Name: Put it in its Place - Enhanced Grabbing
Version: 0.5
Date: 4/20/10
Category: Gameplay Changes
Required: Patch 1.2.0416, Oblivion Mod Manager (Optional), Oblivion Script Extender, Elys USV (Optional)
Author(s): shadeMe
Source: http://www.tesnexus....le.php?id=19847
Forum: http://forums.bethso...anced-grabbing/
Description
=======
One of the many oversights made by Bethesda was the irregular way the Havok physics engine and the crime system worked together. The Grab key, apparently, is under used due to the fact that grabbing an object, which belonged to an NPC, caused the crime system to add a bounty to the player, assuming that the player was “stealing” the object.
This mod changes that aspect of the game and adds a completely new substratum of mechanics which work in tandem, seamlessly blending into the original game. In short, PiiiP : Enhanced Grabbing gives you every reason ( and then some ) to use that underrated Grab key.
Short Feature List: -
· Vanilla Grabbing Crime Evasion : Using the Grab key on NPC-owned objects no longer counts as a crime. Now you could place that stray apple in Ongar’s House back on the table, or in a bowl, without bracing for a fight with that burly Bruma guard!
· Elevation Perks : Throwing things around will no longer go unnoticed – If you grab and throw something around, you’ll probably lower your standing with any NPCs nearby, who had witnessed your antics. On the other hand, lending a hand will most definitely get you places. If you thought placing that stray book in its shelf was a thankless job, think again.
· Crime Handling : Gone are the days when touching a worthless clay pitcher would get you a bounty on your head ! No longer will you hear the cry of “Thief! You won’t get away with this!” when you pick up a bow to have a good look at it. Committing a crime using the Grab key is more of an intellectual chore now. NPCs will reason and think before they blatantly accuse of crimes that you probably never committed.
For instance, you grab an expensive dagger and the NPC start’s to watch you closely. You move around grabbing it, while staying in sight, he won’t mind. Now you make a move by starting to sneak and trying to get out of sight. A few seconds later, you manage to get undetected and after making sure you are not seen, you pocket the silver dagger, chuckling to yourself all along (mumbling about the stupidity of the game characters). You’ve hardly closed your inventory, when the dagger’s owner gets the willies and runs around looking for you, eventually arriving at the place you were last seen by him. You sit barely a foot away; almost sure that he won’t find you. Then all of a sudden, he figures out that you are there and lets fly a cheesy remark – “This better be good ...”. He looks around for the dagger, while you desperately hope that you’d get lucky. Unfortunately, your luck doesn’t hold and he discovers that you’d stolen his precious merchandise. “Thief! You won’t get away with this” (or something similar) is his 1st response to the outrage he just figured out, which is swiftly followed by a cry for help. A minute later, you’re answering to a guard.
That’s just one of the many (slight exaggeration) outcomes of such an event. The reaction of the owner is determined by the various factors where logic is the key element of the formula used and chance plays only a very little role.
· Neatnik NPCs : NPCs, shop owners especially, like to keep their premises neat. You grab some mead ( grab, get it ! ) , you drain it and throw the bottle around – The barkeep mumbles curses, stops his work, picks up the bottle and puts it back in its place. In the same pattern, any NPC, whose article’s been thrown around by the player, will retrieve and replace his possession.
· Player Push Over : While it may be a well-accepted fact that watching NPCs doing menial chores such as the above is an amusing sight, one needs to be careful as to not push the poor fellow into a corner. Repeated throwing of objects and the subsequent retrieval by the owner will end up aggravating the NPC, who will try to send the player out of the premises. Humiliation’s guaranteed if the player refuses to comply.
· Noise Maker : Objects can be grabbed and flinged to cause a noise. Any creatures or NPCs nearby will investigate the sound, creating new opportunities to get about with your business. You can thereby lure enemies into traps and ambushes, or just distract them so that you can sneak past them.
