The next tutorial and custom xml file will be based off "Lootification Improved XML file" - that file can be used by itself if you follow the instructions properly. This tutorial will expand the details of the item distribution wherever necessary and add more info on things that were uncovered since the last update. Stay tuned, i want this done as much as anyone else, if not more.
First of all you will NOT see the armor and second of all you will not see the "bandit" dressed with a female armor with boobs because you will only see a transparent mesh due to the inconsistency. The program do not see the body as female and therefore it will create the correct references therefore you will only see the HEAD of the character and his weapons ONLY. It happened to me with "Tera Armors for CBBE". One of the armors was set on a male character (only one instance so far) and I've only seen a floating head and made me curious because I knew there were no wrong sets in my program but anyway it happened. I played with this character until level 51 and nothing like that happened so far but still it happened anyway. Anything is possible in Skyrim. So as a conclusion: if an armor is EXCLUSIVELY feminine you will NEVER see a male with boobs and bikini armor, trust me. It is viable and vice-versa for ONLY male armors on a female body. To respond to your question: why don't you give it a try, man? See what's happening!
You didn't answer his question. lol. I am wondering the same thing as the OP. Is there a way in the XML to specify spawning armor only on a list of specified NPC's (as per "Leveled NPC" nameschemes), and STILL being put into Loot Chests?
I played with Dienes' program in the past and it was AMAZING. So far I played with the lists as they are offered. But now I started to take a much more interest and I begin to take a closer look and deep analysis. So far I have a few questions regarding references, I do not understand some aspects and from where have you taken your key words references existent in custom.xml. For example in TES5EDIT OBIS.esp I see a reference, for example, at ArmorDragonPlateBootsBone as ArmorHeavy and in your program you set it as: <item EDID="ArmorDragonplateBootsBone" type="armor"> <keyword>RAGONPLATE</keyword> <keyword>dienes_outfit_OBIS_BanditArmorBoneHeavy</keyword> exactly THE LINE: dienes_outfit_OBIS_BanditArmorBoneHeavy So I am confused how the reference ArmorHeavy became BanditArmorBoneHeavy? BanditArmor and ArrmorHeavy I get it but they are all jumbled and the word "bone" mixed in makes it even more confusing. Maybe I over-thinking it however, please, feel free to answer if you can, I expect your answer with patience. I would like to add more armors and weapons mods to the list and I am willing to post the improved custom.xml list here on site and share it with everybody so I need a few informations in exchange and clarify a few facts that still puzzles me, if you may. Thanks for such a great tool! And my final question is: should I stick with generic names tiles like "armor_steel" or "weapon_steel", "weapon_dragonscale" so on and so forth? P.S. I think I've got it while writing these lines: ArmorNAME***Bone it leaves behind the custom name for example "DragonPlateBoots" and keeps only the generic name "ArmorBone" and so it came to be OBIS_Bandit(faction)ArmorBone(genericname)Heavy(class) P.S.2 F****** emoticons, I forgot to untick the box ... again.
Would Lootification be compatible with Morrowloot Ultimate? I ask because I want to have a playthrough the way Morrowloot intended, but more enchanted weapons is always good. Lootification to me seems a lot of hard work, and if it ruins the way Morrowloot sets up weapon spawning then it would be a lot of time wasted, and the worst thing is I wouldn't even know because I'm not sure how either mod changes the game exactly.
Can someone please help me?:7 Any mod I try I click open in the menu but there is nothing listed under the "modname.esm/esp" title. What am I doing wrong? Am I missing something?:7
I have a question. I'm using Weapons and Armor Fixes Redone with the "True Orcish and Daedric Weapons" Option, and compatible mods when possible. If you've never used it, what it does is it switches around the stats and Leveled lists for Dwarven, Elven and Orcish weapons so they follow the same progression as armors (Dwarven < Elven < Orcish). If i want to keep consisten while lootifying, do I have to switch keywords aroudn for each weapon in these classes? Ie I have patched versions of Heavy Armory and Immersive Weapons to work with WAF. DO I need to edit keywords inside the XML files, or does the SkyProc Patcher pick the changes automatically?
When i open the LLI skyproc launcher for an esp, it shows x number of weapons, but when I open the esp in TES5Edit there are usally more than the x numbers it shows in LLI.
