these issues?
    3. Argonil
      Argonil
      • premium
      • 264 kudos
      Correct, it provides a method that works properly.

      Featherfalling from Requiem just reduces fall damage in the same way the vanilla perk Cushioned works. Falling damage has nothing to do with jump height, they're two separate things.
    4. Tetrol88
      Tetrol88
      • premium
      • 49 kudos
      The description is pretty complete - but what is the actual in game effect? I have a jump cheat mod that allows me three consecutive jumps (I hate getting caught behind npcs that won't move, or a small rock that a toddler could clamber over, but a single jump won't clear) and have no issues - so wondering what the restricted Game Setting actually prevents - I gather it is something to do with the Jump Height Bonuses, but then am wondering what those might be - not having encountered them (consciously)
    5. FelesNoctis
      FelesNoctis
      • premium
      • 121 kudos
      From the technical documentation:
      Mods that edit the GMST "fJumpHeightMin" directly within their plugin are fully compatible and the new base value will be taken into account by JBF, however mods that edit "fJumpHeightMin" by script will have their changes regularly overwritten by JBF's OnUpdate() maintenance.
      This allows for greatly improved compatibility between mods that change a single jump's height, as now they can properly work together instead of accidentally overwriting or breaking each other.

      It's unlikely that a mod that allows you to make three consecutive jumps will run into problems with this, that's a different mechanic entirely. What mod are you using to add the extra jumps?
  10. Wolfstorm
    Wolfstorm
    • premium
    • 27 kudos
    Hi. Do this fix requires AE, or is retro-compatible? 
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      It's compatible with all versions as long as you have SKSE.
  11. WildSlayer
    WildSlayer
    • premium
    • 12 kudos
    Sorry if it is a dumb question, but is this AE? or SE only?
    1. Argonil
      Argonil
      • premium
      • 264 kudos
      Works for both.
    2. WildSlayer
      WildSlayer
      • premium
      • 12 kudos
      great thank you