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  1. sasnikol
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    For specific questions about developing DISTR files comment under the relevant article:
    For general questions use Posts section of the main file (you're currently here).
    This includes:

    • Issues
    • Feature requests
    • Feedback
    • Crash reports
    • Installation problems
    • Any other questions that are not related to making/editing DISTR files.

    This will make it easier for people to who are looking for a particular type of help
    to search for answers in the relevant comments.
    So let's keep comments organized
    Thanks!
  2. powerofthree
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  3. sasnikol
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    An experimental SPID 7.2.0 with restored outfit equipping mechanic.
    Known Issues in RC10:

    • Spells are once again do not work on several instances of the same NPC (Horkers). The fix in RC8/9 caused stacking of other distributables (and spells) during gameplay. This will be addressed separately in another version.
    • some NPCs seem to revert their chest armor piece to default outfit. Looking into it This looks like some other mods trying to equip something after SPID.
     
    Changelog for RCs:
    Spoiler:  
    Show

    RC11: Fixed minor crash that happened when Papyrus SetOutfit was called with None outfit (invalid call)
    RC10: Mostly fixed things not related to Outfits. Outfits still need some work to be done. There is now a log for when something else tries to overwrite outfit distributed by SPID
    RC9: Fixed crash during loading game my bad.
    RC8: Overhauled the whole system. It no longer bakes outfits into the save file! (SKSE co-save is still used) More details will be added during official release this is huge leap, guys!
    RC7: Fixes even things that you didn't know about we're running out of RCs, so we'll have to make it official at some point. Give it another try, it should work fine. It's time to start planning SPID 8
    RC6: Fixes all your problems no more issues, no more crashes 🤪 check the changelog for more details.
    RC5: Fixes (hopefully) another crash that was reported by LeviRotSchuppe.
    RC4 Fixes the annoying crash a lot of you were experiencing when entering Solitude. I believe that other crashes related to outfits during save/load and general gameplay were caused by the same issue. This should be all gone now!

    RC3/2 message:
    Spoiler:  
    Show

    RC3 fixes a crash in RC2.

    RC2 builds on top of RC1 where equipped outfits are also stored in a savegame file. But it additionally tracks such replacements and automatically reverts actor outfits to whatever actor was wearing before SPID distribution. This should appear as if SPID never touched savegame file at all

    Download it from Miscellaneous file section. Please, test it out and let me know if you'll encounter any issues. Especially related to saving/loading. No NPCs should appear naked, whatever outfits you expect to be distributed should appear on NPCs (if they can wear said outfit).

    From my testing, SPID will properly equip outfits both on save load, cell load and on level-up if outfits are distributed with LevelFilters.

    RC1 message:
    Spoiler:  
    Show

    Download it from Miscellaneous file section. Please, test it out and let me know if you'll encounter any issues, in particular, naked NPCs

    From my testing, SPID will properly equip outfits both on save load, cell load and on level-up if outfits are distributed with LevelFilters.

    Known issue: SPID 7.2.0 RC1 bakes equipped outfits into the save file. So that NPCs keep the outfit even after uninstalling SPID or mods that distributed those outfits.


  4. sasnikol
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    Hey guys, I've written a blog post of what's coming in SPID 7.2, as it turned out to be much bigger update than what's stated above
    It's free and public, so doesn't require any action from you just wanted to share the news! While I keep polishing these RCs.
    (click the image)
  5. Vulgate
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    One feature I wish for SPID (correct me if it's already done) is to exclude an NPC from receiving another outfit if SPID already distributed one to them. I currently have a bunch of armor mods with an outfits plugin, and I have a small chance to distribute each to an NPC. For example, Outfit A, Outfit B, Outfit C ... Outfit Z might each have a 1% or 0.5% chance to distribute to any given bandit. Lotta times, these bandits end up with two, sometimes three, outfits in their inventories. Is there a way to prevent any more outfit distribution if SPID already gave them an outfit? So, for example, the 1% chance on Outfit C succeeds, so the bandit gets Outfit C; now, don't even bother checking for Outfits D - Z. Is that possible, or beyond the scope of SPID at the moment? 
    1. Vulgate
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      Nevermind, I thought of a better way to do this.
      Create a LL for each outfit with "use all" flagged.
      Add each outfit LL to a master LL, with the appropriate level requirement for each outfit.
      Make an outfit with just the master LL.
      Write a SPID line with a chance for an NPC to be assigned that outfit. 
      If that outfit is assigned, then it picks one outfit from the LL. If it's not assigned, they keep their default outfit.
      Bada bing.
  6. corvonildo
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    Hi! The NPCs are changing outfits every time there is a cell change. Is the version of SPID I'm using? Should I use another? Kinda unnimersive to go into a room, and then when I leave my follower is using completely different clothes.
    1. sasnikol
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      Hey, yeah, this the unintended bug in the latest version you can either try using earlier versions if this is deal breaker for you OR exclude followers from outfit distributions that you have.
    2. corvonildo
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      Which version do you recommend Sasnikol? Thanks in advance. I love all your work!
    3. sasnikol
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      Well, latest stable one is the official release 7.1.3. But it doesn't have this popular feature of equipping outfits. But it has quite a lot of new features that other mods adopted. So if you don't have mods that require SPID 7+ you can try using SPID 6.8.2, that has equipping outfits (though there is a known issue that NPCs can become naked in some circumstances).
  7. AlimAge
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    Need help
    If I'm writing Outfit = OUTFBretonMageCloth|isFactionBandit+ActorClassWizard|NONE|NONE|NONE|NONE|40 - the armor appears on the npcs with a 40% chance.
    If I'm writing Outfit = OUTFBretonMageCloth|isFactionBandit+ActorClassWizard|NONE|10/30|NONE|NONE|40 - the armor doesn't appear on the npcs at all, even though I'm a level 14 npc.

