If you are upgrading to 1.3+ from 1.2 or less for a game in-progress, please be sure to read this.
I am doing away with separate .esp and .esl versions. 1.3 is an ESP-FE, flagged light, and will not take a slot. Also, a new 'garbage collection' system is being added. So please, please PLEASE, follow these steps:
Load your game in progress.
Go to Heels Fix MCM, take a note of your settings, then disable everything.
Move to an interior location and make a manual save.
Exit the game and uninstall your existing version of Heels Fix.
Start the game again and load last save. It will give you warning about HeelsFix missing., that is OK
Make another manual save and exit game.
STRONGLY recommended: open you last save file in Fallrim Tools ReSaver, and use 'Remove unattached instances'
Install new HeelsFix.
Launch game, loaded the cleaned save. You can now go to HeelsFix MCM to re-enable the corrections.
Version 1.9 Making any changes in the MCM will save the settings to an external file, which will be loaded upon game start. This means there is no longer a need to reconfigure the MCM for a new game. This makes mods like MCM Settings Loader obsolete (its current version was NOT compatible with latest Heels Fix in any case) Make sure you have PapyrusUtil SE installed (or its LE equivalent if using this mod with LE) Localization: This mod has now been properly localized via Strings using xTranslator utility. I have included translations from the following mods (they were not compatible with latest HeelsFix anyway as they were overriding the .esp) WARNING - do not actually install these mods, I am listing them here to give credit. HeelsFix - Castellano - Spanish by supercento HeelsFix - Chinese translation ny Hmzek
If anyone would like to create another translation mod: DO NOT override the .esp or any of the scripts. It is a bad idea. Your translation should only contain: interface/translations/heelsfix_{language}.txt strings/HeelsFix_{language}.DLSTRINGS strings/HeelsFix_{language}.ILSTRINGS strings/HeelsFix_{language}.STRINGS
Version 1.8 Script changes only, should be safe to update for a game in progress. Adds 'List Root Overrides' and 'Clear Root Overrides' options on the Info page of the MCM. The page itself will now target player if no NPC is currently targeted.
Version 1.7.2 Plugin header version fixed, SPID effect management fixed, Info page in the MCM has extra options if NPC is targeted.
Version 1.7: SPID mode, auto Heel Refresher, Vampire Lord bugfix. If you have SPID installed, make sure to pick the 'SPID' option in the 'Enable NPC Fixes'. Otherwise pick the 'Cloak' option. If you are commonly affected by RaceMenu loading issues where NPCs on heels revert to 'sunk' state, you can try using the Heel Refresh timer. Every set number of minutes, it will cycle shoes off/on for NPCs wearing heels. Please note that it may wreak havoc on various follower outfit management systems. Just leave the slider on 0 to disable. Transforming into a vampire lord or werewolf should reapply the correction effect on transforming back.,
Version 1.6.2: Fixed a scaled actor correction issue. Thanks to gades28 for getting it my attention so I could figure it out and fix it. Primarily affecting extremely scaled actors (below 0.75, above 1.5), the root position adjustment was applied in absolute terms, not scaled.Now fixed.
Version 1.6.1: Adding a Spell for use as DAR conditional. Actors wearing heels receive effect-less ability spell. Spell is removed when heels are removed or NPC goes out of range. This Spell can be used as DAR conditional: HasSpell("HeelsFix.esp" | 0x811 )
Version 1.5.1: RacemenuHH handling, MJF handling, Heel Refresh spell. If you installed Wood Chopping Block Patch, you should remove it when updating to 1.5.1!!! Since people keep trying to use RacemenuHH along with HeelsFix, I added code that will actively detect and disable RacemenuHH, and clean out all its effects. Note: in 1.5, this part had a bug that prevented mod from loading properly. Fixed in 1.5.1
Mu Joint Fix: added code to detect it and provide counter-correction. My general recommendation: - Data\SKSE\Plugins\MuJointFix.ini - set 'FurnitureDisable = false' - HeelsFix MCM: Keep 'FurnitureDisable' checked. Knee Correction Amount = 3.0 is good for vanilla sitting idle (knees at 90°). Set it lower for 'sexy sit (legs stretched out) idles.
