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Immersive Equipment Displays at Skyrim Special Edition Nexus

2024-06-18 10:48| 来源: 网络整理| 查看: 265

About this mod

Display unequipped gear and custom items on the player or NPCs. Works with any item with no additional meshes required. Doesn't use body slots. SKSE64 plugin. Custom in-game user interface for configuring everything in real-time while you're playing. Includes a flexible positioning system and equipment physics for both equipped and unequipped gear.

Requirements Nexus requirements Mod name Notes Address Library for SKSE Plugins Simple Dual Sheath For showing EQUIPPED left-hand gear, staves and shield on back Weapon Styles - Draw-Sheathe animations for IED (OPTIONAL) For scriptless style-fitting animations Off-site requirements Mod name Notes SKSE64 Mods requiring this file Mod name Notes ADXP I MCO Spear Soldier Animations Recommend Atronach Armors - CBBE 3BA - HIMBO Optional for Storm Atronach armor effects. Back Sheath PRESET for Immersive Equipment Displays HARD REQUIREMENT Backpack Repositioner - Immersive Equipment Displays Hard requirement. Version 1.7.3 or above. Basket Bags of Skyrim Be One With The Sword Optional for the sword display. Version 1.7.3 or above. Better Two-Handed Axe Position - IED-OAR Bow Rapid Combo V3 - Archer Combat Overhaul Campfire Animations Optional Carry My Stuff Horse Hard requirement, mod won't work without it. Version 1.7.0 or above. Carry Your Carcasses Version 1.2.1 or higher is a hard requirement Carry Your Carcasses - Immersive Prices Carry Your Carcasses With Animation Must CC Camping supplies - IED horse preset For the framework. Contextual Quivers - Skyrim Arrow Overhaul Addon Hard requirement. Version 1.7.3 or above. Dragon Katana SE I need to customize the placement of the katana on the character.(not necessarily) Dynamic Bow Animation Dynamic Crafting Animations Dynamic Crafting Animations - French Obligatoire Dynamic Looting and Harvesting Animations Optional Elemental Vision of Skyrim - IED As well as all of its requirements Guards pose with weapons IED-OAR Helmet Toggle - IED preset and animations For the helmet preset Helmet Toggle 2 Optional. Helps To Have a Map - Hold Map Idle - IED-OAR Hogwarts in Skyrim Not required mod Hunterborn Animations Optional: But highly recommended. Enables the displays for pelts, harvested materials and butchered meats. IED - Origins Preset https://www.nexusmods.com/skyrimspecialedition/mods/62001 IED - Weapons Repositioner Immersive Better Bow Positioning - IED-OAR Version 1.7.3 or above. Immersive Equipment Displays (IED) - Mura Presets Hard Requirement Immersive Equipment Displays - AllGUD replacers Presets hard requirement Immersive Equipment Displays - Angled Quiver and Bow Preset Required. Immersive Equipment Displays - CBPC Horse Gear Needed to display gear Immersive Equipment Displays - Extra Skeleton Nodes Hard requirement. Immersive Equipment Displays - Left Hand Sheath Preset (For Honor Warden) Immersive Equipment Displays - Pimientorh Presets (Weapons and Custom) Immersive Equipment Displays - Simply Disable The GUI The cause. Immersive Equipment Displays - Tutorials and presets Version 1.7.0 or above if using any of the presets. Immersive Equipment Displays - unequip when nude Immersive Equipment Displays - Unequipped Helmets on Waist Immersive Equipment Displays Chinese Translation 必需 Immersive Fishing Immersive Hunting Animations Optional, but highly recommended. Immersive Interactions - Eating ingredients and apply poison animations Journeyman - Immersive Equipment Displays (IED) Preset Needed Left Hand Equipment Overhaul Lights On - Wearable Lanterns for Immersive Equipment Displays Hard requirement, mod won't work without it. Version 1.7.0 or above. Missile's IED Preset - Immersive Equipment Displays Required New Nodes for Axe and Dagger IED-OAR Nicos Twinblades SE - 1 Handed Standalone So it doesn't look weird while seathed. Just select like 2 spells while you're seathed and il will go on your back OBSOLETE Medieval Torch Patch for Missile's IED Presets Patches for How to Keep Your Skyrim Alive Required for IED config file. Play Kratos in Skyrim Optional - Use the presets included with our mod to get proper weapon placement. Read the Room - Immersive and Animated Helmet Management (Base Requirement) Must be version 1.6.3 or higher Read the Room - Immersive and Animated Helmet Management FR Simple Carcass Spoilage System To Display Spoiled Carcasses (Merge Preset) Simple Display - Battleaxe and Warhammer (Base Requirement) Simple Display - Multiple Greatswords (Base Requirement) Sword Sheath on Left Hand - IED-OAR Usable Lantern SE Tweaked for the IED preset Use Those Horses You need this. Like... for real. This is real life. Various Immersive Coinbags IED PRESET Won't work without this Visual Equipment - IED Preset - Includes most NPCs Walking Stick - Walk with staves or polearms - IED-OAR Weapon Styles - Draw-Sheathe animations for IED Version 1.7.2 or above. Wintersun IED preset XP32 Maximum Skeleton lite Optional: You need this for the weapons scale and more stuff without scripts. Permissions and credits Author's instructions

