I swear I'm losing my damn mind. Just when I think I get a handle on this thing, something simple just. doesn't. work.
I want an armor for a mod to distribute:
Apocalyptic Gunslinger.esp
I make a new outfit containing the stuff:
Apocalyptic Gunlinger_DISTR.esp
It contains the outfit record:
ApocalypticGunslinger_NoArmor_SPID
This outfit record has the "stuff" I want. I make a test NPC named "Derpy" and give her that outfit. I spawn her into the world and it has the exact outfit I want. Great!
Now I want to give this to raiders in the game. Should be easy!
I double-checked, tripe-checked, quadrouple-check the exact lettering of the file names, the editor ID etc etc etc. YES THAT EDITOR ID ABSOLUTELY EXISTS.
Here is a screenshot of my .esp in xedit, proving that the editor ID indeed exists:
FOR THE LOVE OF GOD can someone please tell me what I am doing wrong!!??
Every time I feel like I'm making strides and getting a decent "work flow" going (I'm trying to do this for a bunch of different clothing and armor) I run into a seemingly random brick wall for no apparent logic.
I know it's not truly random, computers don't work that way. But it sure feels like way right now. I have tried downloading and mimicking pixel-by-pixel other SPID mods out there and for the love of god I can't figure out what is so different about mine that the editor ID of my mod "doesn't exist"?????
I think you should consider using Dank's injector scripts, LVLIs are pretty easy to learn and the script works reliably. or you can edit LVLIs/OTFTs directly through xEdit. Either way I don't know why would you be using this mod.
I made a new outfit from an armor mod and I want to give it to raiders with a random chance. However for the purposes of testing I always start with 100 percent chance just to see the outfit spawn in-game with a 100% chance to confirm everything works, then modify things from there.
However with the syntax above, I spawn multiple raiders of all different sorts and it generally doesn't work. Every once in a while a raider I spawn with the console eventually has it the outfit, but the raiders in Concord (or elsewhere) do not.
The log tells me:
[10:42:16:746] ApocalypticGunslingerFull_SPID [0xFA6~Apocalyptic Gunslinger_DISTR.esp] added to 521/8038 NPCs
But shouldn't that be 8038/8038? The log is telling me that 7500 NPCs were detected but not given the armor? Are 90% of raiders in the game not a part of the "RaiderFaction"? What am I missing?
...I should also mention I'm spawning in a brand new character every time, directly from the game's main menu. I try to resurrect each npc, reset inventory etc but there is still no change.
It's very difficult to test if my mod is functioning because I have to pick, seemingly at random, from a huge list of raiders with the "help" command and it takes forever to get lucky and find one that spawns in my outfit.
I have two different mods that use it and in the po3_SpellPerkItemDistributorF4.log every single interaction with the mods is listed as failed due to 'editorID doesn't exist'. My first thought is that the address library is outdated but am I doing something wrong here?
[22:49:44:887] po3_BaseObjectSwapperF4 v1.1.0 [22:49:45:197] ************HOOKS************* [22:49:45:197] Installed class RE::TESObjectREFR form swap [22:49:45:197] Installed class RE::Hazard form swap [22:49:45:197] Installed class RE::ArrowProjectile form swap [22:49:45:197] Installed class RE::GrenadeProjectile form swap [22:50:21:913] *************INI************** [22:50:21:914] 3 matching inis found [22:50:21:914] INI : Data\RealComics_SWAP.ini [22:50:21:914] reading [Forms] [22:50:21:914] 3 swaps found [22:50:21:917] ************RESULT************ [22:50:21:917] 3 form-form swaps processed [22:50:21:917] 0 conditional form swaps processed [22:50:21:917] 0 ref-form swaps processed [22:50:21:917] 0 transform overrides processed [22:50:21:917] 0 conditional transform overrides processed [22:50:21:917] **********CONFLICTS*********** [22:50:21:917] [Forms] [22:50:21:917] No conflicts found [22:50:21:917] *************END**************
This is my log, i placed my ..._DISTR.ini file in my fallout 4 's Data folder but nothing change and nothing related file appear in my log file? May i missing something??
Okay, I'm new here. And I don't know how to start.
It's about SKK_476NoDisable from Commonwealth of Decay. I wanted to add this keyword to a Gunner Faction as a whole so they won't disappear after the "conversion".
After reading the article, I've figured out that I simply need to put Keyword = SKK_476NoDisable||GunnerFaction. But where exactly am I supposed to put it?