Heel Refresh spell (Illusion type) - sold by Lucan in Riverwood, or use AddItem or console to get it. It will help refresh an NPC footwear and correction effect without actually having to go into their inventory. Just a convenience feature.
Version 1.4: Camera corrections With new 'Correct First Person' option checked, players view will be corrected accordingly when wearing high heels. The 'Correct Third Person' option similarly adjusts third person camera when wearing heels. However, this feature is 100% incompatible with any other third person camera improvement mod. If you use Smoothcam or Customizable Camera, just use that mod to set your camera a bit higher.
If you use "Show Player in Menus", DO NOT install its "Heels Fix Patch" - just disable 'Correct Third Person' in Heels Fix MCM.
Version 1.3.1: Scaling fix. The 'Correct Scaling' (heel and non-heel) were just using GetScale to determine actor scaling and fix amount needed. Problem: the Height slider in Racemenu places a direct scaling override on player root, which GetScale does not 'see'. This update adds a NetImmerse call to obtain the root scaling override and factor it in the calculation. Now, if you changed your player height in 'Body Scales' tab of Racemenu, Heels Fix will see it. On that note: that height slider in Racemenu does not play very nice with a number of other things. I.e. none of the adult animation frameworks (Flower Girls, OStim, SexLab) handle it properly - you are going to have alignment issues. I much prefer to use the Player Size Adjuster and First Person Camera Height Fix SSE . It applies player scaling in a manner that's visible to GetScale.
What is in 1.3: It is now a single ESP-FE mod. Mo more ESP/ESL confusion. 'Smooth frames' feature was removed. It never worked well and added unneeded complexity to code. If you WERE using it and liked it, please let me know. Added support for a bunch more furniture markers - mainly from various DLCs. Added a garbage collection mechanism. How it works:
Whenever applying an effect to actor, it registers it in a central list.
Removing effect from actor unregisters it from list. Occasionally the effect 'sticks' and is not removed.
When player enters an interior location, the mod will go through list of registered effects, and kill the correction effect on any actor not in same cell.
the heels from c5kevs drakenguard outfit and elegant merchant clothes 3ba-smp refuse to lift my character, clipping my feet into the ground even after turning fixes off and on or reloading the game. how do i fix it?
Just checked C5Kev Drakenguard, its boots are working fine. Did not install elegant merchant, but its heels are also tagged properly. I can only assume you do not have a properly working RaceMenu installation. What does it say if you go to HeelsFix MCM 'Info' page?
If those are the only heels not working, then it is something wrong specifically with their mesh files in your install. Do you happen to have some outdated versions of those maybe? I just got both from Nexus, installed and heels on them are fine.
Hello, first let me say it, the mod works on heels as intended, awesome mod, got the right skyrim version+skse+racemenu, also checked the skee64. Everything is right. Now here comes my question. I got digitigrade feet for khajiit. When the Npc or player wears boots for digitigrade feet the mod works properly, keeps the feet above ground, when standing, when sitting etc.
BUT, when I unequip the boots (or removeallitems from a npc), the feet just sink, when standing or sitting. Maybe the mod is made to work just when it detects some kind of boots? If yes, is there a work around to work for the bare feet as well? I will provide some ss.
Thanks
Also I use the digitigrade from here for the 3d fur: https://www.nexusmods.com/skyrimspecialedition/mods/143427?tab=files Khajiit Paw patch
Well, what skee64.dll (and by extension, HeelsFix) cares about, is that SOME equipped mesh has an offset tag. When a character is not wearing any shoes, they equip their 'naked feet' mesh. And therein lies the problem with that mod. No offset tag on naked feet. Looking at any of the boots in the BodySlide files, such as 'Blade' female Khajiit boots here, the mesh has the HH_OFFSET tag with a value of 4.27
Spoiler:
Show
So, what do you do? From BodySlide, open OutfitStudio. File - Load Project - select 'Kha KhajiitPaw.osp', and from list, select 'Kha Khajiit Paw Female Feet'. In the 'Meshes' list, double-click on the 'KhajiitFeet' mesh to open its properties, go to 'Extra Data' tab. Click Add, in Type dropdown, select NiFloatExtraData, in the Name, enter HH_OFFSET, and a value of 4.1. Click OK. Then File - Save Project.
