It's placebo force-equipping is still absent. This doesn't mean that nobody will equip anything, game still will equip distributed outfits on NPCs that are loaded for the first time. Force-equipping mainly addressed NPCs that already equipped their default outfit and this information was baked into the save.
Sorry for the machine translation. Please help, I'm a newbie, I want to change the armor for Deadly Wench, but I don't know how to write it correctly so that the armor is displayed on all types of bandits from the Deadly Wench mod?
This would give the armor (assuming by armor you meant specific outfit) to all NPCs from Deadly Wenches plugin: Outfit = ArmorYouWantToGive||DeadlyWenchesPlugin.esp
This is a pseudocode so replace ArmorYouWantToGive and DeadlyWenchesPlugin.esp with correct values.
I was wondering if there is a way to add an outfit record but exclude the helmet using SPID? I tried adding an armor set to Erikur in solitude however when just adding the items without the helmet he does not equip it (Even that it should be "Better" gear than what he is wearing), but using an outfit record works fine with the issue of him wearing the helmet as well. Any Tips? Thanks!
Quick question : I use RSV and EasyNPC with various NPCs Overhaul in it, and i use the RSV Distrib ini to exclude some of the NPCs of the Distrib list of skins of the RSV mod. I couldn't find an answer in the Reference article, is there a limit to the string filter part : "Keyword = Things | item1,item2,item3,..." ? Do i need to preferably make one line per "item" or can i stack them ?
There is no limit, so I'd say it's a matter of personal preference, readability and structure that you want to have in your file. I usually group entries based on some common traits of the filters I use. For example, if you want to support different mods you can do 1 line per mod, including all relevant filters from Mod A in one line, then Mod B in the next line.
I see that in the 7.1.1 log that line : Version 7.1.1 -> Fixed an issue when SPID required all forms in filter to be valid.
I think i maybe have made mistake in some of the EditorID i used in "item" in my example, and i have seen recently in my test some texture bug that would occure only if that entry is incorrect. Do you think, since i use 7.1.0, that if i have made a mispell on one of the EditorID, my whole entry is invalid and ignored by the system ?
Yes, as of 7.1 if any of the Forms you specified in your filters are not found in the game the whole entry will be discarded However, you can confirm this by looking at the log. It will still log that Form was not found. If there are no such warnings then this is something else going in.
I'll try to upload a hot fix with only the fix for this particular issue without any other changes I tried to include in 7.1.1
Good afternoon. I'm having problems with RASS. It only works with version 5.2.0. I tried with newer versions and it didn't work. Can you tell me how to update the entry configuration for the RASS mod so that it works with the new version of Spell Perk Item Distributor?
This is weird, the old format should be pretty much compatible with up to latest SPID 7. Do you by any chance have a 1.6.353 version of the game? That was is no longer support since 6.6.2 which would explain why it stopped working after you updated
Sorry for bothering. I found the problem. This is a RASS and Wet and Cold patch. I accidentally turned it off when I was testing the mod and everything worked. Sorry for the rush. And thanks for the support, it's such a great mod.
Yes, you can also use a dedicated trait T which should also target all followers (I assume 0x5C84E is the CurrentFollowerFaction). Also, you don't need to write ~Skyrim.esm nor do you need |NONE|NONE|100 (also you've missed one section so the 100 is actually in place where count of items is, rather than chance )
So, the 'T' trait is basically the same as if you write these lines:
PlayerAllyFaction (I assume most temp followers during quests in dungeons) Perk = 0x5820C|NONE|0x5A1A4 PlayerFollowerFaction (I think these would also be set by most mods, but probably you'll have to look it up Perk = 0x5820C|NONE|0x84D1B PlayerHousecarlFaction (default follower like Lydia) Perk = 0x5820C|NONE|0xA2C8D and PotentialFollowerFaction(together with PlayerAllyFaction these should be all temp follower) Perk = 0x5820C|NONE|0x5C84D
It's even simpler, the T is for NPCs where either actor.IsPlayerTeammate() OR actor.IsInFaction(0x5C84D) are true. 0x5C84D is PotentialFollowerFaction, which is a faction that should have all possible recruitable NPCs. I'll add this to the article.
Actually, PRieST47 provided a valuable info on followers related factions, thanks! I think that PotentialFollowerFaction is a superset of all the others, so it should be sufficient, but that would probably need some testing to find out. Also, note that this is not a dynamic filter, so it doesn't react to when NPCs become your followers, that's probably why PotentialFollowerFaction is used instead as it should have the full list.
Thank you so much for the Complete Documentation Reference upload, I've been trying to learn how to add outfits to NPC's using SPID and I've been driving myself insane trying to figure out what I'm doing wrong.
Hey glad you found it useful in learning how to SPID! Hopefully it will clear all the confusion and questions that people had, because it was very hard to find bits of information scattered across hundreds of comments
That was one of the biggest hurdles I was facing yeah XD. After taking a quick glance I now realize that doing outfits won't be AS easy as I was hoping for but the info presented will make it much easier to understand the syntax and program logic. (TY education in Programming).