MIT License

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Changelogs Version 1.7.4 Updated for game version 1.6.629 Keep a backlog of picked up items (can be used by custom items) Version 1.7.3 Fixed an issue that could cause a crash while interfacing with old SDS versions. Added voice type condition Version 1.7.2 The plugin is no longer reliant on an XP32 compatible skeleton. Required nodes are now added dynamically to the vanilla and other misc skeletons as needed. Skeleton extensions: added a more configurable "convert nodes" variant. Skeleton extensions: added valid_mov_child_nodes field to extra node entries. Gear nodes listed in the array are added to the placement node selection list. Version 1.7.1 Added a plugin interface (required by the OAR condition plugin*) Fixed "Bow IED" and "Two-Handed IED" nodes (broken in 1.7.0) Added equip slot parameter to hand condition Updated ImGui and boost dependencies * The plugin allows OAR mods to add conditional draw/sheathe animations based on IED gear placement. One such mod is already provided by GiraPomba, please see the installation section of the description. Since the animations are now fully covered, it's recommended that you discontinue use of XPMSSE styles and use gear node placement features from this mod instead. Version 1.7.0 Built-in equipment physics. Gear nodes and individual displays can be simulated. Each node or display may have separate settings. A debug renderer for easier configuration was included. Added light support. When loading an object from light/hazard forms, the user may tick an option to attach the light as well. A few additional settings for lights that aren't configurable on game forms are available. Implemented background loading for display assets. This more or less removes stutters that are the result of these assets loading in. The difference is especially felt with high-quality assets (high-poly meshes and large textures). The default model caching level was also increased. Removed the option that allowed display animation updates to run on a single thread. All updates on displays are now batched with vanilla character and weapon animation updates which run in parallel by default. Playing animations via behavior graphs is no longer limited to weapons. Any mesh with valid BGED data is now supported. Removed weapon animation toggle from UI settings (can still be shut off globally in the ini or on individual displays) Added state change keybinds that are usable in conditions. This allows the user to make changes to or toggle individual displays, move or rotate gear, etc. just by hitting a key. Keybind selector widgets in the UI now accept DX scan codes directly. Added a variable system that can simplify defining conditions and serve as a bridge for communicating changes between characters. A change to any variable on any actor is visible to any other actor. Allow syncing gear node transform, placement and physics to the first person skeleton. Handle actors with disabled AI processing. Displays should work on mannequins now. General debloating and performance optimizations. Fixed incorrect return value on form (count) condition when the item is not present in the inventory (GiraPomba). Fixed form validation not running on fallback display slot forms in last-equipped mode. Fixed notification alpha interpolation. Fixed certain config write actions permitted while default is forced. Fixed vanilla first person skeleton not recognized as humanoid. Fixed an issue that prevented UI key configuration in settings from taking effect. New conditions: active effect (GiraPomba), perk, level, unique, summonable, invulnerable, day of week, sneaking, in dialogue, life state, actor value, xp32 skeleton, cell, hand, ambient light level, sun angle, is sun above horizon, faction, in merchant faction, in enemy faction, lighting template, variable, in dark area, in public cell, is cell owner, in owned cell, is npc cell owner, key bind state, waiting for player, is horse, random percent, is laying down, is flying, is sds shield on back enabled, is player last ridden mount (see https://github.com/SlavicPotato/ied-dev/wiki/Conditions for more info). Extended presence condition params (favorited, equip slot matching, ..) and added biped slot geometry visibility testing option. Extended the shout condition to match powers. Added 'Is bolt' parameter to type condition Added scrolls to type condition. Allow loading meshes from projectile and hazard forms. Last-equipped mode: allow listing multiple fallback slots, added 'disable if occupied' and 'prioritize recent options' to display slot fallback. Allow filtering items per conditions during the slot item selection process (GiraPomba). Added geometry visibility option under the geometry tree. Changed parent node attachment behavior so it automatically switches to reference mode for managed nodes. Renamed the option to 'Auto'. Optionally disable tracers on projectile displays (GiraPomba). Dynamic arrows: display quiver arrows on equipment displays based on inventory count (same as vanilla). Allow scaling object collision geometry. Allow transforming display geometry separately from the object root node (useful when adjusting equipment physics for