Next, Load Project - 'Kha KhajiitPaw Male.osp', 'Kha Khajiit Paw Male Feet'. Double-Click the 'MaleFeet' mesh, and add the same tag here, then Save. Exit OutfitStudio.
You should also exit and restart BodySlide, then type 'Khajiit' in the Outfit Filter, and in Outfit/Body dropdown, locate 'Kha Khajiit Paw Female Feet' and Build. Also, 'Kha Khajiit Paw Male Feet' and Build. And here I find another problem with this file - its Groups File is bad. All female items should also be in 'CBBE' group and all male ones likely in the 'HIMBO' group.
Your problem should now be fixed.
P.S. I have posted about these issues on the Khajiit Has Hairs mod page.
Is there a way to make this mod recognise Sit Anywhere 2? Some way to disable heel effect, when player sits cross legged, layed down or sits on ledge.
Looking at its description, Simple Sit just causes player to do an idle. No marker interaction. In such case, I strongly recommend getting 'Mu Joint Fix'. HF primarily handles furniture/markers.
The problem with Sit Anywhere was that its placed markers lacked a proper keyword. So the patch was very simple and did not alter in any way how the mod functions. What you are asking for here is a fundamental rewrite of Simple Sit, to have it work in a entirely different manner. And Simple Sit idles should already trigger heel correction by MJF.
True, but I am asking for solutions to figure out how I could make the mod work. I am perfectly happy to rewrite and make the mod work myself, but I just need some help figuring out how to do it. What does mu joint fix have to do with heels getting elevated? The problem with simple sit is that when idle is triggered. The player is sitting crosslegged, but the player is still elevated by Heel fix, when the player feet is not touching the ground directly. Same thing happens when you sit on ledges or laying down, because the only "fix" was to unequip the heels and now my character would not receive the heel fix and lay down or sit without being elevated.
Heels Fix has nothing to do with elevating heel wearing characters. That is something being done by skee64 RaceMenu plugin upon detecting a certain meta tag on equipped mesh.
Heels Fix is responsible for COUNTERING the elevation, when needed. (I.e. when interacting with furniture markers). Mu Joint Fix has a feature to cancel heel elevattion when character knees or hands are close enough to ground - while NOT interacting with any markers. If you have MJF and character in heels still floats when sitting cross-legged, chances are you need a slight edit in MJF ini file. I am away from my setup now, so can't really tell what to edit.
Ok, after doing some testing, I determined that Mu Joint Fix either broke its heel cancel feature, or is confused by the 'sitting' status while using these idles. Anyways, I uploaded a small patch that ovewrites HeelsFix main script, and lets HeelsFix cancel heel offset on those idles for the PLAYER only.
The lifting of player/NPC is done by skee64.dll from RaceMenu when it detects a metadata string on a worn item. Heels Fix only applies corrections (typically lowering the actor back when interacting with furniture). In HeelsFix MCM, go into Info page while not targeting another NPC, it should show info about the player. (name, shoes worn if any, heel offset if any). Click 'List Root overrides', and then open console to see what root overrides are detected under which keys. (you would need ConsoleUtilSSE NG).
That screen does not really show anything out of ordinary. The character is wearing heels, not floating, and the console is showing a 9.0 root override on 'internal' as expected. Do you have one where character is floating without heels and showing that 5.1 override? (and which key is that one) I don't think reinstalling RaceMenu will do much.
