Feature highlights
Installation
Any XP32-compatible skeleton remains supported, however I generally don't recommend using thebloaty 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.
As 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.
Optional but highly recommended:
Getting started
After installation there's not much to be done if these default settings are fine for you:
You can make changes in the UI, pressBackspace (default) to bring it up. Note that the UI will not open in paused in-game menus(this includes the main and inventory menus) unlessEnableInMenus=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.
UI
If you have issues opening the UI, configure your keys in the ini (ToggleKeys) and setOverrideToggleKeys=true. Keep in mind it can't be opened in a paused menu unless you setEnableInMenus=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 fromData\SKSE\Plugins\IED\Exports.
Configuration views (top bar->View menu):
Display managerConfiguration for equipment and custom displays.Anything configured here only affects the respective displaywith 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 equipmentdisplays: 1h/2h sword, 1h/2h axe, mace, dagger, staff, bow, crossbow, shield, torch and ammo
- Custom- custom item displays: create miscellaneous displays from any supported in-game object
Gear nodes Configuration for nodes that affectequippedanddisplayedgear. Split into three subcategories, accessible by clicking on the radio buttons inside the window:
- Positions- position, rotation, scale, visibility, offsets
- Placement- gear node placement, determines where the gear gets attached
- Physics- equipment physics config for gear nodes
Most 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 processorline, that's theaverage 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 actors
- Actor - applies to specific actors (references)
- NPC (ActorBase) - applies to specific npcs
- Race - applies to specific races
Each 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 nodespresetsinclude both position and node placement.
Known issues
Compatibility
Credits
SKSE team and Fudgyduff (CommonLib) Source is on GitHub
ocornut for ImGui
jsoncpp
boost
SteveTownsend for coming up with a solution to the left-hand weapon scabbard problem
GiraPombafor cool feature suggestions and tracking down many issues