For instance; you are cleaning out a dungeon, looking for a particular treasure chest. When you finally venture upon it, you find to your dismay, that it’s being guarded by a huge and rather menacing bandit. He hasn’t seen you yet – but he will – should you consider a direct approach. A sneak attack is out of the question as he stands on an elevated platform, which can only be reached by jumping. You evaluate your options - You’ve got a heavy set of Dwemer boots and the “Deadly Reflexes 5“mod. A conclusion is reached - You remove the boots from your inventory and throw it within hearing distance of the bandit. The huge oaf hears the noise and gets down investigating, while you wait patiently for the right moment to pass by. The bandit reaches the noise’s point of origin and looks around for the source. Not yet, you say to yourself. After a few futile seconds of searching, the “victim” abandons his attempt to locate the perpetrator of the noise and focuses his attention on the shiny set of boots at his feet. Greedily, he reaches down to pick them up; thinking about his luck …when the moment arrives! You leap into action and trigger the DR 5 sneak attack, the dazzled NPC just looking up to see your sword coming down on his neck. A second later, his body goes limp. Five minutes after that, you happily prance out into the sun with your loot bag filled to the brim.
Comes bundled with the Item-Dropper™, which scans your inventory and drops the heaviest object for quick use.
· Slapper : Traversing the social ladder was never this unbecoming and fun! Slap pesky aristocratic women in the face and challenge them to duels! Teach that annoying fan a proper lesson for a change. Humiliate arrogant guards! And if you've got the stones, give those fighters guild porters a good left 'n right and attempt to get away with it!
· Kleptomaniac : Gives the player enough reason to create a "Chainsnatcher" class. Discover an alternative means of pickpocketing! Snatch expensive jewelry and armaments from unwary actors and make a run for it! Imagine grabbing a guard's weapon when he wasn't looking and running all over the Colovian Highlands with him on your tail – An enticing thought indeed.
· Toggle-able Grab : The Grab key doesn’t need to be held for the whole duration of grabbing anymore. Tapping the Grab key once will initiate grabbing and tapping it again, while grabbing, will release the grab control. And with its Auto-Flinger™, the grabbed object gets flinged automatically when it gathers enough momentum ( mostly hype, but it works ).
· Mortician : Dispose the corpses of Cyrodill's preposterously endowed men and women with nothing more than a key press - Cleanly and efficiently.
· Lock it in its Place : Pandering those with obsessively neat minds, LiiiP allows the freezing of objects to help with decoration and other nasty impulses.
· QuickEquip : Activating a grabbed item automatically equips/uses it. And for some arcane reason, that makes sense even in the real world!
· Functional Physics : All of PiiiP's (appropriate) subsystems work with telekinesis.
· Voice Acted NPC reactions : Now, how about that ! Well worth the download – you’ll see … NPCs don’t sit and stare at you when you bring down their house around them. You’ll aptly receive a sharp comment when there’s need of one.
Fine Print
======
Detailed mechanics : - ( We shall be assuming that all actors are male characters, to keep things simple. Also, words suffixed with an asterisk are variables that can be configured in the INI file ).
· Elevation Perks : The Elevation perks system works by tracking a dropped item’s movement and checking for its elevation ( Z level ) when it stops. Depending upon the result, the disposition of the actor toward the PC is decreased or increased. Only 3 results are valid and checked by the system – Whether the object was :
o Picked up from the ground and dropped back to the ground – Decrease Disposition
o Picked up from the ground and placed at a higher surface – Increase Disposition
o Picked up from a higher surface and dropped to the ground – Decrease Disposition
This applies only to the actors who witnessed the act. The reduced disposition equals to the logarithm base 10 of the item's full gold value while that increased equals and always remains as 1.
· Crime Handling : The owner allows the player to grab an object of his, as long as he stays in sight. If the owner loses sight of the player while he was grabbing an item, he waits for the duration of the MaxLostTimer*. If he doesn’t detect the player for that whole time, he’ll enter a panicked state. The basic reaction on finding the player involves the owner checking for the grabbed item. In both cases, if he figures out that the item’s been stolen, he will call you a thief and then call the guards. If he figures incorrectly ( or if the item wasn’t stolen ) …
o Un-panicked – He patronizes the player, and if the player was grabbing something all the while, he follows the player until he drops the item.
o Panicked - He curses the player and if the grabbed object’s gold value was higher than the threshold value* for its object type, he follows the player until he leaves the cell.
In both of the above cases, the owner may decide to follow the player even after releasing the grabbed object, if he’s wary of the player.