Ok, I am afraid it is a bit hard to gauge the amount of 'floating' from those screenshots. To give an example, best way to show something like this is when foot is right next to something actually standing on the floor. I.e. here, I forced the float by setting those heels offset to 9.6 up from 6.6:
So, if I am to understand your sequence of screenshots - you equipped the black shoes, then the gold ones, then nothing - and each time, did a "List Overrides" in HF MCM? 1 - "Heel Height fix" wearing black shoes (which are NOT the shoes from Cosplay Pack that you indicated in next set of screenshots) I take it there is some 'floating' - again, hard to judge, and HF shows a root override of 5.1
2 - wearing the gold shoes from "Pinup Cheongsam" I take it there is again some floating - HF still shows a root override of 5.1 while wearing THOSE? These shoes have a 9.0 offset. If anything, they should be half-sunk at 5.1.
3 - wearing no shoes, and still showing a 5.1 offset?
Potential explanations: 1. Your character is wearing something else that also has the root offset tag of 5.1, and skee64 uses that. Does not explain though why floating with 9-pt heels. 2. Sometime when game is a bit overloaded, override handling suffers first. This can cause stuff like heels sinking upon equppin something else - or continuing to float when taking heels off. But this is usually easily fixed by putting on/taking off some other heels. Still does not explain the 2nd scenario. Are you sure you did a "list overrides" after putting on Cheongsam shoes? 3. Do you have Mu Joint Fix and did you mess with its .ini file?
for player- https://imgur.com/a/ZZG7Yxa (black heels without console at 5.1) - ok, that link is invalid, no image comes up
For NPC- listed as 9.0 with internal key https://imgur.com/a/qwx397U - this one looks legit. It might be floating just a tiny bit, likely cause its offset should be like 8.8 instead of 9.
https://pastebin.com/hhYgj5se-mujoint fix.ini, haven't changed since install - ok, if you did not mess with it, should be fine.
I have mujointfix sl-ostim patch, but idk if that has any relation to this. AFAIK, it just disables MJF correction during SL/Ostim scenes. Should have nothing to do with heels.
mujointfix log- https://pastebin.com/Dd6Zg70s - again, if you did not mess with the .ini, MJF should not be the issue. Unless it is just a tiny bit of floating, in which case it could be MJF slightly overcompensating the height correction
So, really, the question is - just by how much is that floating?
Depends on the area. it doesn't fix positioning when I go on a raised surface, so that evens it out. However, the floating is pretty noticeable and immersion breaking.
Ok, I do see what you mean - and unfortunately, that is very much a game thing. I more or less learned to ignore it. If you open bare female feet mesh in NifScope, you will see that they (heels especially) are slightly above the 'floor' grid. But if you look at most vanilla shoes/boots, their mesh extends slightly below the floor, removing the 'float'.
A lot of armor authors, when they make shoes, they align the sole to the same height as bare foot (slightly above floor) - which is a mistake. It needs to go a tiny bit lower than floor. With heels as well, a lot of mod authors make the offset larger than needed. At least, the fix is often quite easy. Assuming you have BodySlide files for the shoes, you need to load those shoes in OutfitStudio. Make sure to turn on floor grid (G). If shoes have high heels, double-click on each mesh in the meshes list to open its properties, and go to Extra Data tab, until you find a mesh that has this extra data. It will be either a 'NiFloatExtraData' named HH_OFFSET and with a value (X) Or it will be a 'NiStringExtraData' named 'SDTA' and containing: [{"name":"NPC","pos":[0,0,X]}] Shift-click to select all meshes in the list, right-click and select 'Move' from menu. Start dragging the Z slider right until the shoe sole and heel tip are just slightly below the floor grid. Observe the value next to Z slider. That is what you need to change the X in the extra data to.
If those are not heeled shoes (no mesh has the extra data tag), things are a bit harder. Probably best option would be to use the 'inflate' tool on the soles of the shoes to thicken them a little below the floor grid.
Save the project, then rebuild the item in BodySlide.
