If you have an issue, please provide as much detail as you can, and be as specific as you can. Ideally, include steps to reproduce the issue. The more information you can give, the more likely it is for me (or anyone else) to be able to help and/or fix the issue. Screenshots and/or video clips of the issue help a lot. If your issue includes a crash, use Crash Logger and include your crash log.
You should be able to lead npcs with you by default. Sometimes it takes a sec to kick in when you grab them but they should move with you if you move while they are grabbed.
I was watching a video and someone grabbed the npcs head and smashed them into the stall killing them.... i can't seem to do this? is it a game setting i need to adjust, thanks!
Also, awesome mod! I can't use many mods due to my old PC i have a (290X 8GB) gpu, It's old but handles loads vr games 100% well from med-high settings. Like skyrim VR, but sadly I can't use tons graphically based vr mods like (JK's Skyrim) sadly..
If you can play the original, you should be able to enjoy this mod
The following mods change the gameplay, I strongly recommend giving them a try VRIK, HIGGS, PLANCK -- basic and important Spell Wheel VR, Pseudo Physical Weapon Collision and Parry VR, Physical Dodge VR, Weapon Throw VR -- battle upgrades
I have seen some youtubers pick up an NPC and then they're able to literally drop them to the ground. When I pick them up, they just stretch and stay in position. How can I make NPC's fall over/throw them if I pick them up?
They probably changed the settings find the line that says smallRaceHealthThreshold = 6.0 and change it to smallRaceHealthThreshold = 1000 or however high you want it to be
For anyone having infinite load screen on cell change especially with multiple followers it might be because of this mod. I changed the following lines in the INI and it fixed my problem
# Distance (m) within which to switch NPCs to active ragdoll mode activeRagdollStartDistance = 10.0 # Distance (m) at which to stop using active ragdoll animation and revert back to the game's regular animation activeRagdollEndDistance = 30.0 This is because people not near me, fighting me , etc doesn't make sense to give them physics I can't even see em and as soon as they get 30 ft away I can't touch em anyway.
# Blend in from the game's animation pose to the active ragdoll pose when first adding a new ragdoll to the world blendInWhenAddingToWorld = 1 # Number of seconds over which to blend in blendInTime = 10.075 I changed this because I would get consistent infinite load screen with multiple followers following me through the doors.
# Number of seconds to wait after a world change before adding ragdolls to the world worldChangedWaitTime = 120.0 # Minimum number of frames to wait in between adding individual actors to the world minFramesBetweenActorAdds = 120 This is another modifier that takes effect when you change cells, I upped the time to 2 minutes and its enough time for the game to load everyone, I'm playing a HEAVILY MODDED Skyrim VR build with 2,881 mods and I'm running a AMD 79300X3D (or w.e.) and a 4090, and was getting ILS not because of CPU/GPU but because of this mod attempting to add ragdolls to everyone which could be as many as 10-20 NPCs including ones in the distance, in the 3 seconds it takes for my PC to load cells.
I persume that ils is fixed by MemoryManager in enginefixesvr? For me, I sometimes get ctd with MemoryManager=true and ils with MemoryManager=false Also, worldChangedWaitTime = 120.0 is insane... You cannot hit the enemy during this time but the enemy can hit you...
I do not recommend any of these ini edits. Did you test these changes one-by-one? I would not recommend changing a bunch of values at once if you are trying to fix something. Change a single value and go from there.
activeRagdollStartDistance = 10.0 This is too low. The distance is measured from the actor's position, and for something like a dragon you could be further than 10m away from its "position" even if you are right in front of it.
blendInTime = 10.075 This setting is just about blending bone positions when someone is first added to the world, and I do not think it has anything to do with infinite loading screens. 10s is way too long either way.
worldChangedWaitTime = 120.0 This is insanity. 2 minutes where planck isn't active at all when switching worlds.
Note: A "world change" happens after loading is done. I honestly do not think planck has anything to do with infinite loading screens. It is not really doing anything during loading. Actors generally are removed when loading starts and added after it ends. The default value of worldChangedWaitTime is already several seconds, meaning loading is finished for several seconds before it tries to do anything. Again, I do not think this has anything to do with infinite loading screens. If you have evidence that shows otherwise, then please show me. Planck is a complex mod and there are definitely unexpected things that can happen.