specific objects). Optionally forward animation events from the actor to a display. UI: added a general info window that shows common game data (timing, weather, ..). UI: actor info now shows real time faction, active effect, actor state, perk, actor value, skeleton and biped data. UI: added a style editor with preset support. UI: skeleton explorer shows object type and flags. UI: show more info on loaded displays and forms in general. UI: made gear node positioning config copy-pastable. UI: fixed font not applying to ImGui nav window. Let users add descriptions to presets. Node monitor: allow invisible object detection and definition of multiple subjects per entry. Convert/extra nodes, node monitor: allow matching any skeleton if the user explicitly requests it. Skeleton extensions: add transform synchronization. Skeleton extensions: add obj_match to extra nodes skeleton entries, allows defining objects that must exists on the skeleton for the entry to pass. New native papyrus functions: SetItemRemoveTracers, SetItemAttachLight, SetItemLightTargetSelf. Added InteriorAmbientLightThreshold option to the ini (affects interior light level detection in conditions). Compatibility: disable the UI in crafting and menus that are unpaused by skyrim souls. ** Many miscellaneous additions and fixes were made. Not everything is listed here. ** Gear positioning view was renamed to 'Gear nodes' since it now holds the physics config as well. Version 1.6.3 Papyrus: Added SetItemRemoveScabbard* and GetLastEquippedForm native functions, fixed rotation not updating after calling SetItemRotation* and SetIgnoreRaceEquipTypes* not taking effect Version 1.6.2 Fixed possible crash if a non-critical error occured during preset save (no write permission for example) Check extension before loading string table files to avoid unnecessary error spam (nexusbla18) Version 1.6.1 Allow controling arbitrary skeleton nodes in gear positioning (see AdditionalCMENodes folder) Show loaded state in actor info Fix global config panels not updating after import Version 1.6.0 Added weapon animation support - off by default, see toggle in settings (more in the tooltip) Configurable membrane shader effects are now available (intended for custom items) Added an equipment priority and limiting system, lets you define how many gear slots actors can have and which are evaluated first. Added a skeleton extension system that can dynamically create new gear nodes or convert sheaths to XP32 spec (CME->MOV->Node layout). Can be used to adapt skeletons to work with IED or SDS without actually having the meshes installed or to make new nodes for your gear. Added a configurable node monitoring system which tracks and records if nodes are present on a character, that data can then be used in conditions. The primary use is detecting animation objects, e.g. hide the lute custom display when a bard is playing. Added gear node placement randomization (toggle in settings) Added last equipped mode to custom displays (more in the tooltip) Added conditions: time of day, in first person, in combat, is female, is humanoid skeleton (detects vanilla and newer xp32), in water, underwater, swimming, bleeding out, tresspassing, commanded, riding, ridden, is player, bribed by player, angry with player, essential, protected, sitting, sleeping, paralyzed, unconscious, weapon drawn, node monitor (see above), arrested, is child, in killmove, presence (see tooltip in popup), skeleton (ID and signature matching) Added skeleton explorer and actor info diagnostic tools, available in the tools menu. Actor info also shows detailed info about inventory contents. Fixed a buffer overrun during ita styles setup Fixed weapon adjust blocking method to ignore vanilla skeletons and improved efficiency Fixed imports not respecting filter options Custom: (breaking) 'ignore race equip types' base option no longer has any effect on custom items. Some presets may need to be updated. Custom: fixed race equip type checks running on armors Changed UI layout, there's now a main menu bar at the top of the screen Added configurable keybinds for temporarily releasing the control lock (see settings, UI section) Added equipment override groups Model swaps can now be set on the base config, so they may be used in equipment overrides. Allow disabling havok from the base config, custom object flag still takes effect. Equipment/Custom type, form and armor conditions: split matching displayed items into 'all' and 'this'. Gear positioning is unaffected by this change. Add geometry visibility test to biped condition Detect if Simple Dual Sheath has shield on back enabled, used with animation switching Optionally use extrinsic (fixed-frame) rotations, on by default Allow loading meshes from BGSMaterialObject Added behavior graph path filters for filtering out unwanted weapon anims (mainly for performance reasons) Disabled use of temporary NPC forms in configuration, templates are used instead Added SetItemWeaponAnimationDisabled and SetItemDisableHavok native functions User defined font metadata is now loaded from IED\Fonts\User Added two new styles (spectrum-dark, enemymouse) Many misc fixes and improvements Version 1.5.0 Fixed a maintenance procedure clearing gear