I know it's supposed to be a .ini file, but which one? Do I need to create one?
so i got this to work for gunners, you need to make an ini file and put in the data folder, i put it in two locations: under mydocuments/fallout4/data and steam/steamapps/common/fallout4/data the ini file i labeled as: SKK_476NoDisableGunnerFaction_DISTR.ini with this line in the file: Keyword = SKK_476NoDisable||GunnerFaction save it and it worked. i'm sure you can do the same with raiders or any faction
When playing I can save the game in interiors, but when I reload the same saved game it crashes. Checking Buffout 4 NG it shows this:
[ 0] 0x7FF9B257BB0AKERNELBASE.dll+00CBB0A [ 1] 0x7FF8AC663183 po3_SpellPerkItemDistributorF4.dll+00B3183mov rbx, [rsp+0x70] | D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\throw.cpp:82 _CxxThrowException [ 2] 0x7FF8AC65F546 po3_SpellPerkItemDistributorF4.dll+00AF546int3 | D:\a\_work\1\s\src\vctools\crt\github\stl\src\xthrow.cpp:17 ?? const volatile ?? ::Z::PEBD::& ?? volatile (mangled: ?_Xinvalid_argument@std@@YAXPEBD@Z) [ 3] 0x7FF8AC6362D8 po3_SpellPerkItemDistributorF4.dll+00862D8int3 | D:\Modding\Games\FO4\SPID4\src\main.cpp:37 sageHandler (mangled: ?MessageHandler@@YAXPEAUMessage@MessagingInterface@F4SE@@@Z) ...any idea what this is? If I go outside, save then reload, everything seems to work as normal. And it just seems to be only certain interior locations.
So this is only CTD I'm getting and it looks like po3_SpellPerkItemDistributorF4.dll is throwing the exception. It seems to happen when loading a game that was saved in an interior cell. I can go 'outside' save and reload the game there without any issues. Could this be caused by a conflict with another mod? I didn't see anything in the compatibility section that I have in my current load order. My only guess would be something like PANPC? or something? Though, why it's happening indoors I'm not sure.
HelloCan i ask for some advice?Im trying to SPIDFy VTAW5 wardrobe to only appear on female gunners and raiders, I did this
Made leveled lists for different outfit partsthen made a level list for combined outfits then I made a SPID file with this line Outfit=0xE1B~VtawWardrobe5.esp|ActorTypeNPC|||F/-M|1|100i did this so that SPID would pull randomized VTAW5 outfits from the LL_VTAW5_OutfitsMadefromSeparates list. Log:[05:50:06:405] po3_SpellPerkItemDistributorF4 v2.0.0 [05:50:06:405] *************INI************** [05:50:06:547] 6 matching inis found [05:50:06:547] INI : Data\InfiniteCompanionAmmo_DISTR.ini [05:50:06:547] INI : Data\INVB_OverlayFramework_DISTR.ini [05:50:06:547] INI : Data\S7 System_DISTR.ini [05:50:06:547] INI : Data\SAR_DISTR.ini [05:50:06:547] INI : Data\True Damage_DISTR.ini [05:50:06:547] INI : Data\VTAW5Outfits_DISTR.iniNo errors in the log. However, some females are walking around naked, whilst no changes to every other female. they are wearing regular clothing. is it not possible for SPID to pull randomized outfits like this?
207 comments
NPC inventory is baked into saves in FO4. Adding new items will require ResetInventory on these NPCs or a new game.
If you really want to distribute items, create a spell that will add these items OnEffectStart.
I want an armor for a mod to distribute:
Apocalyptic Gunslinger.esp
I make a new outfit containing the stuff:
Apocalyptic Gunlinger_DISTR.esp
It contains the outfit record:
ApocalypticGunslinger_NoArmor_SPID
This outfit record has the "stuff" I want. I make a test NPC named "Derpy" and give her that outfit. I spawn her into the world and it has the exact outfit I want. Great!
Now I want to give this to raiders in the game. Should be easy!
I make the text file:
Apocalyptic Gunlinger_DISTR.ini
The only two lines in that text file:
Keyword = ActorTypeRaider|*Raider
Outfit = ApocalypticGunslinger_NoArmor_SPID|ActorTypeRaider
But SPID log tells me:
Apocalyptic Gunslinger_DISTR.ini] (ApocalypticGunslinger_NoArmor_SPID) FAIL - editorID doesn't exist
I double-checked, tripe-checked, quadrouple-check the exact lettering of the file names, the editor ID etc etc etc.
YES THAT EDITOR ID ABSOLUTELY EXISTS.
Here is a screenshot of my .esp in xedit, proving that the editor ID indeed exists:
https://imgur.com/a/Uidl1Kb
I tried again using the formID instead:
Outfit = 0x1001~ApocalypticGunslinger_DISTR.esp|ActorTypeRaider
But I get the exact same error.
FOR THE LOVE OF GOD can someone please tell me what I am doing wrong!!??
Every time I feel like I'm making strides and getting a decent "work flow" going (I'm trying to do this for a bunch of different clothing and armor) I run into a seemingly random brick wall for no apparent logic.
I know it's not truly random, computers don't work that way. But it sure feels like way right now. I have tried downloading and mimicking pixel-by-pixel other SPID mods out there and for the love of god I can't figure out what is so different about mine that the editor ID of my mod "doesn't exist"?????
Please help me before i go literally insane.
Outfit = ApocalypticGunslingerFull_SPID|ActorTypeNPC|RaiderFaction|NONE|NONE|NONE|100
I made a new outfit from an armor mod and I want to give it to raiders with a random chance. However for the purposes of testing I always start with 100 percent chance just to see the outfit spawn in-game with a 100% chance to confirm everything works, then modify things from there.
