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New features in 1.1.0
Hangout Manager
This replaces the old, half-finished custom Location with a customizable Hangout system for controlling where your characters live when they're imported.
A character will have the location where they used the Portal Stone saved in their character file, and will appear there by default when imported to another game.
All imported Hangouts are viewable via MCM. Any character may be assigned to any Hangout, and in most cases multiple characters may be assigned to a single Hangout. In other words, those of you wanting to build an army of Blades or Companions or Wizards will now be able to do so.
Additional custom Hangouts may be created by simply traveling to the location and using the Portal stone a second time. You will have the option to add the current location as a Hangout.
Characters may also be set to wander from town to town, rather than living in a single place.
Your Hangouts are stored in their own file and are persistent throughout all your saved games.
Better NPC behavior
Characters will now use IdleMarkers (wall-leaning, etc) and exhibit more appropriate behavior based on where their Hangout is.
Towns or cities The character will wander from shop to shop, visit people in open houses, visit an Inn or Temple if there is one, and sleep if they can find a free bed.
Guild homes Characters assigned to Hangouts in or near Guild locations will behave for the most part like members of that Guild's faction, eating and sleeping there if there are available places for them. Note that they will attempt to do this even if the Guild is not open or friendly to you in your current playthrough.
Dungeons Characters that are friendly to you will wait just inside the entrance of Dungeon Hangouts. They may also try to enter deeper into the Dungeon if they were originally saved there, but they will not proceed if the way is blocked by doors they can't open or unlock, such as Puzzle or Dragon Claw Doors.
Wanderers Instead of living in a single place, a character can be set to wander from city to city. Characters summoned to the world without a Hangout assigned to them will do this by default.
Preset locations Some preset Hangouts have customized AI packages that will give the imported character extra behaviors suited to that location. For example, a character imported to the Winterhold College will spend some time practicing magic in the Hall of Elements, or reading in the Arcaneum. These custom behaviors will only apply to the first character assigned to a preset Hangout, though; additional characters will use the more general AI packages described above. As these are quite time-consuming to create, there are not many of them.
Armor dyes
Dyeable armor from the newest versions of RaceMenu/NIOverride is now fully supported. RaceMenu 2.9.1 or higher is required for this!
Character features
Auto-leveling may now be disabled. This allows your character to retain the exact same stats they were saved with, regardless of your level.
It is now possible to recruit yourself. To do this, simply check the "Summon" box next to your character's name on the Shrine page of the MCM.
You may now enforce the character's original armor, so that they will never equip any other gear than what they were saved with, or have them use their original gear to fill in any missing slots in their current setup.
Spells
ALL Spells are now saved with the character data. Spell filtering is now done at the time of loading.
A global option may be set to always allow characters to use self-healing and armor spells, if they know them, regardless of whether they are allowed to use other magic.
There are now MCM options to load Spells provided by mods. "Select mods" will load certain mods with preset compatibility, or use spells explicitly listed as compatible by the mod's author (see Spell Compatibility section below). "All mods" will attempt to load all spells a character had when they were saved. This option is NOT recommended for general use, as many mod-provided spells are utilities or quest-related abilities that are designed for the player alone to use.
Shouts
Global option has been added to automatically disable Shouts when your characters are in a town. This really helps with keeping the guards out of your hair.
You may now restrict your characters to only using Shouts your own character has unlocked.
The "Call Storm" and "Dragon Aspect" shouts may now be permanently disabled for all imported characters.
MCM
A report of what mods are required to properly recreate a character can be viewed from that character's MCM page.
Shrine of Heroes page now allows you to summon your character from the Shrine without actually visiting it. This can also be used to summon your own character as a doppelgänger, a much-demanded feature!
Shrine of Heroes page can now be used to reset individual Alcoves by scrolling to the bottom of the character list. This can be used to clear a locked-up Alcove.
Tracking can now be switch on or off for all characters at once.
Added Hangouts, Global Options and Debug pages to the MCM.
Miscellaneous
Config, Shrine and Hangout files are now stored in the My Games/Skyrim folder rather than in Data/vMYC.
Faster initial loading of character files.
Spells, Perks, Shouts, and non-equipped gear are now deferred until after the character is actually summoned into the world. This greatly reduces the initial load time and reduces appearance problems in the Shrine.
Character files now include a list of the mods required for their appearance and armor to be recreated correctly. Any missing mods will be shown in the character's MCM panel. If the required mods are installed later, the character's appearance will be updated.
The mod now checks for write access to the Data/vMYC folder before attempting to start up.
Notify player if a character's .slot, .dds or .nif (if using external heads) is missing and will optionally auto-delete the character.
Character tracking should now be auto-disabled when they are recruited as a follower.
Reduced duration of the character glow in the Shrine to bring it more in line with trophies.
Compatibility
FF should now work better with AFT. Note: This is accomplished by disabling nearly all of the stat, spell, and perk assignments provided by Familiar Faces in lieu of AFT's handling of these options. AFT *must* be used to manage these if it is installed!
FF now works with the latest beta of EFF and should update the names in the UI panels much more quickly.
