SPID: The Complete Reference
as of SPID 7.0.0

Everything you need to know to start creating SPID mods.


Changelog

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  • 17.04.24 
  • Removed section about special Outfits ordering. The reverse ordering was removed in SPID 6.5.0


Table of Contents
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  • General Distribution Info
  • How does SPID load configs?
  • When distribution happens?
  • In what order forms are distributed?
  • Syntax
  • Form Type
  • Type Inferring
  • Distributable Form
  • Filtering
  • String Filters
  • Supported Strings
  • String Expression Modifiers
  • Form Filters
  • Supported Filterable Forms
  • Form Expression Modifiers
  • Level Filters
  • Supported Values
  • Ranges Syntax
  • Leveled Distribution
  • Traits Filters
  • Supported Traits
  • Trait Expression Modifier
  • Note on Templated NPCs
  • Count or Package Index
  • Item Count
  • Package Index
  • Package List Type
  • Chance


General Distribution Info

SPID distributes all configured forms at runtime, it doesn't have effect on either loaded plugins nor on save. SPID distributes everything from scratch each time you launch the game. You can think of SPID distribution as a "virtual plugin" that applies changes last in your load order. This makes any SPID-based mods safe to install/uninstall at any time, as they don't leave a trace.

  • How does SPID load configs? (Order)

  • At startup SPID looks into Skyrim's Data/ folder and finds all ini files that have a _DISTR suffix in their name.
  • Then it orders them alphabetically from A to Z and loads in that order.
  • Each file is read from top to bottom, preserving relative order of each type of forms (this order is used later during distribution. (each type of forms is guaranteed to be distributed in the same order as they appear in the file as well as the global order of files).

  • When Distribution happens?

Distribution of forms is split into two steps:

  • Persistent static (not scaling with Player's level) NPCs are distributed to on Main Menu load.
  • Dynamic leveled NPCs are distributed to as they are loaded in the world (typically, on cell load).

  • In what order forms are distributed?

SPID distribution processes forms of each type separately.
The exact order at which form types are processed is:
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  • Keywords
  • Factions
  • Spells
  • Perks
  • Shouts
  • Packages
  • Outfits
  • Items
  • Skins

Within each type forms are distributed in the same order that they were loaded with a few exceptions:

  • Keywords are additionally sorted to make sure that keywords that depend on other keywords will be distributed later than their dependencies. This allows you to freely use keywords as requirements for other keywords without manually ordering them.


Syntax

General syntax for a distributable form looks like this:

FormType = FormOrEditorID|StringFilters|FormFilters|LevelFilters|TraitFilters|CountOrPackageIndex|Chance
      required                           required                             optional                              optional                      optional                      optional                                           optional                               optional
                    Default: Index=0; Count=1            Default: 100

Optional sections can be either left blank or marked as NONE.

Example:
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So both
Item = MyItem|||||5
and 
Item = MyItem|NONE|NONE|NONE|NONE|5
are valid.


Form Type
Type of a distributable form that you want to configure.

Here is a list of all supported Distributable Forms that you can specify in FormType:

    Form type       Signature
  • Spell               [SPEL, LVSP]
  • Perk                [PERK]
  • Item                 [ALCH, AMMO, ARMO, BOOK, INGR, KEYM, LVLI, MISC, SCRL, SLGM, WEAP]*
  • Shout             [SHOU]
  • Package        [PACK, FLST*]
  • Keyword*      [KYWD]
  • Outfit             [OTFT]
  • SleepOutfit   [OTFT]
  • Faction          [FACT]
  • Skin               [ARMO]
Basically, any carriable items. Let me know if I missed some.
* When distributing FormList it must contain only Packages, otherwise game most likely will crash.
SPID can also create Keywords dynamically, so you can distribute custom keywords.
Example:
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This will create a new keyword and distribute it to NPCs
Keyword = MyVerySpecialKeyword


Type Inferring

You can also specify Form as a generic Form Type and let SPID work out proper Form Type based on provided Distributable Form.
IMPORTANT
Keep in mind that SleepOutfit and Skin can't be inferred,
because they use the same forms as Outfit and Item respectively, so the latter will always be detected first.
Example:
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Form = SteelSword
Form = DefaultOutfit
is the same as
Item = SteelSword
Outfit = DefaultOutfit


Distributable Form
A unique identifier of the Form to be distributed.

