
Whenever that spell hits an NPC (or a creature, or any actor, as the case may be), a Papyrus script is executed. The player constantly casts a "cloak" spell within a certain radius around them. Dynamic Animation Replacer (by Felisk圓84)īoth XMPSSE and Footprints are old mods that use a very inefficient method of applying effects to NPCs.Immersive Equipment Displays (by SlavicPotato).And my game is much happier, and snappier, for it.įor those users who care about fancy equipment displays and/or animations, there are far better mods nowadays implemented as SKSE plugins, than XPMSSE: So I'm only using the skeleton meshes and accompanying standard animations that XPMSSE provides, without any other features, totally script-free. I don't know what the plugin does besides providing an MCM to configure the Weapon Styles, and adding a cloak spell to the player.

I eventually ended up completely disabling the XPMSSE plugin in my game, as I don't care about the Weapon Styles feature at all.

Again as pointed out above, it's equivalent to turning the Weapon Styles option ON, but in a much more efficient way. This mod provides a straightforward SPID configuration and a plugin that removes the cloak spell enable/disable option in the MCM. NPCs will end up with 2 copies of the effect applied, which is probably bad if not completely broken. after character creation).ĭon't enable this on an existing game that had the "Cloak Spell" enabled. If you don't intend to use the Weapon Styles feature of XPMSSE, you should disable the "Weapon Styles Cloak Spell" in the XPMSSE MCM at the beginning of a game (i.e. Otherwise it will just add useless bloat to every NPCs in game. This is only useful if you intend to use the Weapon Styles feature of XPMSSE, which is enabled by default. I was having some Papyrus overload and growing stack issues with the scripts from XPMSSE despite the Fixed Scripts and Papyrus Stack Fix. This basically does to XPMSSE what SPID for Footprints does to Footprints. XPMSSE Weapon Styles Uncloaked by chuckseven1