When you load a project in outfit studio, you load a .osp file under BodySlide/SliderSets. A single .osp project file can actually include a number of individual projects. In most cases, it is fairly obvious which .osp file to pick.
That looks totally wrong. It looks like your BodySlide working folder is its staging folder under Vortex. It should be SSE/Data/CalienteTools/BodySlide.
Not entirely sure what you are trying to show, but apparently you got OutfitStudio working. Follow my recommendation from a few posts back on how to change heel offset on those shoes so they no longer "float"
Just curious, is it possible to make the sitting fixes work with Lazy Heels? I read that it does something like "clear the root node" so it's impossible, but thought I'd ask.
Heels Fix literally does its thing via NiOverride wearable transforms which are an integral part of RaceMenu. Making it work for Lazy Heels would require a 100% redesign from ground up.
Because HeelsFixCorrectEffrct is what actually monitors for heels and applies the correction. SPID is just a method of applying this effect to NPCs. (As opposed to using a Cloak spell)
There is a discussion about this specific issue on (currently) page 2 here. For that specific poster, the issue was a problem with 'Realm of Lorkhan' mod. But I suspect other mods might have the same issue. What you want to do is launch SSEEdit, expand Skyrim.esm - Non-Player Character(Actor), and cclick record 00000007 - Player. See which mods overload this record. Close to the top of record, there is the OBND - Object Bounds section. For Skyrim.esm, Player object bounds are (-22,-14, 0) - (22, 14, 128). Realm of Lorkhan was changing them to (0, 0 ,0) - (0, 0, 0) which is what was causing the bug. So, check what mod overloads Player last and if it changes Object Bounds. If it does, change it to same values as in Skyrim.esm.
OMG this issue has annoyed me for so long, when i first encountered it I spent ages searching the net and discords looking for answers. Eventually gave up and just used a work around of saving the game with boots off, occasionally the bug would come back while playing and would have to save with boots off and re load again. So glad to have a fix at last ❤️
Ok, I read through every bit of info twice now but I still cannot make sense of it, so here is my question:
1 - is there a way to make this work with custom mod added furnitures like Zaz Animation pack? 2- is there a way to apply this fix to custom OAR added animations? Like crawling, where your feet are of the ground and so you are floating?
I tried to test the spells and add them via script, but it did nothing.
Maybe this mod is just not for this, but on LE I had this working with auto detecting stuff, so I m a bit confused now. Just migrated to AE. Thank you :)
If HF cannot classify a custom furniture, it will usually just cancel the offset. Adding configurability for custom furniture via json is in the works, but life's been busy lately.
About animations like crawling - I recommend Mu Joint Fix. It has a thing for cancelling heels when player knees touch ground. (But not while using furniture)
911 comments
I am doing away with separate .esp and .esl versions. 1.3 is an ESP-FE, flagged light, and will not take a slot. Also, a new 'garbage collection' system is being added. So please, please PLEASE, follow these steps:
Version 1.9
Making any changes in the MCM will save the settings to an external file, which will be loaded upon game start. This means there is no longer a need to reconfigure the MCM for a new game. This makes mods like MCM Settings Loader obsolete (its current version was NOT compatible with latest Heels Fix in any case) Make sure you have PapyrusUtil SE installed (or its LE equivalent if using this mod with LE)
Localization: This mod has now been properly localized via Strings using xTranslator utility.
I have included translations from the following mods (they were not compatible with latest HeelsFix anyway as they were overriding the .esp)
WARNING - do not actually install these mods, I am listing them here to give credit.
HeelsFix - Castellano - Spanish by supercento
HeelsFix - Chinese translation ny Hmzek
If anyone would like to create another translation mod:
DO NOT override the .esp or any of the scripts. It is a bad idea. Your translation should only contain:
interface/translations/heelsfix_{language}.txt
strings/HeelsFix_{language}.DLSTRINGS
strings/HeelsFix_{language}.ILSTRINGS
strings/HeelsFix_{language}.STRINGS
Version 1.8
Script changes only, should be safe to update for a game in progress. Adds 'List Root Overrides' and 'Clear Root Overrides' options on the Info page of the MCM. The page itself will now target player if no NPC is currently targeted.
