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Footprints                                                           by jonwd7

v0.95                                                                 1/3/2012
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Adds footprints to the player, NPCs, and creatures. Initial release contains
snow footprints for the player/NPCs and a subset of the creatures. Sand and 
mud prints will be added in later releases. See below for what is currently 
implemented as well as future plans.

RELz/WIPz Thread: http://forums.bethsoft.com/topic/1405238-relzwipz-footprints

** SKSE and all DLC features are OPTIONAL, if you do not have these, the mod
 will disable these features automatically and seamlessly. **

** Requires Skyrim version 1.8.151.0.7 or higher **


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FAQ (Frequently Asked Questions)
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Q: "How long do the footprints last?"
A: They are decals so how many decals are placed before disappearing is defined
by your INI file decal settings. See the Technical Section below for INI edits.

Q: "Is there a performance/FPS hit?"
A:  It will likely depend on your system and how many script-intensive mods
    you have already installed.
A:  I see no performance impact whatsoever.
    See: http://skyrim.nexusmods.com/articles/291/

Q: "Is it compatible with Dawnguard, or ________ mod?"
A: It supports Dawnguard races as of 0.7. It is also inherently compatible with
any mod. It is self contained and doesn't touch vanilla races or NPCs.

Q: "Do you support custom races?"
A: My mod will attach footprints to ANY humanoid races, as long as they use 
the humanoid skeleton and the mod properly defines the race as "ActorTypeNPC".


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CURRENTLY IMPLEMENTED
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1. All humanoid (non-creature) NPCs
2. Bear, Deer, Draugr, Falmer, Hagravens, Horses, Sabrecats, Skeletons, Wolves,
Giants, Mammoths, Spriggans, Cows, Goats, Trolls, Skeevers, and Werewolves.
3. Race-switching support for player character. Shape Shifter mods should work
fine given I have the prints implemented for the race in question.
4. Dawnguard support. Disables itself if you do not have Dawnguard.
5. Initial boot detection support. Needs SKSE, but will disable itself if you 
do not have SKSE.

New in 0.9

1. Particle Effects**
2. New, more natural textures**
3. Parallax maps
** Humans only as of 0.9. Creatures will be redone by 1.0, particle effects
will be made for some creatures, once I get the hang of them.

New in 0.95

1. Strafing Detection
2. Separate particle FX for running, walking, and strafing.
3. Improvements to the FX including more realistic gravity, speed, and the 
addition of wind.
4. Bugfix - Regression which caused player to lose footprints after race change
5. Switched to uncompressed normal maps (same resolution) for less blocky lighting.
6. General restructuring and optimizations in preparation for menu options.


** SKSE and Dawnguard features are OPTIONAL, if you do not have these, the mod
 will disable these features automatically and seamlessly. **

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FUTURE PLANS
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1. Additional creatures will be added as I finalize their footprints.
2. Sand and Mud prints. Likely post-1.0. For example 1.1 will feature dirt,
   1.2 mud, and 1.3 sand.
3. Blood trails
4. Plugin providing "Hunter Vision" which exposes newly placed prints by
   making them glow.
5. Options menu
6. Dragonborn support

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INSTALLATION
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Install the BSA and ESP to your Data folder.

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UPGRADING
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Unless otherwise stated, simply overwrite with the new ESP/BSA. 

Upgrading from 0.9 to 0.95 requires no special action.
Upgrading from 0.7 to higher versions is completely automated.
Upgrading from versions lower than 0.7 is not supported.

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UNINSTALLATION
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**Uninstallation via removal or disabling of the ESP is not supported.**

To disable the scripting you may open the console and enter:

setstage footprintsQuest 99

Disabling or removal of the ESP during a save may break
your save permanently. This is Bethesda's official stance, due to how data,
scripts especially, are permanently attached to your savegame.

Once the options menu is implemented in 1.0, you will no longer need to run 
the console command, but simply disable it from the menu.

** AGAIN, DISABLING OR REMOVAL OF THE ESP IS NOT SUPPORTED **

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RE-INSTALLATION
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If you disabled the scripts via the console command above, you can enable them
again by entering:

stopquest footprintsquest
startquest footprintsquest

On two separate lines (hitting enter between each command)



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INI FILE EDITS
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Skyrim.INI:
    [Display]
    fDecalLifetime = 900
    ; Add or modify this value in the Display section
    ; Time is in seconds, so 900 = 15 Minutes
    ; This affects all decals

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COMPATIBILITY
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There are no known compatibility issues.


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CHANGELOG
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0.1 - Initial Release
0.2 - "Brawl bug" fix, Possible fix for those receiving errors or CTDs. Please
report if this release fixes either issue for you. No new prints this release.
0.2.1 - Human prints tweaked
0.3 - Sound doubling fixed (for NPCs and most creatures), Version Control
scripting added
0.4 - Added Giants, Mammoths, Spriggans, Cows, Goats, Trolls, Skeevers, and
Werewolves. Werewolf transformations are supported for the player.
0.7 - **SKSE and Dawnguard features are OPTIONAL, if you do not have these,
	  the mod will disable these features automatically and seamlessly. **
	  > Initial boot detection support. Currently only generic and barefoot
	  prints. Entire subsystem is there, so I merely need to create textures.
	  > Initial Dawnguard support (most all races, except chauruses, Dwemer).
	  > Ghosts and familiars should no longer leave prints.
	  > Performance and stability improvements.
	  > Improvements to upgrade process.
0.9 - Partial rewrite, simpler code, can stop and restart on command.
    - New textures for humans.
    - Parallax for humans.  ** Looks best with ENB, which fixes certain bugs **
    - Particle Effects for humans.  One for walk and one for run.  More will 
		be added in the future.
0.95 - Strafing Detection
	 - Separate particle FX for running, walking, and strafing.
 	 - Improvements to the FX including more realistic gravity, speed, and the 
		addition of wind.
	 - Bugfix - Regression which caused player to lose footprints after race change
	 - Switched to uncompressed normal maps (same resolution) for less blocky lighting.
 	 - General restructuring and optimizations in preparation for menu options.


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PERMISSIONS / LICENSING
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- Permission is NOT given to redistribute this mod in whole or in part.

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SPECIAL THANKS
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Chesko for initial brainstorming
RalphDamiani for initial test textures
eztwister for the mod idea