If the owner fails to find the player in his panicked state and …
o Is an intelligent fellow, he will look for the item first. If he doesn’t find it, he calls for the guards.
o Is not an intelligent fellow, without checking, he’ll consider you duped him and will call for the guards
Whenever checking for the original item, the NPC has a small chance of making a mistake. If the chance passes, the NPC decides that the item is present in the cell even if it isn’t. Similarly, if the chance fails and he happens to be irresponsible enough, the owner will claim you stole his item.
Also, the player gets a small chance of deceiving the owner if he quickly switches the grabbed object with a different one of the same type as the original. Note that all die-rolls are based on formulae that include several factors to keep down “randomness”. So a player with a lot of luck has a better chance of pulling off a trick like the above than an unlucky one.
· Neatnik NPCs : NPCs will only pick up objects that they’ve seen the player throw away. This feature ties in with the Elevation Perks feature – Only objects that have been thrown down to the ground get evaluated. Therefore, Neatnik NPCs requires Elevation Perks enabled. As of v0.4, NPCs have the ability of pickup any object that’s been thrown down, regardless of whether the NPC was performing a pick up while it happened. So, a succession of objects can be thrown and all will be recovered as long as the player is detected by the owner when it stopped moving.
· Player Push Over : When the owner has been aggravated enough ( determined by his current disposition towards the player ), he will warn the player and tell him to leave the cell, giving him an initial time determined by InitialGoOutTimer*. If the player chooses to comply and moves in the direction of the load door, he is granted an additional amount of time ( ExtraGoOutTimer* ). The player must then leave the cell before the timer runs out. If he fails to do so, the owner promptly gathers him up and deposits him ( by pushing him ) outside the cell. If the player refused to comply initially, the owner does the above anyway.
Repeatedly doing so will cause the owner to call the guards onto the player. On the other hand, should the player be of a more intimidating nature, the owner will run outside and call guards ( if any ) into the cell itself.
· Noise Maker : On dropping an object ( with a weight of atleast 2 ), any actors within hearing distance* are alerted. Each actor contributes to the search party’s size*, except for alerted guards. On addition, the actor has a chance* of ignoring the noise altogether, which buttresses with every failed search. Every actor is classified, according to their confidence, as high or low confidence actors. The actor then moves to the origin of the noise and starts searching. The actor ( only NPCs ) may use a light spell or a torch depending upon the lighting conditions. The search length is determined by the actor’s confidence. If he finds nothing, he abandons the search. All low-responsibility actors had a chance* of pillaging the thrown item as well. The pillaging behavior is triggered earlier ( on reaching the origin ) for low C’s, in which case the actor will abandon the search right away. The actor’s reaction on finding the player depends upon his confidence and the player’s stance ( if weapon out and if sneaking ).
o Creatures –
§ High C – Attack the player
§ Low C – Flee from the player
o NPCs –
Player’s stance at the time of detection
High Confidence NPCs
Low Confidence NPCs ( Different Voice Reactions )
Weapon Out and Sneaking
Take the player for an enemy and attack him. The player will still be able to yield.
Flee and call the guards on to the player.
Weapon Out and Not Sneaking
Patronize the player and verbally
abuse him.
Just flee !
Weapon In and Sneaking
Deliberately take the player for a thief and call the guards. [ Special Case ** ]
Flee and call the guards on to the player.
Weapon In and Not Sneaking
Be a sport and comment upon the act.
Curse the player and abuse him thoroughly .
§ Guards – Get irritated progressively and add a bounty if really irritated.
§ Evil NPCs – Attack the player
[ Special Case ** ] – There is a chance* that the NPC will push the player down, in hopes of keeping him from running away ( he still considers the player evil ). In such a case, after the alerted guard acknowledges that the player isn’t a threat and the NPC figures out that the player isn’t evil ( if fame > infamy ), you have a chance to get back at him. Initiating dialog with the above NPC will open a new conversation. The direction of the conversation can be decided by the player, although the basic premise gets set by the NPC’s disposition towards the player while he was pushing him down. 3 distinct personalities available.