Form must be one of the supported types listed in Form Type section.

A form can be identified by using one of the following IDs:

  • FormID - a hexadecimal number (0x12345) with a plugin name as a suffix (e.g 0x12345~MyPlugin.esp). Read FormIDs and You for more details on how this ID is formed.
  • EditorID - a text identifier of the Form as seen in Creation Kit or xEdit. (e.g. ElvenMace or ImperialBow).

Generally, EditorID is considered to be a more stable way of referencing a Form since, unlike FormID, it will remain the same when the mod is merged, converted to esl or compacted.

Filtering

Distributable Form can be restricted to a group of NPCs that match specific criteria. These criteria are configured by a handful of filtering sections, that we'll talk about in a moment.

All Filters sections are multiplicative (combined using logical AND operation), while expressions within the same section are additive (combined using logical OR operation).

Example:
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So the entry
Form = 0x12345|A,B|0x12,0x34
can be read as "give a form 0x12345 when NPC has (A OR B) AND (0x12 OR 0x34)".


TIP
Use multiple entries for the same distributable forms to target different groups of NPCs.
Example:
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Keyword = FemaleBandits||BanditFaction||F
will give the keyword only to NPCs that are both Female AND part of Bandit Faction. But
Keyword = FemaleOrBandits||BanditFaction
Keyword = FemaleOrBandits||||F
will give the keyword to all members of Bandit Faction as well as all Females in the game.

String Filters

A list of comma-separated textual expressions that allows you to filter eligible NPCs by their textual properties, such as a name.

Form = 0x12345|StringExpression1,StringExpression2,...

Supported Strings
String Filters allow you to match NPCs by the following criteria:

  • NPC's Name (e.g. Balgruuf).
  • NPC's EditorID (e.g. BalgruufTheGreater).
  • NPC Templates* EditorID. This allows you to target all descendants of a template.
  • NPC's Keywords (e.g. ActorTypeNPC). This also includes Keywords distributed by SPID.
  • NPC Race's Keywords (e.g. ActorTypeAnimal).
This allows you to target all descendants of the same template. See Note on Templated NPCs below.

Example:
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Give a form to all Whiterun Guards
Form = 0x12345|Whiterun Guard

Give a form to NPC with ActorTypeNPC OR ActorTypeDragon

Form = 0x12345|ActorTypeNPC,ActorTypeDragon

String Expression Modifiers
By default, String Expression looks for the exact match of the specified term, but this behavior can be changed with several modifiers.

  • Exclusion modifier (-). Placed in front of a term. This will invert the expression and make it only match NPCs who does NOT have the exact term. 
Example:
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Give a form to every NPC except specifically "Balgruuf" (so "Balgruuf Junior" would still be allowed)
Form = 0x12345|-Balgruuf

  • Partial match modifier (*). Placed in front of a term. This will make the expression allow partial matches of the term. (e.g. "Guard" in "Whiterun Guard")
Example:
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Give form to every guard, this will match all "Whiterun Guard", "Falkreath Guard", "Markarth Guard", etc. Note that this will also match NPCs like "Guardian" or "Bodyguard".
Form = 0x12345|*Guard

  • Combining modifier (+). Placed between multiple terms you want to combine. This will make the expression only match NPCs who have ALL of the exact terms.
Example:
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Give a form to NPCs who are simultaneously ActorTypeNPC, Bandit and ActorTypeGhost
Form = 0x12345|ActorTypeNPC+Bandit+ActorTypeGhost

IMPORTANT
Only one modifier can be used in a single expression.
Example:
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None of these are valid:
Form = 0x12345|-*Guard
Form = 0x12345|-Guard+ActorTypeNPC
Form = 0x12345|ActorTypeNPC-Guard
Form = 0x12345|*Guard+ActoryTypeNPC


Form Filters
A list of comma-separated expressions containing FormOrEditorIDs that allows you to filter eligible NPCs by their form properties, such as Race, Class, etc.

Form = 0x12345||FormExpression1,FormExpression2,...