Version 1.7.2
Plugin header version fixed, SPID effect management fixed, Info page in the MCM has extra options if NPC is targeted.
Version 1.7: SPID mode, auto Heel Refresher, Vampire Lord bugfix.
If you have SPID installed, make sure to pick the 'SPID' option in the 'Enable NPC Fixes'. Otherwise pick the 'Cloak' option.
If you are commonly affected by RaceMenu loading issues where NPCs on heels revert to 'sunk' state, you can try using the Heel Refresh timer. Every set number of minutes, it will cycle shoes off/on for NPCs wearing heels. Please note that it may wreak havoc on various follower outfit management systems. Just leave the slider on 0 to disable.
Transforming into a vampire lord or werewolf should reapply the correction effect on transforming back.,
Version 1.6.2: Fixed a scaled actor correction issue.
Thanks to gades28 for getting it my attention so I could figure it out and fix it. Primarily affecting extremely scaled actors (below 0.75, above 1.5), the root position adjustment was applied in absolute terms, not scaled.Now fixed.
Version 1.6.1: Adding a Spell for use as DAR conditional.
Actors wearing heels receive effect-less ability spell. Spell is removed when heels are removed or NPC goes out of range.
This Spell can be used as DAR conditional:
HasSpell("HeelsFix.esp" | 0x811 )
Version 1.5.1: RacemenuHH handling, MJF handling, Heel Refresh spell.
If you installed Wood Chopping Block Patch, you should remove it when updating to 1.5.1!!!
Since people keep trying to use RacemenuHH along with HeelsFix, I added code that will actively detect and disable RacemenuHH, and clean out all its effects. Note: in 1.5, this part had a bug that prevented mod from loading properly. Fixed in 1.5.1
Mu Joint Fix: added code to detect it and provide counter-correction. My general recommendation:
- Data\SKSE\Plugins\MuJointFix.ini - set 'FurnitureDisable = false'
- HeelsFix MCM: Keep 'FurnitureDisable' checked. Knee Correction Amount = 3.0 is good for vanilla sitting idle (knees at 90°). Set it lower for 'sexy sit (legs stretched out) idles.
Heel Refresh spell (Illusion type) - sold by Lucan in Riverwood, or use AddItem or console to get it. It will help refresh an NPC footwear and correction effect without actually having to go into their inventory. Just a convenience feature.
Version 1.4: Camera corrections
With new 'Correct First Person' option checked, players view will be corrected accordingly when wearing high heels.
The 'Correct Third Person' option similarly adjusts third person camera when wearing heels. However, this feature is 100% incompatible with any other third person camera improvement mod. If you use Smoothcam or Customizable Camera, just use that mod to set your camera a bit higher.
If you use "Show Player in Menus", DO NOT install its "Heels Fix Patch" - just disable 'Correct Third Person' in Heels Fix MCM.
Version 1.3.1: Scaling fix.
The 'Correct Scaling' (heel and non-heel) were just using GetScale to determine actor scaling and fix amount needed. Problem: the Height slider in Racemenu places a direct scaling override on player root, which GetScale does not 'see'. This update adds a NetImmerse call to obtain the root scaling override and factor it in the calculation. Now, if you changed your player height in 'Body Scales' tab of Racemenu, Heels Fix will see it.
On that note: that height slider in Racemenu does not play very nice with a number of other things. I.e. none of the adult animation frameworks (Flower Girls, OStim, SexLab) handle it properly - you are going to have alignment issues. I much prefer to use the Player Size Adjuster and First Person Camera Height Fix SSE . It applies player scaling in a manner that's visible to GetScale.
What is in 1.3:
It is now a single ESP-FE mod. Mo more ESP/ESL confusion.
