Skyrim
0 of 0

File information

Last updated

Original upload

Created by

Voeille

Uploaded by

BarryMeyers

Virus scan

Safe to use

Tags for this mod

About this mod

A SPID-based mod that gives enchanted items to NPCs so they can use them against you instead of keeping them all in a dusty chest.

This is a LE Backport of the original mod by Voeille.

Requirements
Permissions and credits
Changelogs
NOTE: I am not the original mod creator. Somebody asked me to backport this mod. The author, Voeille, gave open permission to do so. If you require assistance on how to play the mod, please ask on the original SE Mod Page. However, do let me know about technical issues in as much detail as possible.

This mod also includes KaptainCnucklz's SPID .ini plugin, which allows enchantments and potions to work on NPCs. I backported the original plugin to work with LE's SPID.

Due to engine limitations, as noted by KaptainCnucklz, not every single enchantment can work on NPCs, no matter what modders can do. You have been warned.

This backport assumes that Dragonborn, the last DLC for Skyrim, is loaded after all the other DLCs. This is due to the limitations of LE's SPID, which is less lenient for load orders. If Dragonborn is not loaded after all the other DLCs, this mod will fail to give enchanted items to dragonborn cultists.

Modified mod page description follows:

Overview

Isn't it a bit odd that NPCs keep enchanted jewellery in chests, but they don't seem to be wearing it to buff themselves? Why do mages not carry scrolls, and very rarely use staves? Did they figure out that staves andscrolls are useless in vanilla game? While this mod doesn't change how useful they are, it distributes those items to NPCs, based on the enemy type and a random chance. With the equip plugin they will also wear the jewellery and benefit from the enchantments. The SPID rules are faction-based — bandits have a smaller chance to have the jewellery thanmages, and they don't get the scrolls or staves. The levelled lists are categorised, so that bandits are more likely to carry combat-related enchantmets (e.g. fortify one-handed), while mages will have magic-based items.

If you're curious about the exact values and factions, here are the details:
Spoiler:  
Show

Circlet, 2%:
  • NecromancerFaction
  • ThalmorFaction
  • WarlockFaction
  • VampireFaction
  • HagravenFaction


Necklace, 10%:
  • NecromancerFaction
  • ThalmorFaction
  • WarlockFaction
  • VampireFaction
  • HagravenFaction
  • CollegeofWinterholdFaction
  • ForswornFaction
  • CultistFaction


Ring (magic-related), 10%:
  • NecromancerFaction
  • ThalmorFaction
  • WarlockFaction
  • HagravenFaction
  • CollegeofWinterholdFaction
  • CultistFaction


Ring (vampire-related), 10%:
  • VampireFaction


Various jewellery (warrior-related), 5%:
  • BanditFaction
  • CompanionsFaction


Various jewellery (mixed), 5%:
  • ForswornFaction


Staves, 20%:
  • NecromancerFaction
  • ThalmorFaction
  • WarlockFaction
  • HagravenFaction
  • CollegeofWinterholdFaction


Staves, 10%:
  • VampireFaction
  • CultistFaction


Staves, 5%:
  • ForswornFaction


Scrolls, 20%:
  • NecromancerFaction
  • ThalmorFaction
  • WarlockFaction
  • HagravenFaction
  • CollegeofWinterholdFaction


Scrolls, 10%:
  • VampireFaction
  • CultistFaction


Scrolls, 5%:
  • ForswornFaction


Compatibility

The mod is compatible with everything, as it doesn't edit any vanilla records. Modded enemies will get the items if they are added to the appropriate vanilla factions. The levelled lists added in order to categorise the items are based on vanilla lists, so any mod that adds items those will be automatically covered. For example, if you use Summermyst or Thaumaturgy, you will see enchantments from those mods. If you use a spell pack that adds scrolls and staves to vanilla lists, the enemies will have a chance to get them.

The result of this mod is both slightly stronger enemies (because they are buffed by enchantments, and mages are more likely to have staves to use when out of mana), and more loot. The chances for enemies to get the items are quite low, so this shouldn't have a massive impact on gameplay, but will add immersion, and can make a staff and scroll oriented build a bit easier to make.

FAQ

Q: Why is the equip plugin separate?
A: If you don't want the enemies to be buffed, you can delete the equip plugin and its SPID file and they won't wear the carried jewellery.

Q: Why is there a script?
A: This is what equips the jewellery, because just adding it doesn't make NPCs wear it automatically. It runs once per enemy, either on cell load, or if this event doesn't occur, on combat state change (only once, no matter how many times they get in or out of combat). It resets on death, so for example if you kill an enemy and then reanimate them, it will check their inventory again next time they start combat.

Q: And you needed Papyrus Extender just to equip an item?
A: It has a neat function to get items of the given type without manually looping through the whole inventory. NPCs don't carry loads so it wouldn't be bad to do it, but with Papyrus every bit of efficiency helps.

Q: Will this work on an existing save?
A: Yes.

Q: What if the enemy has a custom outfit that already has jewellery?
A: In that case items added by this mod won't be equipped. If the mod finds an unequipped jewellery piece in their inventory, it first checks whether they already have something equipped in that slot (amulet, ring or circlet), and only equips the item if they don't.

Q: Will the NPCs use staves and scrolls?
A: They will use the staff if it has an effect that their AI can handle. For example, they would use a staff of fireballs, but not a staff of lock blasting (Apocalypse). As for scrolls, it's hard to tell. I have seen corpses with a scroll equipped, so perhaps they would use it if given the chance, but casting a scroll looks no different to casting a spell (a missed opportunity by Bethesda to add a cool scroll animation), and of course after using it the scroll is gone so it's impossible to tell whether they had any without checking their inventory before combat.

Q: The chances are too low/high, and I don't like the choice of factions.
A: You can change those things very easily in the ini files, and next time you load the game, SPID will use the new values.

Credits

powerofthree (SPID and Papyrus Extender)

My Other Mods