Uploaded an optional version for if you compacted formID's and added the ESL-flag to the original armor mods. The main file only works with the original, unmodified files. The optional file will work with the ESL-flagged files. If you have a mix of both modified and unmodified versions of the original files, you'll have to mix and match from both downloads depending on your personal setup. If you don't know what this means, use the main file.
I want to reaffirm for everyone here exactly the steps you need to take to ensure that you're not getting any naked NPCs.
Make sure you have SPID installed correctly. This is mandatory.
Then, make sure you install the right version of the armor mods you want, and the relevant file. If any of the armors you have installed use ESL flagged ESPs, YOU NEED TO USE THE ESL FLAGGED VERSION FOR THAT ARMOR MOD.
So, if you'd like all armors to be ESL flagged, download and ESL flag as normal, then USE THE ESL FLAGGED VERSION OF THE MOD. If you don't want to ESL flag your armor mods, USE THE REGULAR FILE.
Yes, you can mix and match non-ESL flagged and ESL flagged if you really want to. Just be careful about it, though I'd recommend just going all ESL flagged honestly.
Now that that is squared, you'll notice that the mod installs all of the armor ESPs by default, YOU NEED TO REMOVE EVERY ESP FOR EVERY ARMOR MOD YOU DO NOT USE. In MO2, I just send them to the optional tab, but you can also delete them or whatever at will. You should ONLY have the corresponding ESPs for the armors you have installed.
Now, for a final check, go into xEdit and load up the armors and their Supplies of Skyrim patch ESPs, shift-click all Supplies of Skyrim ESPs and right-click, find the option "Check For Errors", click that, and check the Messages tab. If all is well, you should NOT have any "Could not be resolved" errors. If you do, go through the steps again, because ya messed up somewhere. If there are no errors, you're good to go.
This mod is great until you run into npcs that really shouldn't have these armors and get them distributed to them just because of their race. Became very problematic together with new lands mods. It's the kind of mod that I kinda want to use but also feel like I can't use.
UPDATE 10/4/2022: I have not abandoned any of my mods, I just have a lot of projects I'm working on spread across Morrowind, Oblivion, and Skyrim. I have plans for a FOMOD installer for this mod to greatly simplify the installation process. Stay tuned!
Idk, I eslified my armor mods and used appropriate version, ssedit showed 1 error in centurion armor so I deactivated it, the rest showed no errors, but I'm still seeing stormcloak dead soldiers, naked adventurers from Immersive World Encounters, naked bandits. The problem goes away once I competely deactivate the mod.
My load order was: Armor Mod GPSos Module Gpsos.esp
I was having a lot of trouble with naked NPCs, but I think I fixed it. I made sure to load each plugin from this mod IMMEDIATELY after their respective armor mods. I'm not sure if it actually does anything, but it seems to have worked for me. Maybe someone else can test this?
i had a issue naked guards, so i thinking, thinking,, ifound a solution : my imperial centruion armor have esl file, but supplies of skyrim requires esp files not esls.
After further experimenting I think it just happens when script load is too high. After cutting back on some script-heavy mods I had, I've never seen a naked NPC again (and most of my distributed armors are .esl files)
Great mod, but in the log I'm getting errors for every outfit in the Bosmer mod. (The others are fine.) I checked Xedit and the formIDs are different for those outfits. Did I do something wrong?
How do I tweak the percentage chance of the armors spawning? I know you've already set the percentages quite low, and that's good imo. However its an entirely different story in game. Feels like at least 50% of bandits are wearing the rugged rogue/practical pirate outfit
When the changelog says "Armors should no longer spawn on unique NPCs", what exactly is meant by this? I'm seeing armors spawn on named NPCs, including vanilla ones.
If you mean armors, I believe I saw both sets from ESO Armor Collection, ?Skyblivion Steel Armor, Redguard Noble Armor, MERP's Gondorian Armament, and Kingsguard Armor.
from my testing: whenever an Imperial equips the imperial centurion armor they lose the cuirass. no form of resetinventory, resurrect or even new game has been able to fix this.
91 comments
Make sure you have SPID installed correctly. This is mandatory.
Then, make sure you install the right version of the armor mods you want, and the relevant file. If any of the armors you have installed use ESL flagged ESPs, YOU NEED TO USE THE ESL FLAGGED VERSION FOR THAT ARMOR MOD.
So, if you'd like all armors to be ESL flagged, download and ESL flag as normal, then USE THE ESL FLAGGED VERSION OF THE MOD.
If you don't want to ESL flag your armor mods, USE THE REGULAR FILE.
Yes, you can mix and match non-ESL flagged and ESL flagged if you really want to. Just be careful about it, though I'd recommend just going all ESL flagged honestly.
Now that that is squared, you'll notice that the mod installs all of the armor ESPs by default, YOU NEED TO REMOVE EVERY ESP FOR EVERY ARMOR MOD YOU DO NOT USE. In MO2, I just send them to the optional tab, but you can also delete them or whatever at will. You should ONLY have the corresponding ESPs for the armors you have installed.
Now, for a final check, go into xEdit and load up the armors and their Supplies of Skyrim patch ESPs, shift-click all Supplies of Skyrim ESPs and right-click, find the option "Check For Errors", click that, and check the Messages tab. If all is well, you should NOT have any "Could not be resolved" errors. If you do, go through the steps again, because ya messed up somewhere. If there are no errors, you're good to go.
this mod is broken as hell , but im using anyway, because i love integration <3
Use the new keywords introduced by it in right combination to filter out target NPCs for SPID distribution.
My load order was:
Armor Mod
GPSos Module
Gpsos.esp
EDIT: Yes i need them
Outfit [0x837] (GPSoS - Bosmer Armor.esp) FAIL - formID doesn't exist
I know you've already set the percentages quite low, and that's good imo.
However its an entirely different story in game.
Feels like at least 50% of bandits are wearing the rugged rogue/practical pirate outfit
Btw is the Imperial Centurion armor bug fixed now?