I've finally updated this. With a new update to JohnnyGuitar I can now properly edit every NPC in the game in an event based manner. Big thanks to c6 for making the function for me. The mod now requires JohnnyGuitar NVSE.
I've added options to the mod to have a chance of NPCs not having a necklace, this is primarily to reduce loot if using playable necklaces. I have also updated the mod to use JIP LN script runner. The mod no longer has any quests, and is totally eventified.
You shouldn't need to start a new game when updating, but you should move into an interior cell and wait for 4 days to allow inventories to reset.
As in, yes the NPCs do have the necklaces, but that's it. They refuse to equip the necklaces. ResetInventory doesn't force them to equip the necklaces either, though it's present
using EquipItem console command on them does allow them to equip the necklace without any side effect so I'm not sure what's going on
Forgot to mention: this is a brand new save
EDIT - FOUND THE CULPRIT, and it's not what I expected
It's been years since I last saw GECK script, but digging in I found this particular part:
DNCSCPTFnCallback ;Check if Armor is eligible for Neck wear Set rObject to rActor.GetEquippedObject 2 printD "Checking Armor"
if IsRefInList rFLST rObject > -1 if rActor.GetItemCount DNCFLSTNecklaces > 0 let rObject := rActor.GetEquippedObject 8 if IsRefInList DNCFLSTNecklaces rObject > -1 rActor.UnequipItemAlt rObject 0 1 endif endif Return EndIf
The problem is the extra aggressive Return there, which prevents the script from continuing. It seems to me this code is checking for blacklisted armors (such as armors that physically cover seams but don't set Necklace and Choker). The formlist used is DNCFLSTExclusion(Fe)male and checking it, my guess seems to be correct, it's full of armors that don't set Necklace/Choker body parts, but the model itself physically covers them
At which point, the real problem seems to stem from armor replacers, because normally neck covering armors now expose the neck and that confuses the script
Was working great. TTW. Now all of a sudden it quit working. I tried switching load order and even unpacking the bsa. Nothing worked. They just dont show up in game at all. yes, i toggled invalidation also.
Yeah unfortunately I think this mod may be busted now for whatever reason. It is for me at the very least. Npc's didn't have them at all when I used a previous save. Even after waiting for 4 days in an interior cell. On a new save they had something in their inventory. Started with DNC so I assume that's from this mod. But they didn't appear ever and even after altering the ini to allow the pc to use them if I tried to add them to my inventory with commands it showed that something was added but would not appear in inventory, didn't appear in the npc inventory if you used the teammate container command either.
Had the latest update for all the required plug-ins. So I dunno. Cool mod if it works tho.
been using this mod for awhile and it is really great, only problem i have is i need a way to blacklist certain npcs from getting the necklaces, is there any way to do this currently and if not would you consider updating the mod with an .ini file for blacklisting npcs by their ID?
explanation: i have a mod that changes up a hand full of story characters, using assets from other games that are considered clothing pieces that they spawn with completely changing their scales. doc mitchell and ringo look fine as their default outfits covered their necks, but sunny smiles was edited to be slightly shorter and now has a necklace floating in her upper neck. i tried using commands to remove the necklace from her and that works but it always comes back eventually.
This mod isn't working for me either. I have all three of the required mods downloaded and fully up to date, I've tried waiting inside for 4 days on an old save and starting a new game, neither has worked.
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I've added options to the mod to have a chance of NPCs not having a necklace, this is primarily to reduce loot if using playable necklaces. I have also updated the mod to use JIP LN script runner. The mod no longer has any quests, and is totally eventified.
You shouldn't need to start a new game when updating, but you should move into an interior cell and wait for 4 days to allow inventories to reset.
As in, yes the NPCs do have the necklaces, but that's it. They refuse to equip the necklaces. ResetInventory doesn't force them to equip the necklaces either, though it's present
using EquipItem console command on them does allow them to equip the necklace without any side effect so I'm not sure what's going on
Forgot to mention: this is a brand new save
EDIT - FOUND THE CULPRIT, and it's not what I expected
It's been years since I last saw GECK script, but digging in I found this particular part:
DNCSCPTFnCallback
;Check if Armor is eligible for Neck wear
Set rObject to rActor.GetEquippedObject 2
printD "Checking Armor"
if IsRefInList rFLST rObject > -1
if rActor.GetItemCount DNCFLSTNecklaces > 0
let rObject := rActor.GetEquippedObject 8
if IsRefInList DNCFLSTNecklaces rObject > -1
rActor.UnequipItemAlt rObject 0 1
endif
endif
Return
EndIf
The problem is the extra aggressive Return there, which prevents the script from continuing. It seems to me this code is checking for blacklisted armors (such as armors that physically cover seams but don't set Necklace and Choker). The formlist used is DNCFLSTExclusion(Fe)male and checking it, my guess seems to be correct, it's full of armors that don't set Necklace/Choker body parts, but the model itself physically covers them
At which point, the real problem seems to stem from armor replacers, because normally neck covering armors now expose the neck and that confuses the script
random crashes when spawning npc with necklaces,
and when re-locating npcs when using the "wait" feature.
(detected by crash logger)
Had the latest update for all the required plug-ins. So I dunno. Cool mod if it works tho.
explanation: i have a mod that changes up a hand full of story characters, using assets from other games that are considered clothing pieces that they spawn with completely changing their scales. doc mitchell and ringo look fine as their default outfits covered their necks, but sunny smiles was edited to be slightly shorter and now has a necklace floating in her upper neck. i tried using commands to remove the necklace from her and that works but it always comes back eventually.
Any tips on getting this mod to work?