Supported Filterable Forms

Form Filters allow you to match NPCs by the following criteria:

        Form type            Signature       NPC's Record in xEdit
  • Combat Style[CSTY]          ZNAM - Combat Style    
  • Class              [CLAS]          CNAM - Class
  • Faction          [FACT]           Factions
  • Race               [RACE]          RNAM - Race
  • Outfit             [OTFT]           DOFT - Default outfit
  • Specific NPC [NPC_]          FormID, EDID - Editor ID
  • NPC's Template*  [NPC_]  FormID, EDID - Editor ID
  • Voice Type            [VTYP]           VTCK - Voice
  • Known Spell          [SPEL]           Actor Effects
  • Skin                       [ARMO]          WNAM - Worn Armor
  • Editor Location*   [LCTN]           XLCN - Persistent Location (of ActorRef)
  • FormList*              [FLST]           Recursively looks for any form from the list.
This allows you to target all descendants of the same template. See Note on Templated NPCs below.
* This is the location where NPC is placed in the Editor, NOT the location where NPC is right now.
* List can contain any of the forms from this table, including another nested FormList.

Example:
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Give a form to all Nords (NordRace "Nord" [RACE:00013746])
Form = 0x12345||NordRace

Give a form to NPCs that are located in Whiterun (WhiterunLocation "Whiterun" [LCTN:00018A56]) OR report crimes in Whiterun Hold (CrimeFactionWhiterun "Whiterun" [FACT:000267EA]).
Form = 0x12345||WhiterunLocation,CrimeFactionWhiterun

Additionally, here you can specify only name of the plugin where NPC is defined. This will match only NPCs from given plugin.
Example:
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Give a form only to NPCs from CoolNPCs.esp plugin
Form = 0x12345||CoolNPCs.esp


Form Expression Modifiers
By default, Form Expression checks whether an NPC has the specified form, but this behavior can be changed with several modifiers.

  • Exclusion modifier (-). Placed in front of a form. This will invert the expression and make it only match NPCs who does NOT have the form. 
Example:
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Give a form to every NPC except Nords (NordRace "Nord" [RACE:00013746])
Form = 0x12345||-NordRace

  • Combining modifier (+). Placed between multiple forms you want to combine. This will make the expression only match NPCs who have ALL of the forms.
Example:
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Give a form to NPCs who are simultaneously Nords (NordRace "Nord" [RACE:00013746]), Report Crime in Whiterun (CrimeFactionWhiterun "Whiterun" [FACT:000267EA]) and know Stoneflesh spell (StonefleshLeftHand "Stoneflesh" [SPEL:00072316])
Form = 0x12345||NordRace+CrimeFactionWhiterun+StonefleshLeftHand

IMPORTANT
Only one modifier can be used in a single expression.
Example:
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None of these are valid:
Form = 0x12345|-NordRace+WhiterunLocation
Form = 0x12345|CrimeFactionWhiterun-NordRace

Level Filters
A list of comma-separated expressions with numeric ranges that allows you to filter eligible NPCs by their leveled properties, such as level or skill.

Form = 0x12345|||LevelExpression,SkillExpression1,SkillExpression2,...

IMPORTANT
Only one Level Expression can be specified.
Providing multiple Level Expression will cause SPID to only recognize the last one.
Example:
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In the entry
Form = 0x12345|||5/10,7/12
only 7/12 levels will be stored. 5/10 will be discarded.


Supported Values
Level Filters allow you to match NPCs by the following criteria:

        Value                 Expression
  • Level                 min/max
  • Skill Level        skillIndex*(min/max)
  • Skill Weight     Same as Skill but prefixed with letter w.
* skillIndex is a number corresponding to one of the 17 skills:
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  #  Skill
  0. One-Handed
  1. Two-Handed
  2. Archery
  3. Block
  4. Smithing
  5. Heavy Armor
  6. Light Armor
  7. Pickpocket
  8. Lockpicking
  9. Sneak
10. Alchemy
11. Speech
12. Alteration
13. Conjuration
14. Destruction
15. Illusion
16. Restoration
17. Enchanting


Ranges Syntax

  • Closed range (min/max). Match values between min and max, including min and max.
  • Half-open range (min or min/). Matches values starting from min and to infinity :)
  • Exact value (value/value). Matches exact value.
Example:
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Give a form to NPCs who are at least level 5
Form = 0x12345|||5

Give a form to NPCs who has 50 in Destruction skill level
Form = 0x12345|||14(50/50)

Give a form to NPCs who level up their Two-Handed skill slightly more actively than other skills. (controlled by Skill Weight)
Form = 0x12345|||w2(2/3)


Leveled Distribution

Whenever a Distributable Form defines a Level Filter it becomes a part of the Leveled Distribution. Unlike regular distribution, Leveled Distribution checks levels and/or skills of all loaded auto-leveled NPCs and checks whether they've met requirements of the Level Filter. This happens unless either other filters discard the NPC or a random chance check would fail.


