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Author notes
You are free to use this fix as a proxy plugin for adding your own custom footprints and addons. No need to ask me, i'll gladly see some variations to footprints: maybe for Khajiits, Argonians or whatever you can think of or create. You can or not support other existing addons: like kids or heels, but please inform about that users on your mod's page. If you need to make some changes in this plugin or in any included file in this fix then please try to contact me first because you can unintentionally break proper functionality, and do not use them as a standelon patch or another fix.
File credits
hexabit - original Footprints reza9892 - SPID version modal1 - sand patch
Donation Points system
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simplified conditions for safety checker of counting scheme in player alias script
added Arvak's like mounts to the same counting scheme, as long as they have actorTypeDaedra keyword
bumped up requirements of MCM Helper to version 13 (1.4.0) to properly show mod menu and execute debug functions
Version 1.02
- added same counting scheme for footprints to creatures and animals
- added reset counters function to debug mode
- fixed missing player reference in alias script
- fixed wrong comparison to races in debug mode 're-apply' function
- added optional improved spid and kid config files
- small changes to MCM
Version 1.01
added debug mode for player in MCM
Ultimate fix - SPID for Footprints
Overview And again... after some time, after those mighty battles with hundreds of npcs and so on and so forth SPID for Footprints again stopped produce prints on NPC and my character. So again I needed to manually edit my very old savefile in ReSaver, but im done with that. NO MORE! Here comes this ultimate fix for SPID version to finally put to the end all problems with SPID for Footprints and especially to that dissapearing prints.
Fixes and changes
fixed scripts and functions to properly count npcs with footprints
removed old counting behavior which is unnecessary because cloaked effect in no more used
adjusted logic so footprints are counted for npcs in loaded area and will reset if player leave current cells
added optional 'child addon' for footprints
proper changes to conditions to make new counting scheme much more reliable
fixed bug which could occur after transforming into beast mod (vampireLord or werewolf)
other insignificant fixes like: notification, removed unused properties of scripts etc.
small chnages to MCM menu
Installation Normal procedure if you want to switch from original version to SPID.
If you already use SPID version (to make sure that everything will fire nicely): 1) Make sure that you use version 3.4 of SPID for Footprints. 2) Fast travel from open area to town and go to interior cell. 3) Disable mod in MCM. 4) Uninstall every other fixes (if used) which edits scripts, magicEffect, quest and spell conditions for footprints or changes their script properties or variables. (You may also need to make additional clean save after uninstalling any old fixes) 5) Install this fix. 6) Run game, open MCM, change options to desired values or use new defaults. 7) Use 'Reset counts' function from MCM and follow the instructions. 8) Go for a walk in snow and leave a sign that you were here... 9) Optionally install new supported version for heels addon.
Q&A
Credits hexabit - for original footprints reza9892 - for SPID version modal1 - for sand patch