positioning placement data unless atleast one position entry was also present. Make sure to update to avoid losing placement settings. Fixed 'Use adjusts from matched armors only' under gear positioning offsets (broken in 1.4.0, had no effect) Fixed intro banner switch closing the main ui window when toggled off Support for XP32 alternate animations (enable in Tools->Settings, make sure to read the tooltip) Automatically apply XP32 left sheath rotation adjustments on qualifying skeletons Added item animation control papyrus native functions Sounds for any form type can now be defined under settings Version 1.4.1 Fix potential nullptr crash while gathering actor inventory info (introduced in 1.4.0) Gear positioning: added bolt xp32 node Version 1.4.0 Fixed an issue which could cause the UI initialization procedure to abort when there was no error Fixed NPC combo not showing nearby actors unless 'Show all' was ticked Fixed shield display candidates not sorted by armor rating (strongest have priority now, same as weapons) Various misc fixes Added intro banner Added weather and global variable conditions Add item count to form condition (applies when testing inventory presence, ie if both Equipped and Displayed are unticked) Added ammo category to equipment form browser (filters/preferred items) Custom: optionally load a random model when additional items are specified Custom: allow disabling individual group items Allow playing arbitrary NiControllerSequence on displayed meshes Minor adjustments to gear positioning default configuration Version 1.3.2 Custom items: fixed 'Disable havok' option not taking effect in some cases More optimizations for reduced binary size Version 1.3.1 Improved error reporting mechanisms during initialization Minor fixes and optimizations (reduced code size) Version 1.3.0 Added UI styles, alpha and background alpha sliders Added option to freeze time while UI is active Shield world models can now be loaded instead of race-filtered ARMAs (they're usually the same mesh) Custom items: fixed optional favorite check running on npcs Show log entry timestamps Optionally release font textures after closing UI (large glyph sets have large textures which use up a lot of vram) Fixed some issues with control sizing in settings window Optionally remove favorited restriction from all equipment slots Added ammo equipment slot (quivers, bolts) Added location, interior, worldspace, player teammate, guard, mount, package, shout equipped, combat style and npc class conditions Race condition can match just the keyword without having to set a race form Added playable/child to race condition Optionally ignore race equip types so the equipment system can be used on actors of any race (Swashbuckler24) Suspend processing of actors in detached cells (optimization) Added SetItemUseWorldModel and SetIgnoreRaceEquipTypes native functions Fixed the UI input handler ignoring keyboard layout Added ImmediateUpdateOnFav setting to ini Accept unicode filenames (exports/profiles/font paths) Allow partial profile imports in equipment view (overrides only atm) Fixed possible CTD when importing profiles in npc/race views Added a few nodes to the default list Version 1.2.6 Gear positioning: removed evaluation delay after equipped weapon geometry is attached and reduced overhead by not running node updates unless the transform was changed. Version 1.2.5 Custom items: optionally load only when favorited Added actor dead and can dual wield conditions Show more info in condition descriptions Fixed biped conditions matched against the skin evaluating to true when no skin was found Reimplemented disable collision option Update nodes immediatelly after moving or altering transform (prevents visual glitches when conditions take effect) Input handling no longer relies on GetKeyboardState, should work ok in menus now. Set EnableInMenus=true to enable. Keys with toggle state (caps, num, scroll) are treated as being off while the UI is open in a menu. Handle (some) dead-key (accent or diacritic) characters. Ignore node condition(s) in visibility rules. Updated default offsets on bow and shield-back nodes to account for XP32-added 2H nodes (2h axe/mace, swp) Updated conditions in 'disable no armor' presets to check for 'ArmorCuirass' keyword Version 1.2.4 Added font definition for 'Malgun Gothic' (supports Korean glyphs) Gear positioning: added nodes for daggers on back Gear positioning: added 'Absolute position' option to transforms (apply position independently of rotation and scale) as the default and updated default configuration. Configuration stored in existing playthroughs will not be affected by this change. Added definitions for DeleteAllActor, DeleteAllNPC, DeleteAllRace and DeleteAll functions to papyrus header. Custom items: fixed an issue with equipment mode where available two handed weapons wouldn't be counted properly Version 1.2.3 Custom items: fixed CTD when attempting to load a display with a model swap form not present in the game Version 1.2.2 Custom items: added suport for BGSTalkingActivator, TESGrass, TESObjectANIO, TESObjectDOOR and BGSExplosion UI: disabled hotkey toggling behavior to prevent unintentionally closing the interface (close it with ESC, clicking