    Or if I'm writing Outfit = OUTFBretonMageCloth||WarlockFaction|10/30 - then the armor appears on npcs from levels 10 to 30 with a 100% chance.
    but if I write Outfit = OUTFBretonMageCloth||WarlockFaction|10/30|||40 - the armor doesn't appear on the NPС at all.
    1. sasnikol
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      Hmm, this is interesting. Thanks for the report, I'll log it and check when I'll get a chance.
    2. AlimAge
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      If I set the chance to 100%, the armor is spawn, although half of it is still in the other armor that the other DISTR file gives.
      It's a bit confusing, I thought the chances worked on a different principle.
      I mean, what I'm saying is that right now it works like
      that if one DISTR file specifies an armor that can appear with a 10% chance, then when I summon 100 NPCs, 10 of them will get this armor and the other 90 will be without it.
      And when I add a new DISTR file with a new armor that can also appear with a 10% chance, then when I summon 100 NPCs, 10 of them will have the armor from the first file, and another 9 will have the armor from the second file.


    3. sasnikol
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      Yes, it is supposed to work the way you describe it if it doesn't then that's not desired behavior.
  8. zzxxccvvbb
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    friends..

    I get random CTDs when saving a game or when there's an autosave. I can't relate it to anything specific.
    The error log sometimes mentions:
    EXCEPTION_ACCESS_VIOLATION" at 0x7FFF66B449F5 po3_SpellPerkItemDistributor.dll+00F49F5 memset

    and other times:

    EXCEPTION_ACCESS_VIOLATION" at 0x7FFFBE6CF6D6 skse64_1_6_1179.dll+005F6D6

    ???

    any idea?
    1. sasnikol
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      the full crashlog would help, hard to say otherwise.
  9. NewRock998
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    can it do for male only i want the Imperial Guard Centurian for only male , female i use cbbe 3BBB vanilla replacer 
    1. sasnikol
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      Yes you can there is a dedicated Trait Filter for that: M. Add it to entries that you want to be applied only to males.
  10. ReqGun
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    If I wanted to make bandits have a chance to have specific items on them during looting how would that look like? 
    1. sasnikol
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      Like this:
      Item = MySpecificItem|*Bandit||||5-10|50this will add 5-10 MySpecificItems to NPCs who has "Bandit" in their name or EditorID with a 50% chance.
    2. ReqGun
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      Thanks. Appreciate it.
    3. ReqGun
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      Do I need the form ID or can just the name work?
    4. sasnikol
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      You need either FormID or EditorID to specify the form you want to distribute. As for filters, you can use whatever is sufficient. if you want to target most of the bandits then *Bandit is enough. If you have some specific groups of bandits in mind you'd want to use something else.
  11. DaburaKing
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    • Hi , i was wondering if you can help me figure out this load screen save crash. I'm early game but heart of the reach gets called out in the crash log but i also see spid called. I was wondering if you could provide incite. thanks 
      https://pastebin.com/CAy8LCE8



    1. DaburaKing
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      I did some testing. i was orginally using the beta version of spid and I swapped to the main live version you have and my save game loaded with no crash so now I'm just confused I also feel like this started happening around the time of a forced windows update on the 11th but since then I've repaired my .net framework stuff
    2. sasnikol
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      Hey, currently can't give you any advise on this one there is no immediate obvious reason for the crash in the crashlog. It may or may not be related to SPID. The crash definitely happens outside of SPID.
  12. HeyImJJ
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    So if I'm understanding correctly, if I want to add a rule to a specific race but exclude a specific NPC that belongs to that race, it would still distribute that item to the NPC regardless? 
    1. sasnikol
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      No, it will distributed the item to all NPCs of that race EXCEPT the one you excluded
    2. HeyImJJ
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      Awesome, that's how I THOUGHT it worked but I was having an issue with the script for one of the mods and thought it was tied to the SPID file! 
  13. VerySeriousModder
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    Hello, great mod! I have 1 question I couldn't seem to find the answer. If you have two DISTR files both set to give at 100%, will the last one only be applied? If so, how do I get them to work together? Would I have to combine all the DISTR in one text file? Giving someone Dunmer outfits with SPID and glasses with SPID will result in them not getting the Dunmer outfit. I tried renaming the DISTR files and changing the way they load but then they wont have glasses~
    1. sasnikol
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      Hey, all DISTR files are loaded and processed in alphabetical order. You don't need to combine them manually, as this is what essentially SPID does when it loads those files.

      Generally, all entries are evaluated separately, and matching distributions stack. For example, if you distribute Sword, Axe and a... troll skull to NPCs, they'll get all those things together. However, there is one important exception - Outfits. Outfits are not stackable in a sense that NPCs can have only one at a time. As a result, SPID only accepts the first successful distribution of the Outfit (as of current SPID version). If you want a variety within the outfit, you'd need to use another approach.
    2. VerySeriousModder
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      that 100% makes sense thank you!
  14. Grantyboy050
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    Could someone let me know whether SPID AI packages are inserted on top of packages lists that are given by an actor being in a quest alias?

    SPID packages go wherever in the package stack you specify. 

    Quest alias packages go on top off the base actor package list. 

    Presumably quest alias packages are given total priority by SPID so as not to break quests?
    1. sasnikol
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      Assuming quest aliases is a runtime thing that is calculated after Actor is loaded, I'd say that SPID packages are applied first, then those are treated as if they were always in the plugin. So quest aliases will do what they want to on top of what SPID changed.