Trait Filters
A single expression that allows you to filter eligible NPCs by traits, such as gender or teammate.

Form = 0x12345||||TraitExpression

Supported Traits

  • Female
  • Male
  • Unique
  • Summonable
  • Child
  • Leveled (Is PC Level Mult)
  • Player's Teammate

Example:
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Give a form to females
Form = 0x12345||||F


Trait Expression Modifier
By default, Trait Expression checks whether an NPC has given Trait, but this behavior can be changed with several modifiers.

  • Exclusion modifier (-). Placed in front of a trait. This will invert the trait and make it only match NPCs who does NOT have that trait. 
Example:
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Give a form only to not unique NPC
Form = 0x12345||||-U

  • Combining modifier (/). Placed between multiple traits you want to combine. This will make the expression only match NPCs who have ALL of the traits.
Example:
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Give a form to all non unique male NPCs who are also adults
Form = 0x12345||||-U/M/-C



TIP
Note that, unlike other filters, Traits actually support mixing of expression modifiers.
Example:
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So you can do this
Form = 0x12345||||F/-U/L/-S


Note on Templated NPCs

Templated NPCs are those that inherit their attributes from another NPC, that is referred to as a base template. Filters always check the final NPC that is created after merging attributes from NPC and its base template.

Additionally, String Filters and Form Filters allow you to target specific NPCs using EditorID or FormID, including IDs of templates that they derive from. However, when template hierarchy includes multiple templated NPC, SPID can only reach specific templates. In such cases the following templates can be specified:

For not leveled NPCs:

  • Final NPC. This is the resolved NPC that will inherit attributes from its template.
  • Base template. This is the immediate parent Template of the final NPC. 
Example:
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DLC2SV01DragonPriestBoss [NPC_:0401CAD5] => EncDragonPriestFire [NPC_:0002025A] => EncDragonPriest [NPC_:00023A93]
Final NPC                                                                             Base template                                                                          Further template in hierarchy
                         Reachable                                                                                                        Reachable                                                                                      Unreachable



For leveled NPCs:

  • Original NPC. This is the top-level NPC that was used to create the final NPC.
  • Base leveled NPC. This is the Leveled NPC that is the closest to Original NPC in the hierarchy of templates that was used to pick a random NPC.
  • Base template. This is a random NPC that was picked from Leveled NPC and will be used as a template for Original NPC.
Example:
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[NPC_:FF000D45] => LvlDraugrAmbushMelee2HMale [NPC_:0004A04E] => LCharDraugrMelee2HMale [LVLN:0001E772] => 
 Dynamic Final NPC                                            Original NPC                                                                                              Base leveled NPC
      Unreachable                                                    Reachable                                                                                                               Reachable

SubCharDraugr02Melee2HM [LVLN:00023BFF] => EncDraugr02Melee2HHeadM05 [NPC_:0001FF2C] => EncDraugr02Template2H [NPC_:0005B753]
     Nested leveled NPC                                                                                       Base template                                                                                               Further template in hierarchy
          Unreachable                                                                                                             
Reachable                                                                                                               Unreachable



Count or Package Index
A numeric value that is interpreted based on associated Distributable Form.

Item Count

When Distributable Form is an Item, this section is interpreted as a number of items that should be added.
If this section is empty or absent Default count is 1.

You can also specify a numeric range as a Count and let SPID pick a Random Item Count to distribute from this range.

Example:
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Give a single bow (default count 1)
Form = ImperialBow

Give 3 swords
Form = IronSword|||||3

Give somewhere between 10 and 20 arrows
Item = SteelArrow|||||10-20


Package Index

When Distributable Form is a Package, this section is interpreted as an index where given Package should be inserted.
If this section is empty or absent Default index is 0.

Note that Package Index is zero-based, so the first Package has index 0.

Example:
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Set Patrol package (Patrol [PACK:00017723]) as the second package
Package = Patrol|||||1

Set Travel package (Travel [PACK:00016FAA]) as the first package (default index 0)
Package = Travel


Package List Type

When Distributable Form is a FormList, this section is interpreted as a type of the Package List that should be overwritten.
If this section is empty or absent Default type is 0.

