Footprints a MWSE-Lua Morrowind mod by abot Caveat: Footprints placement may not always be accurate. As this mod uses MWSE-Lua addSound() event to detect vanilla feet sound and trigger footprints spawning, In theory some other MWSE-Lua mod could use the same event with higher priority and replace/block the vanilla sounds before this mod could detect them. In case you have things not working due to this kind a conflict, increasing in the MCM Panel the event priority used by this mod should solve it. ChangeLog: v 1.15 - more tweaks and fixes v 1.14 - made footprint meshes single-face, halving used triangles. Could improve FPS in theory - more tweaks and fixes v 1.13 - improved footprint puffs effect color matching with surface texture - more tweaks and fixes v 1.12 - more tweaks & fixes v 1.11 - more tweaks & fixes, landscape footprints are now attached to VFX root v 1.10 - tweaks & fixes, better smooth timed fadeout of footprints v 1.09 - fixed previous fix breaking another thing v1.08 - fixed footprint scaling for some rescaled creatures v1.07 - small tweaks v1.06 - added option to try detecting and skipping staircases when placing footprints v1.05 - added rat tailored footprints - fixed footprint scaling when attaching footprints to rescaled meshes - some more code tweaks v1.04 - footprints now automatically fade out from alpha value set in MCM as time goes by until they are fully deleted - some more code tweaks v1.03 - fixed some bugs - footprint puffs effect color should better match surface color - added tracking time and deletion management for each footprint - as alpha setting is global for each mesh and all its clones and can't be used for this, added footprints are slowly sinking according to time passed effect instead - added global footprints alpha/transparency setting for better matching of different texture replacers - added setting for max real time duration in seconds for each footprint - added setting for max number of spawned footprints - added setting for compatibility with mods eventually allowing beast races to wear visible boots/shoes. Beast races have bare feet by default. v1.02 - improved precision and speed, less memory usage - added option to get dirty feet after waterwalking - added guar tailored footprints - added footprint puffs effect on proper surfaces e.g. snow, sand, ash... v1.01 - improved speed and memory usage - changed duration of footprints parameter to simulated game hours (takes timescale into account) Note: Although this may seem like a purely immersion/cosmetic mod, I spent a long time trying to include some gameplay in it. A smart usage of dirty/wet surfaces could allow you to leave footprints for a while e.g. inside a rocky dungeon, and use them as hint for places already visited.