Prior to version 7, everything seem to be working fine. Now, all my spid's giving items to factions (isGuardFaction etc.) doesn't seem to work? If I resetinventory, they put on the proper item but, as soon as I leave the cell or load a save, I have to resetinventory again to get them to wear the items.
That's the change starting from 6.8.5 all forced equipping was reverted as it caused troubles for people. It will come back later, but at the moment 6.8.2 was left in old files for people who are okay with the risk of issues.
Is there a way for me to use SPID with skyrim version 1.6.353? Everytime i use the latest launch (which doesnt specify 1.6.353) MO2 refers to an incompatible file. I am trying to use the dynamic animal variant mod which requires SPID. Do i miss something about the installation or would it be impossible to use SPID with this version of Skyrim?
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Please help, I'm a newbie, I want to change the armor for Deadly Wench, but I don't know how to write it correctly so that the armor is displayed on all types of bandits from the Deadly Wench mod?
Outfit = ArmorYouWantToGive||DeadlyWenchesPlugin.esp
This is a pseudocode so replace ArmorYouWantToGive and DeadlyWenchesPlugin.esp with correct values.
Outfit = 0x800~Cosplay For FGIW SPID.esp|NONE|DW_EncBandit06MissileImperialF02_archer_DWimp02,DW_EncBandit06MissileImperialF03_archer_DWimp02a,DW_EncBandit06MissileImperialF04_archer_DWimp03,DW_EncBandit06MissileImperialF05_archer_DWimp04,DW_EncBandit06MissileImperialF06_archer_DWimp05,DW_EncBandit06MissileImperialF07_archer_DWimp05a,DW_EncBandit06MissileImperialF08_archer_DWimp06,DW_EncBandit06MissileImperialF09_archer_DWimp06a,DW_EncBandit06MissileImperialF10_archer_DWimp07,DW_EncBandit06MissileImperialF011_archer_DWimp08,DW_EncBandit06MissileImperialF12_archer_DWimp09,DW_EncBandit06MissileImperialF13_archer_DWimp10,DW_EncBandit06MissileImperialF14_archer_DWimp11,DW_EncBandit06MissileNordF01_archer_nord35,DW_EncBandit06MissileNordF02_archer_nord36,DW_EncBandit06MissileNordF03_archer_nord37,DW_EncBandit06MissileNordF04_archer_nord38,DW_EncBandit06MissileNordF05_archer_nord39,DW_EncBandit06MissileNordF06_archer_nord40,DW_EncBandit06MissileNordF07_archer_nord41,DW_EncBandit06MissileNordF08_archer_nord42,DW_EncBandit06MissileNordF09_archer_nord43,DW_EncBandit06MissileNordF10_archer_nord44,DW_EncBandit06MissileNordF11_archer_nord45,DW_EncBandit06MissileNordF12_archer_nord46,DW_EncBandit06MissileNordF13_archer_nord47,DW_EncBandit06MissileNordF14_archer_nord48|NONE|F|NONE|80
Quick question : I use RSV and EasyNPC with various NPCs Overhaul in it, and i use the RSV Distrib ini to exclude some of the NPCs of the Distrib list of skins of the RSV mod. I couldn't find an answer in the Reference article, is there a limit to the string filter part : "Keyword = Things | item1,item2,item3,..." ? Do i need to preferably make one line per "item" or can i stack them ?
I see that in the 7.1.1 log that line :
Version 7.1.1 -> Fixed an issue when SPID required all forms in filter to be valid.
I think i maybe have made mistake in some of the EditorID i used in "item" in my example, and i have seen recently in my test some texture bug that would occure only if that entry is incorrect. Do you think, since i use 7.1.0, that if i have made a mispell on one of the EditorID, my whole entry is invalid and ignored by the system ?
I'll try to upload a hot fix with only the fix for this particular issue without any other changes I tried to include in 7.1.1
And thanks for the support, it's such a great mod.
If I use this:
Perk = 0x5820C~Skyrim.esm|NONE|0x5C84E|NONE|NONE|100
This can add, to all my followers the perk light foot? And for the followers than I installed? And for the followers than I'll install?
So: Perk = 0x5820C|NONE|0x5C84E
That's right?
Perk = 0x5820C||||T
to use the Player's Teammate trait instead.PlayerAllyFaction (I assume most temp followers during quests in dungeons)
Perk = 0x5820C|NONE|0x5A1A4
PlayerFollowerFaction (I think these would also be set by most mods, but probably you'll have to look it up
Perk = 0x5820C|NONE|0x84D1B
PlayerHousecarlFaction (default follower like Lydia)
Perk = 0x5820C|NONE|0xA2C8D
and PotentialFollowerFaction(together with PlayerAllyFaction these should be all temp follower)
Perk = 0x5820C|NONE|0x5C84D
0x5C84D is PotentialFollowerFaction, which is a faction that should have all possible recruitable NPCs. I'll add this to the article.
Actually, PRieST47 provided a valuable info on followers related factions, thanks! I think that PotentialFollowerFaction is a superset of all the others, so it should be sufficient, but that would probably need some testing to find out. Also, note that this is not a dynamic filter, so it doesn't react to when NPCs become your followers, that's probably why PotentialFollowerFaction is used instead as it should have the full list.
That specific version of SPID is linked a few comments below.