Mods that add spells to the game may now tell FF whether they're safe to load on imported NPCs. See "Spell Compatibility Lists" below.
Fixes in 1.1.0
Tons. The following list is not exhaustive. Pretty much every part of the mod got at least some revisions, and several modules were completely rewritten.
Character Manager
Fixed various threading-related issues during the initial startup and loading of characters. This should both speed up the initial load and prevent odd problems like multiple characters' data being assigned to a single actor.
Characters now dismount before applying their appearance, which should prevent physics bugs.
When a Character's actor is deleted or otherwise unloaded, their corresponding FaceGen DDS and NIFs are deleted as well. This is needed when using Racemenu's External Head/ECE support.
Fixed actors sometimes showing up naked.
Shrine of Heroes
Complete rewrite of the Shrine/Alcove code. New system is much faster, more stable, much more difficult to get into an invalid configuration, and attempts to self-correct if it does.
Deleting the Shrine file now correctly empties out all Alcoves on the next load and resets the Shrine to its default state.
Validation is now done for things like the lighting state, the book's open/closed state, etc.
An Alcove that gets stuck in an invalid state for a long time will generate a warning message, so it can be cleared via MCM if necessary. *Note:* Individual Alcoves can be reset without resetting the entire Shrine! To do this, go to the Shrine MCM page, scroll to the bottom of the character list for the Alcove that is malfunctioning, and choose "* RESET *". Exit the MCM and wait for the Alcove to clear, then you may assign it as usual.
Portal Stone is now given to the character only once the initial character loading process is complete. This may take as long as two minutes for the first load.
Alcoves that are emptied via MCM now banish their characters to limbo, where the character's Actor will be deleted after 15 seconds of being unclaimed.
Alcoves that are erased using "Destroy the book" now delete their Actors and corresponding FormID-based DDS and NIFs immediately.
Characters with an invalid Race (due to missing mods) no longer hang the load process.
Fixed book names not always showing up after saving.
Added an option to break out of the Save process after 60 seconds, and every 30 seconds thereafter, just in case the Save hangs (which should never happen, of course!)
MCM
Fixed "Gopher's Bug", where making a Follower into a Foe would break their Follower AI permanently. Current Followers now cannot be made into foes
Fixed numerous instances of options not being updated or disabled correctly.
Most options now apply only after MCM is closed, rather than immediately. This should fix the problem with MCM locking up from time to time.
Miscelaneous
Frozen giant versions of your characters should no longer appear at your wedding, though other imported characters may.
FF's startup is now deferred until MQ101 (Unbound) is completed. This can be overridden with ```set vMYC_WaitForMQ to 0```
Hangout Manager
This replaces the old, half-finished custom Location with a customizable Hangout system for controlling where your characters live when they're imported.
A character will have the location where they used the Portal Stone saved in their character file, and will appear there by default when imported to another game.
All imported Hangouts are viewable via MCM. Any character may be assigned to any Hangout, and in most cases multiple characters may be assigned to a single Hangout. In other words, those of you wanting to build an army of Blades or Companions or Wizards will now be able to do so.
Additional custom Hangouts may be created by simply traveling to the location and using the Portal stone a second time. You will have the option to add the current location as a Hangout.
Characters may also be set to wander from town to town, rather than living in a single place.
Your Hangouts are stored in their own file and are persistent throughout all your saved games.
Better NPC behavior
Characters will now use IdleMarkers (wall-leaning, etc) and exhibit more appropriate behavior based on where their Hangout is.
Towns or cities The character will wander from shop to shop, visit people in open houses, visit an Inn or Temple if there is one, and sleep if they can find a free bed.
Guild homes Characters assigned to Hangouts in or near Guild locations will behave for the most part like members of that Guild's faction, eating and sleeping there if there are available places for them. Note that they will attempt to do this even if the Guild is not open or friendly to you in your current playthrough.
Dungeons Characters that are friendly to you will wait just inside the entrance of Dungeon Hangouts. They may also try to enter deeper into the Dungeon if they were originally saved there, but they will not proceed if the way is blocked by doors they can't open or unlock, such as Puzzle or Dragon Claw Doors.
Wanderers Instead of living in a single place, a character can be set to wander from city to city. Characters summoned to the world without a Hangout assigned to them will do this by default.
Preset locations Some preset Hangouts have customized AI packages that will give the imported character extra behaviors suited to that location. For example, a character imported to the Winterhold College will spend some time practicing magic in the Hall of Elements, or reading in the Arcaneum. These custom behaviors will only apply to the first character assigned to a preset Hangout, though; additional characters will use the more general AI packages described above. As these are quite time-consuming to create, there are not many of them.
Armor dyes
Dyeable armor from the newest versions of RaceMenu/NIOverride is now fully supported. RaceMenu 2.9.1 or higher is required for this!
Character features
Auto-leveling may now be disabled. This allows your character to retain the exact same stats they were saved with, regardless of your level.
It is now possible to recruit yourself. To do this, simply check the "Summon" box next to your character's name on the Shrine page of the MCM.
You may now enforce the character's original armor, so that they will never equip any other gear than what they were saved with, or have them use their original gear to fill in any missing slots in their current setup.