Item-Dropper™ may be triggered by tapping the grab key while holding the block key. Make sure there isn’t a grabbable / activatable item under the crosshairs when using this feature. The item selector excludes items with scripts, those that are un-playable or flagged as quest objects and only includes the following item types: Apparatus, Armor, Book, Misc and Weapon
· Slapper : NPCs can be slapped by tapping the grab key when pointing the crosshair at their face. Slapped actors can either dodge or block your slap depending upon their speed and skill. If even one of the “slapee”’s combat skills exceeds the configurable threshold, they can be challenged to a duel. Duels are of two types : First Blood and To the Death. The former will last until one of the duelists lands a clean shot on his/her opponent, or takes a configurable number blocked hits, while the latter involves fighting to the death. Once challenged, you'll need to meet your opponent at the same place after a random number of hours. You can challenge any number of people.
NPC duelists have a chance of yielding that is dependent on various factors. The player can accept or refuse such yields. Two distinct reactions are involved at this point, reactions that depend on the NPC's confidence. Low C NPCs will be happy when the PC accepts their yield or flee if he/she doesn't. High C NPCs will accept their fate no matter what the player chooses to do. If you were to disregard it, they'll ask you to deal them a coup de grace. The killing blow can then be delivered by pointing your crosshair at the actor and tapping the grab key.
Actors nearby observe duel combat, clapping and cheering for their favored duelist
· Kleptomaniac : Simply point your crosshairs at a body location and hold the grab key until the animation plays. Supported bodily locations:
o Torso – Bows/Quivers
o Head – Amulets
o Arms – Rings, Single-handed Weapons and Shields
o Legs - Single-handed Weapons and Shields
Successful swipes are dependent on luck, agility and sneak. A player with a high enough sneak skill can pull off swipes without getting noticed. The feature can be used in combat too.
· Mortician : The feature is invoked by holding down block and tapping the activate key, while grabbing the corpse. Corpses of evil actors can be disposed of in broad daylight, while those of friendlies needs to be done in the dark and with no one noticing.
· Lock it in its Place : The feature is invoked by holding down block and tapping the activate key, while grabbing an inventory object. Locked items can be unfreezed by bumping into them or by grabbing them.
Install
====
This archive is distributed in OMOD-Ready format. It allows you to manually extract and install like most other mods but it also allows you to use Oblivion Mod Manager and import this archive with all the settings pre-configured for an OMOD file. Pick which method you are going to use for installation:
Upgrading from an older version
Please create a clean save before upgrading to a new version.
Manual Installation
- = or = -
OBMM Installation (Heavily Recommended)
Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. You can delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable ESP added by the mod.
OBMM Install
------------
Create the OMOD (This needs to be done only once)
1. Start Oblivion Mod Manager.
2. Click the Create button.
3. Click the Add Archive button, find and select this archive, then click Yes.
4. Click the Create omod button, then click OK when it finishes.
Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
3. Follow on-screen instructions. ( If any )
Uninstall
======
Pick which method you are going to use for uninstallation:
Manual Uninstallation
- = or = -
OBMM Uninstallation (Heavily Recommended)
In either case, you’ll need to disable/stop the mod in-game before removing the files. The mod can be disabled using the in-game menu or the INI file. Load you game, wait for a few seconds and then save it. Finally, quit and proceed with the removal of the mod’s files.
Manual Uninstall
--------------------
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Now, Delete the following files :
Enhanced Grabbing.esp
Enhanced Grabbing - Assets.bsa
Enhanced Grabbing - Voices.bsa
Enhanced Grabbing.ini
OBMM Uninstall
-------------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen, click Yes.
Post-Installation
==========
The INI file contains all the configurable options of the mod. Users of the silent voices version need to set the appropriate flag in the Misc. section of the INI before first run.
When properly installed and activated, the mod will begin to work on loading a save game. This mod doesn’t require a new game to work – It will work with existing games as well.
Compatibility
========
This mod is, and should be, compatible with all mods.
Special note on Reneer’s Guard Overhaul – PiiiP's Grab engine is compatible with RGO v1.92 and above. Problems such as auto-resetting bounties and irresponsive guards may be mitigated by setting RGO's compatibility settings to allow changes to the player's bounty. Note that such issues are usually caused by using any mod that modifies the player's crime gold, with RGO, as its crime gold system works differently than the vanilla crime system. RGO v1.93 fixes most of these problems.