X in the title bar or File->Exit) Equipment view: split preset loading into apply/merge for Actor, NPC and Race configurations (Global remains unchanged and can only be merged) Fixed a few safety issues related to releasing 3D assets. Version 1.2.1 Custom items: fixed an edge-case where duplicate grouped objects might show up (introduced in previous version, only when using the new model group feature) Version 1.2.0 Fixed some display options not updating immediatelly when an override took effect Fixed a few unsafe node attachments on the skeleton Custom displays: added model groups (per request) Updated default configuration so that equipment displays are disabled on cuffed NPCs (for example the prisoners in the opening scene). Note that this won't take effect on existing saves unless you import. Added NPC equipment displays toggle in settings (per request) Added condition grouping Added 'Actor' and 'NPC' condition types Equipment overrides: added quest complete conditition Version 1.1.4 UI: fixed some string processing which could have caused issues with user-made translations UI: adjusted default toggle keys to the new setting when the .ini or the option is missing Version 1.1.3 Select multiple forms in form browser, where applicable Added player preset which disables displays if no piece of armor is equipped (Default - Player (Disable no armor)) Changed default UI popup keys to Left Shift+Backspace (will not override your existing keys set via the UI and won't have any effect if SKSE\Plugins\IED\Settings.json was already written which happens the first time you open->close the UI) Fixed issues with key configs where keys from the .ini were being copied to the UI config (Settings.json), which then took priority. Keys from the .ini will now be in effect until the user explicitly configures them in the UI or if they set OverrideToggleKeys=true Equipment: Added a warning about left 2H slots and Actions->All slots->Enable no longer applies to these slots. Version 1.1.2 UI: support for rendering in-game text (like item/character names) in languages with non-ascii glyphs (russian, chinese, japanese, ..). Version 1.1.1 Added quiver to default node list Allow non-equippable forms in equipment override conditions Fixed ammo type condition in gear positioning Added biped slot condition to equipment overrides Version 1.1.0 Remove smoke and ENB light from several third-party torch meshes (might not cover everything, if you notice a torch emitting light or smoke send me a link to the replacer you're using) Equipment overrides: conditions now match inventory items unless 'Equipped' or 'Displayed' is ticked Equipment overrides: fixed an issue with 'Equipped' conditions on shields not evaluating properly Updated default config to ignore beast races (werewolf, vampire). You'll need to import if updating on an existing save (View->Equipment, Global tab, select 'Player', select 'Default' preset and merge) Version 1.0.4 Fixed male arms not moving outwards when actor weight was above 0 or an armor with weapon adjustment was equipped. Removed IED\Nodes.json (this file is user-generated, it should not be overwritten) Version 1.0.3 Fixed an issue with crossbows not appearing on the player when playing as a vampire Cleanup some additional nodes from displayed torches which should hopefully prevent ENB light emission Version 1.0.2 Recompiled again, some parts of the code were left behind which still used AVX2 instructions (would cause crashes on older CPUs) Version 1.0.1 Fixed an issue with the plugin not loading on Windows 7 and possibly causing problems with the controller. Fixed the plugin crashing on older CPUs with no AVX2 extensions. Version 1.0.0 Initial release Donations No donations accepted Feature highlightsDisplay every piece of equipment on the player or NPCs, at once - one-hand/two-hand swords and axes, maces, daggers, staves, bows, crossbows, shields, torches and ammo. Display almost any item found in the game - misc, potions, scrolls, soul gems, ingredients, books, keys, even static objects - if it exists in your LO, you can make it into a display. Lights can be attached to displays (version 1.7 and up) Highly configurable gear positioning system for equipped and displayed gear with conditional offsets to prevent clipping/gaps. Supports weight/armor adjusts for each node separately.Built-in equipment physics (version 1.7 and up, off by default).In-game UI for setting up everything in real time - create custom item displays, reposition gear, tweak settings on equipment displays and more without ever leaving the game. Changes take effect immediately.Import/export presets - never lose your setup when starting a new game and easily share it with the community.Fine-tune your setup - each actor, npc and race can have an unique configuration set. For example you can change positions for certain npcs, setup the correct nodes for creature races so that displays show up, attach battering rams to chickens, etc.. Conditional equipment display overrides - apply different settings to displays when certain conditions are met. One of many uses for this feature is to move and neatly arrange gear on an equipped backpack.Papyrus interface for moddersSupport for translations (UI)

