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Barefoot Realism NG

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Modernize of the original Barefoot Realism  on Skyrim SE / AE / VR, including native SKSE accelerator, plus a few Papyrus correctness fixes . All gameplay design, formulas, and balance are the original mod author's work — this project mainly swaps the heaviest Papyrus loops for a CommonLibSSE-NG plugins.

 

Check the original mod page for details.

 

Note: It is an beta version, so there might be problems. Please use with caution and report any issues if you run into any.

 

It is created with CommonLIbSSE-NG, so it is supposed to support all SE/AE/VR version that CommonLIbSSE-NG supports. But I could only test with 1.6.1170.0

Suggest to install with cleaned save or new save since I cleaned ESP.

 

What's New in NG

Native implemetation replacing Papyrus

 

Original Papyrus Replacement
PBFTerrainDetectionQuestScript.OnUpdate — every second, did 2× PlaceAtMe + 2× MoveTo + Spell.Cast + 2× Delete + 9× FindClosestReferenceOfTypeFromRef to figure out which surface decal had spawned under the player A single downward havok pick from C++; reads bhkShape::materialID and maps to the mod's 0..8 surface ids
PlayerBarefootQuestScript.GetCurrentLocationType — called twice per footstep (~6×/sec while sprinting) doing weather + cell-owner + faction-owner + cell-name substring search Same logic in C++, one VM call per invocation
PlayerBarefootQuestScript.OnAnimationEvent math — five global reads, five global writes, two Math.Pow calls, ten Config property reads, all in Papyrus per footstep Two native calls (GetStaggerChanceNative for pure compute and ApplyDirtinessPainStep for the dirtiness/pain/roughness state writes)

 

Water detection is delegated to powerof3's PapyrusExtenderSSE (PO3_SKSEFunctions.IsRefInWater).

 

Papyrus correctness fixes shipped in the native implementation

  • Clamp(NewDirtiness, 0, 1) was a no-op in the original (Papyrus pass-by-value with a discarded return). After enough sprinting, FeetDirtiness / FeetPain / FeetRoughness could drift above 1.0. Fixed when implementing in C++
  • The sneak branch in GetStaggerChance was unreachable: the original if IsSprinting / elseif !IsRunning / elseif IsSneaking chain made the third arm a dead branch because IsSneaking is never reachable past !IsRunning == false. Reordered to check IsSneaking first.

 

Footwear detection keywords (KID)
The mod no longer hard-codes which items are ankle restraints, which count as "shoes", or which footwear is treated as barefoot. Instead it reads three keywords, distributed at runtime by Keyword Item Distributor (KID) via the bundled `BarefootRealism_KID.ini`:
 
  • `BarefootRealism_AnkleRestraint` — worn items that block changing footwear. By default KID tags anything carrying the ZaZ `zbfWornAnkles` or Devious Devices `zad_DeviousAnkleShackles` keyword.
  • `BarefootRealism_Shoes` — footwear that counts as "shoes" (still allowed past ankle restraints when the MCM option is on). By default KID tags armor with "Shoes" in its name.
  • `BarefootRealism_BarefootException` — footwear that counts as barefoot (e.g. DDx slave heels). The MCM "Set worn as barefoot exception" button tags the worn item with this keyword (persists across saves); whole categories can be tagged by editing the INI.
 
Edit `BarefootRealism_KID.ini` to extend coverage to other mods' items.

 

Integrations

 

Source

GitHub


  • Submitter
  • Submitted
    05/10/26
  • Category
  • Requirements
    Barefoot realism and all its dependencies,
    SKSE,
    Address Library for SKSE Plugins,
    powerof3's Papyrus Extender,
    Keyword Item Distributor (KID)
  • Regular Edition Compatible
    No
  • Install Instructions
    1. Install the original mod including all its dependencies.
    2. Install extra dependencies (SKSE, Address Library for SKSE Plugins, powerof3's Papyrus Extender, Keyword Item Distributor) if you haven't, but I guess you should have.
    3. Install this mod and let it override the original mod.  

 

Posted
5 hours ago, MadAl777 said:

Do we need to use patch from BISR or it's fine to use your mod and default BISR?

Patch from BiSR is not needed with my mod, I have included the change.

Posted
5 hours ago, Miarry said:

can you change the plugin form 43 to 44?

 

I haven't done any changes to the plugin to avoid any interuptions with existing saved game. Once the native part is stablized I would probably updated the plugin to remove any unused spell/hazard and also change the plugin form

  • 2 weeks later...
Posted
On 5/12/2026 at 5:21 PM, Miarry said:

can you change the plugin form 43 to 44?

 Updated in 0.2.0

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