'Smooth frames' feature was removed. It never worked well and added unneeded complexity to code. If you WERE using it and liked it, please let me know.
Added support for a bunch more furniture markers - mainly from various DLCs.
Added a garbage collection mechanism. How it works:
BUT, when I unequip the boots (or removeallitems from a npc), the feet just sink, when standing or sitting. Maybe the mod is made to work just when it detects some kind of boots? If yes, is there a work around to work for the bare feet as well? I will provide some ss.
Thanks
Also I use the digitigrade from here for the 3d fur: https://www.nexusmods.com/skyrimspecialedition/mods/143427?tab=files Khajiit Paw patch
Sorry for the bad edit, first time commenting.
Looking at any of the boots in the BodySlide files, such as 'Blade' female Khajiit boots here, the mesh has the HH_OFFSET tag with a value of 4.27
So, what do you do? From BodySlide, open OutfitStudio.
File - Load Project - select 'Kha KhajiitPaw.osp', and from list, select 'Kha Khajiit Paw Female Feet'.
In the 'Meshes' list, double-click on the 'KhajiitFeet' mesh to open its properties, go to 'Extra Data' tab.
Click Add, in Type dropdown, select NiFloatExtraData, in the Name, enter HH_OFFSET, and a value of 4.1.
Click OK. Then File - Save Project.
Next, Load Project - 'Kha KhajiitPaw Male.osp', 'Kha Khajiit Paw Male Feet'. Double-Click the 'MaleFeet' mesh, and add the same tag here, then Save. Exit OutfitStudio.
You should also exit and restart BodySlide, then type 'Khajiit' in the Outfit Filter, and in Outfit/Body dropdown, locate 'Kha Khajiit Paw Female Feet' and Build. Also, 'Kha Khajiit Paw Male Feet' and Build. And here I find another problem with this file - its Groups File is bad. All female items should also be in 'CBBE' group and all male ones likely in the 'HIMBO' group.
Your problem should now be fixed.
P.S. I have posted about these issues on the Khajiit Has Hairs mod page.
What you are asking for here is a fundamental rewrite of Simple Sit, to have it work in a entirely different manner. And Simple Sit idles should already trigger heel correction by MJF.
Heels Fix is responsible for COUNTERING the elevation, when needed. (I.e. when interacting with furniture markers). Mu Joint Fix has a feature to cancel heel elevattion when character knees or hands are close enough to ground - while NOT interacting with any markers. If you have MJF and character in heels still floats when sitting cross-legged, chances are you need a slight edit in MJF ini file. I am away from my setup now, so can't really tell what to edit.
I've tried:
uninstall/reinstall of heelsfix
uninstall/reinstall of XP32
rebuild of all heels files in bodyslide
cycle shoes
enable/disable problematic heels sets
Nothing has worked so far.
My MCM setttings-
https://imgur.com/a/Lkb103h
New character has same issue.
Also, root overrides- https://imgur.com/a/zt5I31V
I don't think reinstalling RaceMenu will do much.
update- https://imgur.com/a/XpZDMk0
https://imgur.com/a/DBSSPZ4
To give an example, best way to show something like this is when foot is right next to something actually standing on the floor.
I.e. here, I forced the float by setting those heels offset to 9.6 up from 6.6:
1 - "Heel Height fix" wearing black shoes (which are NOT the shoes from Cosplay Pack that you indicated in next set of screenshots)
I take it there is some 'floating' - again, hard to judge, and HF shows a root override of 5.1
2 - wearing the gold shoes from "Pinup Cheongsam" I take it there is again some floating - HF still shows a root override of 5.1 while wearing THOSE? These shoes have a 9.0 offset. If anything, they should be half-sunk at 5.1.
3 - wearing no shoes, and still showing a 5.1 offset?
Potential explanations:
1. Your character is wearing something else that also has the root offset tag of 5.1, and skee64 uses that. Does not explain though why floating with 9-pt heels.
