2017 May Miles

Jun 1, 2017

  • cycle: 168 miles
  • run: 57 miles


They love switchbacks at Mahogany Mountain. It seems like half of the switchbacks are purely for kicks, at least the ones near the trailhead. It’s fun, that’s for certain. The map above includes images near points marked in red were I took photo. There are a number of routes to choose from, and my route on this ride took me to Grove Creek (mile 5) and up Mahogany Mountain Trail to a twisty trail called Sneaky Shiz (mile 8). The view above Sneaky shows Utah Lake down below. Trail signs are plentiful down near the trailhead in that twisty back-and-forth business, but up above not so much. Bring a map.

Trail tracking by Cyclemeter.

previous month

Continue reading...

Skyrim SE - XPMSSE: Modify Weapon Positions

May 11, 2017

In TES V: Skyrim Special Edition, moving weapon position style or adjusting weapon positions for better fit on your character is a fairly straight-forward process by editing the custom skeleton, “XP32 Maximum Skeleton Special Extended” (XPMSSE) by Groovtama. As of April 2017, the only weapon styles available for immediate play include 1-handed swords on back, daggers on back hip, and Belt-fastened Quivers (BFQ) with bow. All the nodes for the other styles exist, but haven’t been set yet for download. Let’s set our own default weapon style! We can also adjust the positions of weapons and quivers to better fit the character if needed.

This tutorial assumes comfort with file management and willingness to learn if not some experience with editing nif files. I share step-by-step instructions on turning main weapon edge-side up and adjusting weapons-on-back distance. The process is the same for choosing other XPMSSE-included weapon styles.


If you don’t already have the custom skeleton you’ll need to install that first and make sure it’s working in game. We’ll also need the handy tool, NifSkope, to edit the skeletons (male and female).

Make a backup copy of your skeleton files in case something goes horribly wrong. Best to copy them to a backup folder so you can easily copy them back to start over.

Skeleton nif-file locations:

  • \Data\meshes\actors\character\character assets\skeleton.nif
  • \Data\meshes\actors\character\character assets female\skeleton_female.nif
Continue reading...

2017 April Miles

Apr 30, 2017

  • cycle: 191 miles
  • run: 72 miles

I took some days off mid-month to travel with some running in other states. Only 8 bicycle rides, but extended the miles by 75 over March.

Lake Tahoe looks pretty in April. Met some heavy fog along the snowy driver over Mt Rose from Reno, and it turned out quite sunny at the lake.

LakeTahoe17 4 1200

My Earth Day ride took me to see the Provo River


Continue reading...

2017 March Miles

Mar 31, 2017

  • cycle: 115 miles
  • run: 77 miles

I took off an entire week mid-month, but I still managed to beat my February running miles. I’m gradually increasing my distance per outing, and for April I’ll be focusing more on cycling.


This photograph of Utah Valley was taken at the very end of the month during a bike ride.

Continue reading...

Werewolf Meter Papyrus Script Overview

Mar 10, 2017

This article introduces some Papyrus scripting techniques and reviews my scripts for “Werewolf Time Meter” mod for Skyrim Special Edition. In a nutshell, the “Werewolf Time Meter” borrows the blue magicka bar as a countdown meter during beast form transformation. If you have limited experience writing scripts or programs, please see introduction and tutorials on Papyrus Reference.

This mod and script examples also work perfectly with the original 32-bit Skyrim.




Instead of focusing on learning Papyrus, I go over technique and the workings of the two scripts making up “Werewolf Time Meter.” See “Creation Kit Papyrus Reference” for brief examples and tutorials.

The mod includes two scripts, the first allows the player to enable and disable the meter and the second polls OnUpdate Event every X seconds to determine if should display the meter or remove it. In the plugin there exists a spell effect to disable (damage) magicka regeneration preventing the time meter bar growing until beast form ends. This means upon detecting the player’s character has become a beast, the spell effect must be added. Remove if exists when not in beast form.

The main script polls infrequently since a speedy refresh isn’t necessary and to reduce overhead for a player with a heavy-scripted mod setup. Since checking the player’s condition is very fast, we could probably get away with more frequent updates. In beast form, the script polls every 3-7 seconds to update the meter else it checks every 30 seconds. If player is not a werewolf, I decided to set the next update event to 600 seconds to cover when player becomes a lycanthrope later in game. Of course, the player may disable to turn the main script off completely.

Since the player cannot normally use power spells in beast form, we could probably forget the case of enable/disable toggle during beast form. However, mods may exist allowing it so we should at least consider the possibility. We should also consider odd scenarios and try to make the script as robust as possible.

Continue reading...