Type can be one of the following:
#              Type                                       NPC's Record in xEdit
0. Default Package List                  DPLT - Default Package List
1. Spectator Override                     SPOR - Spectator override package list
2. Observe Corpse Override          OCOR - Observe dead body override package list
3. Guard Warn Override                 GWOR - Guard warn override package list
4. Enter Combat Override              ECOR - Combat override package list
Example:
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Set default package list
Package = DefaultPackageListLinkedPatrol|||||0

or, since default type is 0, we can simply write
Package = DefaultPackageListLinkedPatrol


Chance
A percentage value that sets a chance of given Distributable Form to be distributed.

Chance is a decimal value from 0 to 100. There is no limit on how small you want the chance to be (good luck hitting those 0.0001% chances though :D)
If this section is absent Default chance is 100 (e.g. guaranteed).

Example:
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Give a form with a 60% chance
Form = 0x12345||||||60

Give a form with a 0.01% chance
Form = 0x12345||||||0.01

Article information

Added on

Edited on

Written by

sasnikol

463 comments

  1. sasnikol
    sasnikol
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    Please comment here only if you have specific questions about developing DISTR files
    all general questions about SPID and/or issues with it, should be asked on the Posts section of the mod page itself.
    This will make it easier for people who are looking for a particular type of help to search for answers in the comments.
    Thanks!
  2. Tyrthemis
    Tyrthemis
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    I'm trying to distribute an outfit that has different colors to ice mages, fire mages, and storm mages separately.  I'm having difficulty with it.  I've read the notes on templated NPCs and am still confused.  I'm testing at Fort Amol so I run into at least a couple of the types of mages.

    Ive tried:
    ;Ice mages
    Outfit = FrostwardenOutfitBlue|ActorTypeNPC+*Ice|0x13179|NONE|F/-U|NONE|100  That does not distribute to anything

    Ive tried:
    ;Novice Fire Mages
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x44CD7|NONE|F/-U|NONE|100
    ;Apprentice Fire Mages
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x45C5F|NONE|F/-U|NONE|100
    ;Fire Mage Adepts
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x45C7A|NONE|F/-U|NONE|100
    ;Fire Mages
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x45CA0|NONE|F/-U|NONE|100
    ;Fire Wizards
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x45CBB|NONE|F/-U|NONE|100
    ;Pyromancer
    Outfit = FrostwardenOutfitRed|ActorTypeNPC|0x45CBE|NONE|F/-U|NONE|100
     That does not seem to work either
  3. rob89391
    rob89391
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    I've been playing around with this, and want to distribute an armour mod to 100% of female bandits. I tried various configurations and couldn't for the life of me get it to work.

    To test, I distributed it to ALL NPCs, and sure enough walking around Riverwood the women had the correct outfit on which I set up in SSEdit, and the men were just floating heads as it's a female only armour. 

    I fast travelled to numerous locations with bandits, and none of them had the armour on, they were just using their vanilla hide and iron. Am I missing something? The outfit and SPID is definitely working as it changed everyone in Riverwood. But bandits don't seem to be effected.

    Unfortunately on my phone right now so can paste the config.
    1. sasnikol
      sasnikol
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      You need to use 7.2 version. Outfits are not equipped by SPID in 7.1.3, so it's kind of undefined behavior, NPCs may or may not equip what you gave them. By using 7.2 you can eliminate this ambiguity. If that won't produce desired result, then share the configs and we'll figure this out
    2. rob89391
      rob89391
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      Oh amazing, thanks for the quick response. Can I be nosey and ask what the reason for this is?
    3. sasnikol
      sasnikol
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      Reason why 7.1.3 doesn’t have this feature? It because 6.8.2 that had it was also causing a bug where NPCs would end up naked. There were dozens of attempts to fix it, but still problems were there. In the end, po3 decided to disable the feature for good. It was 6.8.5, while I was working on all additions in SPID 7+. After that the demand for this feature was high, so I started working on outfits from scratch.
  4. averagejoe3x
    averagejoe3x
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    Is there a way to target NPCs that have no name? i.e. the NPC's Name field is blank
    1. sasnikol
      sasnikol
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      Oh, you mean only those who have empty name? I'm afraid no. You'll need to find something they have in common other than blank name, or target them one by one with FormID/EditorID
    2. averagejoe3x
      averagejoe3x
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      Yeah I thought that might be the case. Thanks for the reply though!
    3. sasnikol
      sasnikol
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      On the bright side, your inquiry made the push for me to consider largely expanding capabilities of what can be written for SPID SPID 8 sounds cool!
    4. averagejoe3x
      averagejoe3x
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      Haha. Happy to help
  5. Eflat63
    Eflat63
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    I did not see a example but I assume something like:

