Skyrim Special Edition
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  1. powerofthree
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  2. ElRuti
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    Is it me or is the forced equipment working again? At least with the new update the RMB mods work for me
    1. sasnikol
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      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.
    2. ElRuti
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      okay, as they said that with RMB SPIDified - Sons of Skyrim there was a problem with SPID +7.0...
    3. sasnikol
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      yes, because I made some mistakes in 7.1, but since 7.1.3 everything is back to normal
    4. ElRuti
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      thanks you!
  3. XXXmocartXXX
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    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?
    1. sasnikol
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      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.
    2. XXXmocartXXX
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      This is a test code and it doesn't work, maybe i'm doing something wrong?

      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
  4. fustru
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    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!
    1. sasnikol
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      You’ll need to copy the outfit without a helmet and distribute your new copy. SPID can’t alter outfits.
    2. fustru
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      Yeap figured it out, thanks for the assist! <3
  5. M3g4Pint
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    Would this mod be able to force equip armor on player character based on combat conditions? Like swap to degraded armor variant at 50% health?
    1. sasnikol
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      No, even when/if I add Player distribution it will be simple one, with no runtime conditions.
  6. Kojograph
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    Many Thanks for the amazing mod !

    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 ?
    1. sasnikol
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      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.
    2. Kojograph
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      Roger that ! Thanks !

      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 ?
    3. sasnikol
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      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
    4. Kojograph
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      Thanks for all the replies and the help ! I'll wait for that fix and double check the log on my side. Good luck with the patch !
    5. sasnikol
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      The fix is finally here with 7.1.3 it should be all good now.
    6. Kojograph
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      Many Thanks ! You're amazing !
  7. dozaSDS
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    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?
    1. sasnikol
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      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
    2. dozaSDS
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      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.
    3. sasnikol
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      Ah, or that, yes glad you found the problem.
  8. Maxsssnake
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    I'm tired than some of my followers active the traps.

    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?
    1. sasnikol
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      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 )
    2. Maxsssnake
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      Yes, Current Follower Faction 5C84E

      So:
      Perk = 0x5820C|NONE|0x5C84E

      That's right?
    3. sasnikol
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      Yes, or
      Perk = 0x5820C||||T
      to use the Player's Teammate trait instead.
    4. Maxsssnake
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      Ok thanks
    5. PRieST47
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      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
    6. sasnikol
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      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.
  9. nightmare2004
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    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.
    1. sasnikol
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      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
    2. nightmare2004
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      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).
  10. MyHouseatl
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    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.
    1. sasnikol
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      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.
    2. MyHouseatl
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      This is such an awesome mod.  Can't wait for the fix.  Thanks.
  11. TokkelBok
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    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?
    1. PRieST47
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      If you really want to stick with 1.6.353 you'll need version 6.6.1 of SPID because after that version the support for 1.6.353 was dropped.

      That specific version of SPID is linked a few comments below.
    2. TokkelBok
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      Thanks!