However with the syntax above, I spawn multiple raiders of all different sorts and it generally doesn't work. Every once in a while a raider I spawn with the console eventually has it the outfit, but the raiders in Concord (or elsewhere) do not.
The log tells me:
[10:42:16:746] ApocalypticGunslingerFull_SPID [0xFA6~Apocalyptic Gunslinger_DISTR.esp] added to 521/8038 NPCs
But shouldn't that be 8038/8038? The log is telling me that 7500 NPCs were detected but not given the armor? Are 90% of raiders in the game not a part of the "RaiderFaction"? What am I missing?
Any help would be appreciated!
It's very difficult to test if my mod is functioning because I have to pick, seemingly at random, from a huge list of raiders with the "help" command and it takes forever to get lucky and find one that spawns in my outfit.
I have two different mods that use it and in the po3_SpellPerkItemDistributorF4.log every single interaction with the mods is listed as failed due to 'editorID doesn't exist'. My first thought is that the address library is outdated but am I doing something wrong here?
I'm on NG and all mods are NG versions I checked.
I'm using Classic Brotherhood of Steel - SPID and nothing seems to change.
Either the mod I linked isn't set up correctly, or I have a conflict messing with the Brotherhood in my load order (very likely).
[22:49:44:887] po3_BaseObjectSwapperF4 v1.1.0
[22:49:45:197] ************HOOKS*************
[22:49:45:197] Installed class RE::TESObjectREFR form swap
[22:49:45:197] Installed class RE::Hazard form swap
[22:49:45:197] Installed class RE::ArrowProjectile form swap
[22:49:45:197] Installed class RE::GrenadeProjectile form swap
[22:50:21:913] *************INI**************
[22:50:21:914] 3 matching inis found
[22:50:21:914] INI : Data\RealComics_SWAP.ini
[22:50:21:914] reading [Forms]
[22:50:21:914] 3 swaps found
[22:50:21:917] ************RESULT************
[22:50:21:917] 3 form-form swaps processed
[22:50:21:917] 0 conditional form swaps processed
[22:50:21:917] 0 ref-form swaps processed
[22:50:21:917] 0 transform overrides processed
[22:50:21:917] 0 conditional transform overrides processed
[22:50:21:917] **********CONFLICTS***********
[22:50:21:917] [Forms]
[22:50:21:917] No conflicts found
[22:50:21:917] *************END**************
This is my log, i placed my ..._DISTR.ini file in my fallout 4 's Data folder but nothing change and nothing related file appear in my log file? May i missing something??
It's about SKK_476NoDisable from Commonwealth of Decay. I wanted to add this keyword to a Gunner Faction as a whole so they won't disappear after the "conversion".
After reading the article, I've figured out that I simply need to put Keyword = SKK_476NoDisable||GunnerFaction. But where exactly am I supposed to put it?
I know it's supposed to be a .ini file, but which one? Do I need to create one?
under mydocuments/fallout4/data
and steam/steamapps/common/fallout4/data
the ini file i labeled as: SKK_476NoDisableGunnerFaction_DISTR.ini
with this line in the file: Keyword = SKK_476NoDisable||GunnerFaction
save it and it worked. i'm sure you can do the same with raiders or any faction
hope this helps!
[ 0] 0x7FF9B257BB0AKERNELBASE.dll+00CBB0A
[ 1] 0x7FF8AC663183 po3_SpellPerkItemDistributorF4.dll+00B3183mov rbx, [rsp+0x70] | D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\throw.cpp:82 _CxxThrowException
[ 2] 0x7FF8AC65F546 po3_SpellPerkItemDistributorF4.dll+00AF546int3 | D:\a\_work\1\s\src\vctools\crt\github\stl\src\xthrow.cpp:17 ?? const volatile ?? ::Z::PEBD::& ?? volatile (mangled: ?_Xinvalid_argument@std@@YAXPEBD@Z)
[ 3] 0x7FF8AC6362D8 po3_SpellPerkItemDistributorF4.dll+00862D8int3 | D:\Modding\Games\FO4\SPID4\src\main.cpp:37 sageHandler (mangled: ?MessageHandler@@YAXPEAUMessage@MessagingInterface@F4SE@@@Z)
...any idea what this is? If I go outside, save then reload, everything seems to work as normal. And it just seems to be only certain interior locations.
[05:50:06:405] *************INI**************
[05:50:06:547] 6 matching inis found
[05:50:06:547] INI : Data\InfiniteCompanionAmmo_DISTR.ini
[05:50:06:547] INI : Data\INVB_OverlayFramework_DISTR.ini
[05:50:06:547] INI : Data\S7 System_DISTR.ini
[05:50:06:547] INI : Data\SAR_DISTR.ini
[05:50:06:547] INI : Data\True Damage_DISTR.ini
[05:50:06:547] INI : Data\VTAW5Outfits_DISTR.iniNo errors in the log. However, some females are walking around naked, whilst no changes to every other female. they are wearing regular clothing.
is it not possible for SPID to pull randomized outfits like this?