InstallationAs of version 1.7.2, XPMSSE is no longer a requirement. The plugin will dynamically create the necessary nodes as needed. Vanilla and many other non-xp32 skeletons are now supported. The system that creates these nodes is fully configurable so modders can add support for their skeletons without having to reach out to me. As a bonus, most followers with custom, non-xp32 skeletons and mods that overhaul race skeletons are automatically supported due to this change and support for those that use unrecognized skeleton meshes can easily be added.

Any XP32-compatible skeleton remains supported, however I generally don't recommend using the bloaty XPMSSE scripts since they can negatively impact performance. IED includes gear positioning/scaling and style fitting animations (through OAR), if you only used the scripts for this purpose you can replace XPMSSE with one of the light variants or uninstall it completely. Otherwise, read the first two points in the compatibility section below.

Prerequisites:

SKSE64Address Library for SKSE PluginsSimple Dual Sheath - Required to show equipped left hand weapons, staves and for the ability to have the shield equipped on back.Optional but highly recommended:

Weapon Styles - Draw-Sheathe animations for IED - animations that work with IED's gear placement system

Getting started After installation there's not much to be done if these default settings are fine for you:

All player and NPC equipment displays enabled (player must have the item favorited).NPC equipment displays turn off if they're not wearing armor.Gear nodes (equipped and displayed) setup in an adaptive way where offsets are applied based on what's equipped to minimize clipping and floating items. Weight and armor adjusts are applied to all items, including left hand weapons and shield.You can make changes in the UI, press Backspace (default) to bring it up. Note that the UI will not open in paused in-game menus (this includes the main and inventory menus) unless EnableInMenus=true in the INI. The default config mentioned above is used when starting a new game, after that the entire configuration, including any changes you make during the playthrough, is stored the SKSE co-save.

UIIf you have issues opening the UI, configure your keys in the ini (ToggleKeys) and set OverrideToggleKeys=true. Keep in mind it can't be opened in a paused menu unless you set EnableInMenus=true in the INI.