    Faction = 0x10A~MyMod.esp|ActorTypeNPC|0x13BAB~Skyrim.esm|NONE|NONE|NONE|100


    Would add a faction at Form ID 10A in MyMod.esp to an npc - in this sample Ysolda and will not remove or override factions already there correct? Least would hope so.
    1. sasnikol
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      Yes, that's what it would do if 0x13BAB is NPC's FormID, you don't need to specify ActorTypeNPC. In fact the minimal entry that will do what you have in your example is:
      Faction = 0x10A~MyMod.esp||0x13BAB
      note, that you also don't need to add ~Skyrim.esm
    2. Arkston
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      How would you go about distributing a specific rank for a faction?
    3. sasnikol
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      You can't, at the moment.
  6. Maxsssnake
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    I'm trying to assign an outfit to jarl elisif, but don't work it.

    Outfit = 0xD65~DOA_Gem_Bikini_Softbody.esp|Elisif

    What I'm doing wrong?

    I'm using SPID v7.1.3.0
    powerofthree's Tweaks 1.13.1


    Edit: Solved. Now I'm using this,
    Outfit = 0xD65~DOA_Gem_Bikini_Softbody.esp||0x1326a
  7. BlessingS91
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    I feel dumb having to ask this but even after looking at the mod Mages drop Tomes I still cant get a similar effect to work. I'm trying to distribute Spells and tomes to high level bosses, Spells are super easy to distribute but for some reason I cannot get tomes to distribute to their inventory. Its an NPC from the Three Eyed Swallow Armor mod, I'm also trying to give it spell tomes from a modded spell pack so maybe that's where I'm running into issues?

    I've tried,


    Item = 0x182F~Ghostlight.esl|EncSwallow

    Item = _BL_SpellTome50C~Ghostlight.esl|EncSwallow   

    Item = _BL_SpellTome50C|0x4780A

    Item = _BL_SpellTome50C|EncSwallow

    Item = 0x182F~Ghostlight.esl|0x4780A

    Item = 0x800~Mages Drop Tomes - Ghostlight.esp|EncSwallow|NONE|NONE|NONE|1|100   

    and nothing seems to work . Any help would be appreciated thanks! 
    1. sasnikol
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      Does the same line but with spell works? Also, I noticed you're using not the latest RC version, I remember there was a bug with items somewhere in late version which I fixed in latest one, so maybe that's it.
    2. BlessingS91
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      Yes, I’m not at my computer right now but just using editor id‘s for spells works just fine it’s something like
      Spell = _BL_Moddedspell|EncSwallow

      sounds like I need to update tho, thanks for the response! 

      -edit - I did the update and the item distributes but not the spell now haha
  8. temporalpoporal
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    Hi, I would like to modify NPC fighting style and equipment. Guess you need to modify class etc to make it. I guess its not yet possible with SPID?
    1. sasnikol
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      yeah, it doesn't edit properties in general, only adds stuff to various list-like properties.
  9. gokieks
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    I was looking in the SPID logfile and noticed that when using my usual format for distributing RSV keywords to NPCs (via the plugin name), certain plugin name formats will cause an error.  A bit of investigation and it seems like it's when the plugin name contains " - " (a space followed by a dash followed by another space), and I was able to confirm it by adding a test line that resulted in the error:

    Failed to parse entry [Keyword = RSVignore||Test - Something.esp]

    Is there a way to escape the plugin name to make it be parsed correctly?  I looked through this article but didn't see anything, but if there is and I just missed it then apologies in advance.
    1. sasnikol
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      Hey, I think you got it right. That might be a bug in how SPID parses the filters. For now you can only avoid such names
    2. gokieks
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      OK, I can work around it by just making modified versions of the problematic mods with changed plugin names, which is slightly annoying but not end of the world.  Using an override ESP with the keywords would be a better/easier choice, but RSVIgnoreteeth still doesn't work via that method as far as I knkow.