-Should I add all weapons/armors that shows up in TES5Edit for the custom xml or just the ones that shows up in LLI launcher?
The SkyProc shouldn't be able to write the IDs of new mods that are not already Lootified in the Custom.xml file and why it doesn't do that, it would be much more simpler for the program and for players who do NOT want or are unable to mess with TES5Edit or other programming stuff? If the program can ID all the mods that are not in the Custom.xml or the main xml already, it should be able to write them down by itself in the respective databases, they are the program own bases of identification, right? It should be capable to rewrite its own database, update it as necessary, on the fly sort of speak.
Please, Brennako, understand that this isn't to make modders and players lives easier, it is to help them understand how to fully utilize the tool called Lootification to its limits. I try to explain as best as i can how it works, how to use it, and the results that can be achieved. Never i said it was supposed to make things instantaneous or the like. For that, there are the improved XML files page.
Also, the skyproc mods like LLI have one big issue: Once they are recognized though either XML file, the program will mark them as "LOOTIFIED", and won't let you add ANY sort of edit. It will redo the result when you run it again, but for changes to be made from that point on, you need to put your fingers on the dirt that is the XML file.
As for using TES5Edit, it is only in Astor's case, because the mod he wants isn't being lootified properly. He can try to force it through the manual addition of the item ids on the custom.xml file. How'd he find the right ids without opening the CK or Tes5Edit if Lootification itself isn't giving him the results?
Well now, proceeding on trying and give him more insight about this all.
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This tutorial will expand the details of the item distribution wherever necessary and add more info on things that were uncovered since the last update. Stay tuned, i want this done as much as anyone else, if not more.
So as a conclusion: if an armor is EXCLUSIVELY feminine you will NEVER see a male with boobs and bikini armor, trust me. It is viable and vice-versa for ONLY male armors on a female body.
To respond to your question: why don't you give it a try, man? See what's happening!
<item EDID="ArmorDragonplateBootsBone" type="armor">
<keyword>
<keyword>dienes_outfit_OBIS_BanditArmorBoneHeavy</keyword>
exactly THE LINE: dienes_outfit_OBIS_BanditArmorBoneHeavy
So I am confused how the reference ArmorHeavy became BanditArmorBoneHeavy? BanditArmor and ArrmorHeavy I get it but they are all jumbled and the word "bone" mixed in makes it even more confusing. Maybe I over-thinking it however, please, feel free to answer if you can, I expect your answer with patience.
I would like to add more armors and weapons mods to the list and I am willing to post the improved custom.xml list here on site and share it with everybody so I need a few informations in exchange and clarify a few facts that still puzzles me, if you may.
Thanks for such a great tool!
And my final question is: should I stick with generic names tiles like "armor_steel" or "weapon_steel", "weapon_dragonscale" so on and so forth?
P.S. I think I've got it while writing these lines: ArmorNAME***Bone it leaves behind the custom name for example "DragonPlateBoots" and keeps only the generic name "ArmorBone" and so it came to be OBIS_Bandit(faction)ArmorBone(genericname)Heavy(class)
P.S.2 F****** emoticons, I forgot to untick the box ... again.
How would I set it up if I wanted an MLU game?
Any mod I try I click open in the menu but there is nothing listed under the "modname.esm/esp" title.
What am I doing wrong? Am I missing something?:7
I got a question when creating a custom xml:
When i open the LLI skyproc launcher for an esp, it shows x number of weapons,
but when I open the esp in TES5Edit there are usally more than the x numbers it shows in LLI.
-Should I add all weapons/armors that shows up in TES5Edit for the custom xml or just the ones that shows up in LLI launcher?
Also, the skyproc mods like LLI have one big issue: Once they are recognized though either XML file, the program will mark them as "LOOTIFIED", and won't let you add ANY sort of edit. It will redo the result when you run it again, but for changes to be made from that point on, you need to put your fingers on the dirt that is the XML file.
As for using TES5Edit, it is only in Astor's case, because the mod he wants isn't being lootified properly. He can try to force it through the manual addition of the item ids on the custom.xml file. How'd he find the right ids without opening the CK or Tes5Edit if Lootification itself isn't giving him the results?
Well now, proceeding on trying and give him more insight about this all.