Known Issues and Notes
================
· Elevation perks work only in interiors. Calculations made by the Elevation Perks system are approximate and may be subjected to errors within playable limits.
· Crime handling will not be able to recognize an item that’s been moved to the PC’s inventory and back out, during the course of hiding.
· The Item Tracker initializes Elevation Perks only when the item stops moving. This might cause a delayed response at times.
· Only one Noise Maker event is supported at any point of time. Make sure no other event is running before starting a new one - More specifically, the current size of the search party ( zzPiiiPSanityQ.sNMCurrentPartySize ) must be zero. Failing to do so will cause actors to be excluded.
· Do not load a save game while an NPC is pillaging an item - Wait until he/she picks it up ( until the item in the game world disappears ). Failing to do so will cause the activate key to become disabled. On the same note, refrain from loading save games while grabbing or while an owner calls for the guards in PPO.
· PiiiP'ing ( as in, being replaced by a Neatnik NPC ) sometimes take place instantaneously - 2 reasons for that, one unknown. The former being an in-built clean up routine, which sometimes triggers due to its mechanics. The latter, apparently, happens only in certain cells and with certain objects.
· Grabbing an item which is being PiiiP'ed will cause normal grab-crime activation. You'll get a bounty.
· The collision detection isn't infallible - The collision sounds do not play at times due to an engine limitation. As a workaround, noise detection is also triggered when the item stops moving - if and only if collision wasn't detected beforehand and the item had been moving in space for a while.
· Actors may snap to position when animations start to play.
· Mouse keys are supported as the Grab key as long as they have a keyboard counterpart.
· Animations may clip during playback
Future Releases
==========
I’m out of ideas! Got any ?
Contact
=====
Do send in your suggestions and ideas to improve the mod – I’ll be more than happy to add it in whenever necessary. Also, if you find any bugs, please report them to the contact below.
For anything about the modification, PM me at either ( Bethsoft preferably ) ...
Bethsoft Forums: shadeMe
TESNexus: shadeMe
Credits
=====
Special thanks to:
Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with Oblivion’s Elixir of Immortality.
LHammonds – For his readme generator.
TheTalkieToaster & Haama – For their scripting advise
Kyoma – Who, in more than one occasion, became a Just-in-Time debugger, and for scripting advise.
XMarksTheSpot – For his help with the collision detection system
kuertee – For his brilliant NPCs are suspicious mod. Even more so for letting me incorporate that idea into PiiiP. Thanks mate!
QQuix – For his help with my disemboweling of Oblivion’s coordinate system
Tejon – For testing, comic relief, formulas and harassment
Reneer – For taking time to add a compatibility patch to RGO
2Cold Scorpio-RGc1 - For introducing me to and helping with my FF Cinematic Mod installation, without which I would have surely spent more time on 0.4
artfact – For the strength check idea for PPO
SkyCaptain – For all his help with the animations
UK47 – Thank this great fellow for all the slick animations
TamaraVico – For introducing the slapping theme
Qazaaq – For his brilliant finger-snap animations
Khettienna, InsanitySorrow, jaggedbubbles and Maxwell the Fool – The brilliant quartet that helped PiiiP evolve and work as advertised. 0.5 would have never gone gold without them and the TESA BTA Guild.
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.
Tools Used
=======
TES Construction Set - http://www.theelders...s_utilities.htm
Oblivion Script Extender – http://obse.silverlock.org
Readme Generator - http://lhammonds.gam..._generator1.asp
Oblivion Mod Manager - http://timeslip.chorrol.com/obmm.html
Usage
====
License: WML 1.0 Modify and Redistribute, Share Alike - ish
• You are free to redistribute this work in an unmodified/modified form, so long as you: 1) obtain permission from the author(s), 2) give the author(s) credit proportional to their contribution to the final work, 3) distribute the final work under the same terms, and 4) make artistic resources included with the final work available under the same terms as below.
• Artistic resources (meshes, textures, sounds, etc.) included with this work may be included in unmodified form with modified versions of this work, so long as their authors are given credit proportional to their contribution to the final work. Note that artistic resources may not be modified, or extracted from this work, unless permission is given elsewhere.