      Should I open a SPID bug report for this as well?
    3. sasnikol
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      You could open a bug, but that's not necessary, since I was planning to rework the whole parsing at some point, so that bug will be dealt with there. But, I don't know when this will happen.
    4. gokieks
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      Ah, OK.  I'll just wait for a future update then.  Thanks!
  10. CourierSixOG
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    Is there a way to ensure that once a NPC gets an item (weapon) for a DISTR file that the same NPC will not get multiple items from that same DISTR file? If it is stated somewhere I missed it I did read the reference and didn't see anything like this mentioned.
    1. sasnikol
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      Sounds like something that Exclusive Groups can help you with Though, there is no way to limit it to a single file, but most likely you won't need such limitation.
    2. CourierSixOG
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      Thank you so much, I was so focused on the reference I missed this article. By chance do you know of any mods that use this I can look at as an example, I am not really understanding it too well. Would this work as instructed?

      For example I want to make sure NPCs only get 1 of the following 3 possible items:

      Item = 18DwemerEnergyGreatswordYellow4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3
      Item = 18DwemerEnergyGreatswordWhite4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3
      Item = 18DwemerEnergyGreatswordTeal4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3


      ExclusiveGroup = GroupName|FormsList

      EnergyGreatsword = EnergyGreatswordGroup|18DwemerEnergyGreatswordYellow4, 18DwemerEnergyGreatswordWhite4, 18DwemerEnergyGreatswordTeal4
    3. sasnikol
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      Hey, can't remember any, but there certainly were some.

      You got it almost right "ExclusiveGroup" is the same kind of special keyword like "Item" you don't change it, it must be always there to let SPID know what kind of entry you're writing, so the correct way is:
      ExclusiveGroup = EnergyGreatswordGroup|18DwemerEnergyGreatswordYellow4,18DwemerEnergyGreatswordWhite4,18DwemerEnergyGreatswordTeal4
    4. CourierSixOG
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      Thank you very much, I know it is simple but when new to something it can be confusing! Highest respects to you!
    5. sasnikol
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      No worries happy modding!
  11. hgjhjhjkl
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    Website translation, sorry, but also posted on the main page, If I have add 9 outfit for vampires, what's the best chance number to get these armors instead of vanilla?

    SPID 6.8.2, Skyrim 1.5.97

    The garments to be distributed have the same appearance but different colors
    (Outfit Each set contains accessories for clothes, shoes, gloves, and more)
    Ex : 0x7AA7 > Newm fancyA copperblack gloves
                           Newm fancyA copperblack shoes
                           Newm fancyA copperblack stocking
                           Newm fancyA copperblack wing
                           Newm fancyA copperblack mask

    ; 0x7AA7 - Newm fancyA copperblack
    ; 0x7AA8 - Newm fancyA coppergrn
    ; 0x7AA9 - Newm fancyA copperwht
    ; 0x7AAA - Newm fancyA goldblue
    ; 0x7AAB - Newm fancyA goldpurp
    ; 0x7AAC - Newm fancyA goldred
    ; 0x7AAD - Newm fancyA ironred
    ; 0x7AAE - Newm fancyA steelblack
    ; 0x7AAF - Newm fancyA steelbrown

    This is my current setup.
    Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50

    If I apply this formula, will it no longer be possible to see NPCs that have not been given costumes? And have the opportunity to see the 9 outfit distributed?

    The formula is Oi = 100/(N-i) where:

    • Oi is the chance of i-th outfit,
    • N is total number of Outfits you want to distribute,
    •  i is index of the current outfit starting from 0 (e.g. Outfit 1 has I=0)

    Here are the chances of applying the formula.
    Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|11.1
    Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|12.5
    Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|14.2
    Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|16.6
    Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|20
    Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|25
    Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|33.3
    Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
    Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|100
    1. sasnikol
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      The formula works for a guaranteed even distribution of a number of outfits. If you want to have the same chance to have vanilla outfit as one of your modded ones you can just increase N by 1 and assume that Vanilla outfit is the last one, so in your case you'll have 9 modded + 1 Vanilla - N = 10

      and chances will be
      Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|10
      Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|11.1
      Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|12.5
      Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|14.2
      Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|16.6
      Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|20
      Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|25
      Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|33.3
      Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50

      Each outfit will have an equal 10% chance to be distributed and there will be a 10% chance that all of them will fail (meaning a vanilla outfit will be used).
    2. hgjhjhjkl
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      Thanks for the explanation.