Spells
ALL Spells are now saved with the character data. Spell filtering is now done at the time of loading.
A global option may be set to always allow characters to use self-healing and armor spells, if they know them, regardless of whether they are allowed to use other magic.
There are now MCM options to load Spells provided by mods. "Select mods" will load certain mods with preset compatibility, or use spells explicitly listed as compatible by the mod's author (see Spell Compatibility section below). "All mods" will attempt to load all spells a character had when they were saved. This option is NOT recommended for general use, as many mod-provided spells are utilities or quest-related abilities that are designed for the player alone to use.
Shouts
Global option has been added to automatically disable Shouts when your characters are in a town. This really helps with keeping the guards out of your hair.
You may now restrict your characters to only using Shouts your own character has unlocked.
The "Call Storm" and "Dragon Aspect" shouts may now be permanently disabled for all imported characters.
MCM
A report of what mods are required to properly recreate a character can be viewed from that character's MCM page.
Shrine of Heroes page now allows you to summon your character from the Shrine without actually visiting it. This can also be used to summon your own character as a doppelgänger, a much-demanded feature!
Shrine of Heroes page can now be used to reset individual Alcoves by scrolling to the bottom of the character list. This can be used to clear a locked-up Alcove.
Tracking can now be switch on or off for all characters at once.
Added Hangouts, Global Options and Debug pages to the MCM.
Miscellaneous
Config, Shrine and Hangout files are now stored in the My Games/Skyrim folder rather than in Data/vMYC.
Faster initial loading of character files.
Spells, Perks, Shouts, and non-equipped gear are now deferred until after the character is actually summoned into the world. This greatly reduces the initial load time and reduces appearance problems in the Shrine.
Character files now include a list of the mods required for their appearance and armor to be recreated correctly. Any missing mods will be shown in the character's MCM panel. If the required mods are installed later, the character's appearance will be updated.
The mod now checks for write access to the Data/vMYC folder before attempting to start up.
Notify player if a character's .slot, .dds or .nif (if using external heads) is missing and will optionally auto-delete the character.
Character tracking should now be auto-disabled when they are recruited as a follower.
Reduced duration of the character glow in the Shrine to bring it more in line with trophies.
Compatibility
FF should now work better with AFT. Note: This is accomplished by disabling nearly all of the stat, spell, and perk assignments provided by Familiar Faces in lieu of AFT's handling of these options. AFT *must* be used to manage these if it is installed!
FF now works with the latest beta of EFF and should update the names in the UI panels much more quickly.
Mods that add spells to the game may now tell FF whether they're safe to load on imported NPCs. See "Spell Compatibility Lists" below.
Fixes in 1.1.0
Tons. The following list is not exhaustive. Pretty much every part of the mod got at least some revisions, and several modules were completely rewritten.
Character Manager
Fixed various threading-related issues during the initial startup and loading of characters. This should both speed up the initial load and prevent odd problems like multiple characters' data being assigned to a single actor.
Characters now dismount before applying their appearance, which should prevent physics bugs.
When a Character's actor is deleted or otherwise unloaded, their corresponding FaceGen DDS and NIFs are deleted as well. This is needed when using Racemenu's External Head/ECE support.
Fixed actors sometimes showing up naked.
Shrine of Heroes
Complete rewrite of the Shrine/Alcove code. New system is much faster, more stable, much more difficult to get into an invalid configuration, and attempts to self-correct if it does.
Deleting the Shrine file now correctly empties out all Alcoves on the next load and resets the Shrine to its default state.
Validation is now done for things like the lighting state, the book's open/closed state, etc.
An Alcove that gets stuck in an invalid state for a long time will generate a warning message, so it can be cleared via MCM if necessary. *Note:* Individual Alcoves can be reset without resetting the entire Shrine! To do this, go to the Shrine MCM page, scroll to the bottom of the character list for the Alcove that is malfunctioning, and choose "* RESET *". Exit the MCM and wait for the Alcove to clear, then you may assign it as usual.
Portal Stone is now given to the character only once the initial character loading process is complete. This may take as long as two minutes for the first load.
Alcoves that are emptied via MCM now banish their characters to limbo, where the character's Actor will be deleted after 15 seconds of being unclaimed.
Alcoves that are erased using "Destroy the book" now delete their Actors and corresponding FormID-based DDS and NIFs immediately.
Characters with an invalid Race (due to missing mods) no longer hang the load process.
Fixed book names not always showing up after saving.
Added an option to break out of the Save process after 60 seconds, and every 30 seconds thereafter, just in case the Save hangs (which should never happen, of course!)
MCM
Fixed "Gopher's Bug", where making a Follower into a Foe would break their Follower AI permanently. Current Followers now cannot be made into foes
Fixed numerous instances of options not being updated or disabled correctly.
Most options now apply only after MCM is closed, rather than immediately. This should fix the problem with MCM locking up from time to time.
Miscelaneous
Frozen giant versions of your characters should no longer appear at your wedding, though other imported characters may.
FF's startup is now deferred until MQ101 (Unbound) is completed. This can be overridden with ```set vMYC_WaitForMQ to 0```