If you use the assets of a mod which was not created by you, please give due credit to its creator. He/She deserves it.
Legal
====
This mod is provided as "is". The author is not responsible for any damage done to your save game, game installation or even your computer ( though such an event happening is highly unlikely ). Use at your own risk.
Change Log
========
0.5 –
· Changes/Additions :
· New Features :
§ Slapper - Slap people around and challenge them to duels
§ Kleptomaniac - Grab every (reasonably accessible) object in the world
§ Mortician - Corpse disposal at the press of a button
§ LiiiP - Lock items in their place
§ QuickEquip - Pick up and quickly equip items without having to rummage around in your inventory
· Refactored debugging code base
· Modified most scripts to use user functions and proper loops
· Got rid of a redundant token
· Moved globals to a dedicated quest script container
§ Cleaned up the INI file
· Noise Attenuation added to Noise Maker. Noise radius formula overhauled.
· Faction owned items are now picked up by members of the parent faction.
§ Faction leaders can dismiss the player
· Support for telekinetically picked-up objects
· Responsibility checks add to PiiiP'ing. Only responsible NPCs pick up flinged objects.
· Removed the in-game options token
· Increased disposition modifier for Elevation Perks by taking into account the current disposition
· Item value is taken into consideration by while PiiiP'ing.
· Irresponsible magicka majors use magic for PiiiP'ing
· Added a grabbing animation that plays when grabbing an object
· Removed silent voice files in favor of Elys USV
· Removed UV Noise Maker patch plugin temporarily
· Bug fixes :
· Fixed an instance when the item tracker failed to detect a reset on grabbing an object in motion
· Looking up doesn't trigger the auto flinger anymore
· Sleeping NPCs are correctly excluded from appropriate checks
· Corrected a flag that disallowed a particular response
· Item owners need not detect the PC at item collision as long as they see the player fling the item.
· OBSE version in OMOD script fixed
· Made compatible with arrow denocking mods
· Toggle grab now works with actors
0.4 –
· Updated and streamlined core scripts sporting modular code
· Customization now simplified with an INI file
· Optional Silent Voices version added
· Enhancements / New features :
o Player Push-Over : Repeated use of the feature will trigger a more interactive and an uncannily immersive response - The player being sent out of the premises.
o Noise Maker : Throwing objects around to create a ruckus. With Item Dropper, which drops the heaviest item in the inventory
o Toggle-able Grab : The grab key doesn't need to be held down all the time - Tapping it once will hold the grab control and tapping it while grabbing will release the key.
o Crime Handling : Replacing a whisked object with another one of the same type creates a small window of opportunity to get away with the crime.
o Neatnik NPCs : Owners replace all objects that were throw regardless of when, as long as they witness the throw (detect the player)
· Bug fixes :
o Elevation perks script is no longer reset during a savegame load
o Included disposition modification when owner ref. wasn't found and conditionalized code for greater chance of modification
o NPCs with 50 responsibility are now valid targets for disposition modding
o Grab functions no longer work on items being reset
o Inactive NPCs no longer perpetually involved in trying to restore a flinged object
o Owner NPCs no longer try to replace items outside of their parent cell
o Owner NPCs remember to recover the item nicked by the player
o The phenomenally in-frequent CTD has been eliminated
o The Stolen Goods misc. stat is no longer incremented occasionally when grabbing an object
o Evil NPCs are exempted from disposition mods
o Possible fix for the bountiful bosom bug
o Using a mouse button for the grab control no longer triggers vanilla crime handling (a keyboard key is still needed for toggle-able grab)
o Tokens are removed when their life span expires
0.3 – Major Revision, Older versions are obsolete.
0.2 – Fixed "Ownership mix-up when grabbing 2 items” problem – you should no longer have a item with it’s owner as the PC, chance of an Easter egg occurring reduced drastically, players will no longer be plagued by my witless humour, player detection flaw fixed, New configuration menu with options to enable/disable mod. Debug ESP removed, now debug text can be toggled using the config. menu.
0.1a – A few bug fixes, a cleanup and an Easter egg !
0.1 – Initial, working Build. ( Unreleased )