What you need to do is measure how frequently you have whatever issue (infinite loading screen, crash, etc.) and make a single (or multiple related) ini edit. Then, try to reproduce the issue you have. If it's not something reproducible that happens rarely, then just play for a long time and compare the frequency of the issue after the change to before the change. If your change made no difference, then undo it and make a different change. Etc.
If your ini edits are based purely on speculation without any kind of deliberate testing methodology, then your suggestions are frankly misleading and will do more harm than good. Based on the ini changes you posted, I don't believe they are the result of actual testing, but I'm happy to be proven wrong.
I was going to install Maximum Carnage, but apparently there's a bug between that mod and this. Does anyone know if the bug is resolved, or is it still happening? Because ideally, I'd rather have both mods, but if it comes down to choosing, I'd much rather have this.
I don't have issues with maximum carnage in my testing. See one of the recent posts in the bugs page for my testing methodology. If you do, then please provide repro steps to reproduce the issue because I can't reproduce it on my end.
Oh. In that case, you may want to contact the mod author for MaxCar. The description page made it seem like there was a bug, and that you were aware of it and were "working on a solution." Thanks for the clarification, though.
Thanks for letting me know. I contacted Dwon and they confirmed that the message on the MC mod page was added before my fix in planck 0.4.4 about a year ago, and they have removed it from the MC mod page.
Of course, if you do notice any issues regardless, please let me know, and ideally how I could reproduce it.
i dont go here, but could i request some way to config it so that grabbing someone isnt counted as an act of aggression? i saw The Laughing Simon's video of dragging Ulfric to solitude and the concept of being able to drag npcs around no consequence is really funny
I am having a crash to desktop when grabbing a follower added by a mod. Crash happens 100% of the tme by grabbing the npc anywhere. I have been able to grab other followers added by mods and vanilla npcs without issue. I am using Crash Logger SSE AE VR - PDB support but no log is produced after several attempts. The follower is from a mod I got on Chinese Patreon
Not sure where I should look to troubleshoot issue since no log is being made.
Maybe start by trying Trainwreck https://www.nexusmods.com/skyrimspecialedition/mods/106440? It is reported to be better at producing crash log, although probably with lower quality.
Just tried trainwreck, still no crash log. Thanks for the suggestion though. I might try to find more loggers later today, maybe one of them will work.
On a side note, I learned this follower's head has no collision with my hand but her body does.
I have no idea how big of a request this is, but have you looked into implementing an active hitbox on enemy weapons? I know Precision mod for flat-screen did this with your mod as the basis. I'm asking because with the new Pseudo Physical Weapon Parry mod that was recently released I'm really noticing the vanilla hitscan for enemy attacks.
This may not really be the place for this, but... If you have npc weaing high heel with racemenu, they would be uplifted a bit. But there collision model doesn't seem to change, therefore you could shove your hand right in their brain... and all there body parts are somewhere lower, i.e, if you want to grab someone by hand, you have to grab at somewhere below their hand... Is there any fix for this?
1432 comments
Ideally, include steps to reproduce the issue. The more information you can give, the more likely it is for me (or anyone else) to be able to help and/or fix the issue. Screenshots and/or video clips of the issue help a lot.
If your issue includes a crash, use Crash Logger and include your crash log.
Also, awesome mod! I can't use many mods due to my old PC i have a (290X 8GB) gpu, It's old but handles loads vr games 100% well from med-high settings. Like skyrim VR, but sadly I can't use tons graphically based vr mods like (JK's Skyrim) sadly..
The following mods change the gameplay, I strongly recommend giving them a try
VRIK, HIGGS, PLANCK -- basic and important
Spell Wheel VR, Pseudo Physical Weapon Collision and Parry VR, Physical Dodge VR, Weapon Throw VR -- battle upgrades
find the line that says smallRaceHealthThreshold = 6.0 and change it to smallRaceHealthThreshold = 1000 or however high you want it to be
# Distance (m) within which to switch NPCs to active ragdoll mode
activeRagdollStartDistance = 10.0
# Distance (m) at which to stop using active ragdoll animation and revert back to the game's regular animation
activeRagdollEndDistance = 30.0
This is because people not near me, fighting me , etc doesn't make sense to give them physics I can't even see em and as soon as they get 30 ft away I can't touch em anyway.