This is just some basic stuff about the layout, I'll write an article with more details later. Everything is accessible from the main menu bar at the top of your screen.Import/export (top bar->File menu):

Save/load parts or the entire configuration. The files are written to and read from Data\SKSE\Plugins\IED\Exports.Configuration views (top bar->View menu):

Display managerConfiguration for equipment and custom displays. Anything configured here only affects the respective display with the exception of effect shaders which apply to the equipped weapon as well. Split into two subviews, accessible through the View menu inside the window:

Equipment slots - main equipment displays: 1h/2h sword, 1h/2h axe, mace, dagger, staff, bow, crossbow, shield, torch and ammoCustom - custom item displays: create miscellaneous displays from any supported in-game object Gear nodes

Configuration for nodes that affect equipped and displayed gear. Split into three subcategories, accessible by clicking on the radio buttons inside the window:

Positions - position, rotation, scale, visibility, offsetsPlacement - gear node placement, determines where the gear gets attachedPhysics - equipment physics config for gear nodesMost of the time you'll want to use this to position stuff - use the display manager if you need to make an adjustment that only affects a display.

If you opt to use the built-in equipment physics, you need to enable it in settings first (top bar->Tools->Settings) and if upgrading, a preset will need to be applied to your existing configuration. A basic one is included in the mod package. The physics engine is based on the original CBP implementation but heavily modified to be very CPU efficient while still providing fairly realistic simulation - it utilizes multiple CPU cores, SIMD instructions and shuts down simulation on nodes that don't have geometry attached.  It should be able to simulate dozens of objects at once without making a dent in your average CPU. Additionally, it accounts for frametimes and does sub-stepping to achieve stable simulation at variable frame rate (your gear jiggle shouldn't slow down/speed up depending on current FPS). You can roughly estimate the performance impact in stats; toggle physics on/off in settings and watch the actor processor line, that's the average time (in microseconds) that IED consumes each frame for actor updates, including physics. 

Each configuration view is split into four classes:

Global - applies to all actorsActor - applies to specific actors (references)NPC (ActorBase) - applies to specific npcsRace - applies to specific racesEach class holds a separate configuration for male and female. Equipment and gear nodes global classes are split into player and npc configs, you'll probably want to configure most stuff there.

Each view has an area where you can save/load presets which apply only to the config you're currently editing (both male and female are stored in the presets). Gear nodes presets include both position and node placement.

Known issuesScabbard straps on weapons displayed on the left side stick out after installing 'XPMSSE Left Hand Sheath Rotation Fix' optional file from Simple Dual Sheath. Solution: use ImmersiveEquipmentMeshGen Synthesis patcher by SteveTownsend to automatically generate mirrored left-hand scabbard nodes for 1H sword/axe/mace/dagger meshes. Zip contents of the output folder and install it with your mod manager (place at the end of your load order).

CompatibilityIf you want to continue using the full XPMSSE plugin, styles in the MCM and placement in the gear nodes menu of this plugin need to be configured exactly the same to avoid node placement conflicts.If you use the XPMSSE racemenu plugin (or another plugin) to position your gear, turn it off and use this instead (navigate to View->Gear nodes). There's no hard conflict but the other plugin might clobber dynamic weapon position adjustments on actors. XPMSSE sets positions through skee64 (nioverride) and these settings may linger in the save even after the XPMSSE racemenu plugin is removed. They are applied after 3D loads so it may clobber IED positions after a race switch (for example after werewolf/vampire transformations).  Not compatible with other mods that display unequipped gear (you'd see duplicate items)Mu Joint Fix is known to cause various issues with IED (reportedly with other display mods as well). Check its mod page for possible solutions.This plugin is fully compatible with CBP, HDT body physics and their variants. However, if you enable the built-in equipment physics, CBPC Equipment physics SE and AE needs to be disabled. This won't affect your body physics at all. 

CreditsSKSE team and Fudgyduff (CommonLib)ocornut for ImGuijsoncppboostSteveTownsend for coming up with a solution to the left-hand weapon scabbard problemGiraPomba for cool feature suggestions and tracking down many issues

Source is on GitHub



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