2. Sometime when game is a bit overloaded, override handling suffers first. This can cause stuff like heels sinking upon equppin something else - or continuing to float when taking heels off. But this is usually easily fixed by putting on/taking off some other heels. Still does not explain the 2nd scenario. Are you sure you did a "list overrides" after putting on Cheongsam shoes?
3. Do you have Mu Joint Fix and did you mess with its .ini file?
For NPC- listed as 9.0 with internal key https://imgur.com/a/qwx397U
https://pastebin.com/hhYgj5se-mujoint fix.ini, haven't changed since install
I have mujointfix sl-ostim patch, but idk if that has any relation to this.
mujointfix log- https://pastebin.com/Dd6Zg70s
heel height fix is my character, 11 relevant lines
For NPC- listed as 9.0 with internal key https://imgur.com/a/qwx397U - this one looks legit. It might be floating just a tiny bit, likely cause its offset should be like 8.8 instead of 9.
https://pastebin.com/hhYgj5se-mujoint fix.ini, haven't changed since install - ok, if you did not mess with it, should be fine.
I have mujointfix sl-ostim patch, but idk if that has any relation to this. AFAIK, it just disables MJF correction during SL/Ostim scenes. Should have nothing to do with heels.
mujointfix log- https://pastebin.com/Dd6Zg70s - again, if you did not mess with the .ini, MJF should not be the issue. Unless it is just a tiny bit of floating, in which case it could be MJF slightly overcompensating the height correction
So, really, the question is - just by how much is that floating?
https://imgur.com/KBo3Re0
https://imgur.com/AebhEzi
https://imgur.com/BRdxC4u
https://imgur.com/5OdurzS
https://imgur.com/z5U45MM
A lot of armor authors, when they make shoes, they align the sole to the same height as bare foot (slightly above floor) - which is a mistake. It needs to go a tiny bit lower than floor. With heels as well, a lot of mod authors make the offset larger than needed. At least, the fix is often quite easy.
Assuming you have BodySlide files for the shoes, you need to load those shoes in OutfitStudio. Make sure to turn on floor grid (G). If shoes have high heels, double-click on each mesh in the meshes list to open its properties, and go to Extra Data tab, until you find a mesh that has this extra data.
It will be either a 'NiFloatExtraData' named HH_OFFSET and with a value (X)
Or it will be a 'NiStringExtraData' named 'SDTA' and containing: [{"name":"NPC","pos":[0,0,X]}]
Shift-click to select all meshes in the list, right-click and select 'Move' from menu. Start dragging the Z slider right until the shoe sole and heel tip are just slightly below the floor grid. Observe the value next to Z slider. That is what you need to change the X in the extra data to.
If those are not heeled shoes (no mesh has the extra data tag), things are a bit harder. Probably best option would be to use the 'inflate' tool on the soles of the shoes to thicken them a little below the floor grid.
Save the project, then rebuild the item in BodySlide.
See which mods overload this record. Close to the top of record, there is the OBND - Object Bounds section.
For Skyrim.esm, Player object bounds are (-22,-14, 0) - (22, 14, 128). Realm of Lorkhan was changing them to (0, 0 ,0) - (0, 0, 0) which is what was causing the bug. So, check what mod overloads Player last and if it changes Object Bounds. If it does, change it to same values as in Skyrim.esm.
Eventually gave up and just used a work around of saving the game with boots off, occasionally the bug would come back while playing and would have to save with boots off and re load again.
So glad to have a fix at last ❤️
1 - is there a way to make this work with custom mod added furnitures like Zaz Animation pack?
2- is there a way to apply this fix to custom OAR added animations? Like crawling, where your feet are of the ground and so you are floating?
I tried to test the spells and add them via script, but it did nothing.
Maybe this mod is just not for this, but on LE I had this working with auto detecting stuff, so I m a bit confused now. Just migrated to AE.
Thank you :)
THis mod btw works flawless with the chairs!
About animations like crawling - I recommend Mu Joint Fix. It has a thing for cancelling heels when player knees touch ground. (But not while using furniture)