# Blend in from the game's animation pose to the active ragdoll pose when first adding a new ragdoll to the world
blendInWhenAddingToWorld = 1
# Number of seconds over which to blend in
blendInTime = 10.075
I changed this because I would get consistent infinite load screen with multiple followers following me through the doors.
# Number of seconds to wait after a world change before adding ragdolls to the world
worldChangedWaitTime = 120.0
# Minimum number of frames to wait in between adding individual actors to the world
minFramesBetweenActorAdds = 120
This is another modifier that takes effect when you change cells, I upped the time to 2 minutes and its enough time for the game to load everyone, I'm playing a HEAVILY MODDED Skyrim VR build with 2,881 mods and I'm running a AMD 79300X3D (or w.e.) and a 4090, and was getting ILS not because of CPU/GPU but because of this mod attempting to add ragdolls to everyone which could be as many as 10-20 NPCs including ones in the distance, in the 3 seconds it takes for my PC to load cells.
Will give it a try but I didn't really get infinite freeze, just a quick pause and CTD.
For me, I sometimes get ctd with MemoryManager=true and ils with MemoryManager=false
Also, worldChangedWaitTime = 120.0 is insane... You cannot hit the enemy during this time but the enemy can hit you...
Did you test these changes one-by-one? I would not recommend changing a bunch of values at once if you are trying to fix something. Change a single value and go from there.
activeRagdollStartDistance = 10.0
This is too low. The distance is measured from the actor's position, and for something like a dragon you could be further than 10m away from its "position" even if you are right in front of it.
blendInTime = 10.075
This setting is just about blending bone positions when someone is first added to the world, and I do not think it has anything to do with infinite loading screens. 10s is way too long either way.
worldChangedWaitTime = 120.0
This is insanity. 2 minutes where planck isn't active at all when switching worlds.
Note: A "world change" happens after loading is done. I honestly do not think planck has anything to do with infinite loading screens. It is not really doing anything during loading. Actors generally are removed when loading starts and added after it ends. The default value of worldChangedWaitTime is already several seconds, meaning loading is finished for several seconds before it tries to do anything.
Again, I do not think this has anything to do with infinite loading screens. If you have evidence that shows otherwise, then please show me. Planck is a complex mod and there are definitely unexpected things that can happen.
What you need to do is measure how frequently you have whatever issue (infinite loading screen, crash, etc.) and make a single (or multiple related) ini edit. Then, try to reproduce the issue you have. If it's not something reproducible that happens rarely, then just play for a long time and compare the frequency of the issue after the change to before the change.
If your change made no difference, then undo it and make a different change. Etc.
If your ini edits are based purely on speculation without any kind of deliberate testing methodology, then your suggestions are frankly
misleading and will do more harm than good.
Based on the ini changes you posted, I don't believe they are the result of actual testing, but I'm happy to be proven wrong.
If you do, then please provide repro steps to reproduce the issue because I can't reproduce it on my end.
Of course, if you do notice any issues regardless, please let me know, and ideally how I could reproduce it.
The follower is from a mod I got on Chinese Patreon
Not sure where I should look to troubleshoot issue since no log is being made.
https://www.nexusmods.com/skyrimspecialedition/mods/106440?
It is reported to be better at producing crash log, although probably with lower quality.
On a side note, I learned this follower's head has no collision with my hand but her body does.
I'm wanting to make spell casting transfer to an npc by grab.
Thanks for the amazing mod.
If you have npc weaing high heel with racemenu, they would be uplifted a bit. But there collision model doesn't seem to change, therefore you could shove your hand right in their brain... and all there body parts are somewhere lower, i.e, if you want to grab someone by hand, you have to grab at somewhere below their hand...
Is there any fix for this?