Skyrim Special Edition
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BecomingNplus1

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BecomingNplus1

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39 comments

  1. BecomingNplus1
    BecomingNplus1
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    Detailed NPCs is my suite of mods that equips various items to NPCs relevant to their roles (e.g., guards, mercenaries, farmers, etc.). As a result, Detailed NPCs enhances storytelling through small visual cues that provide insights (even clues!) to all the wonderful (and not so wonderful!) NPCs in game. Many of my mods can be used together to create layers of meaning.
  2. BecomingNplus1
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    New versions (1.1) will remove Loot message about an error with the FormIDs. Thanks to bootlegbaby for pointing this out.
  3. BecomingNplus1
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    Version 1.2 places the String ID (ActorTypeNPC) in the correct syntax. 
    Safe to update, but any personal _DISTRI.ini settings will be changed to the new settings. 

    Alternatively, changes in v1.1 can be achieved by manually editing the _DISTRI.ini.
  4. BecomingNplus1
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  5. tsalbmrots
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    great mod but since I used it for a long time, some non-immersive things caught by my attention.

    1 - woodframe bags doesn't have inventory meshes, they use vanilla armor meshes, 
    2 - wood frame bags too expensive for primal age skyrim. we talk about 1500 septims elven bags, even qual elven armor. but is this simple wood frame backpack right?

    with love :)
  6. ZetexOtm
    ZetexOtm
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    Is it possible to have the backpacks "hidden" or similar when indoors? Like NPCs not wearing them inside taverns ect. to have the immersion of leaving the backpack at the door?
  7. MrModder9909
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    i assume you dont need the original file since its not in the list of requirements but how well do higher versions of spid work with the mod, like will the mod work with version 6.7.5 of spid
  8. Shaggy0w0
    Shaggy0w0
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    Editied the DISTRI file, anyone feel free to use these

    ;Equip random backpack to Hunter NPCs
    Spell = 0x811~WFPtoNPCs.esp|ActorTypeNPC|0004E509|NONE|NONE|NONE|70
    ;Equip random backpack to Bandit NPCs
    Spell = 0x811~WFPtoNPCs.esp|ActorTypeNPC|0001BCC0|NONE|NONE|NONE|35
    ;Equip random backpack to Hunters of Hircine NPCs
    Spell = 0x811~WFPtoNPCs.esp|ActorTypeNPC|000955E6|NONE|NONE|NONE|80
    ;Equips random backpack to Forsworn NPCs
    Spell = 0x811~WFPtoNPCs.esp|ActorTypeNPC|00043599|NONE|NONE|NONE|50
    ;Equips random backpack to Skall NPCs
    Spell = 0x811~WFPtoNPCs.esp|ActorTypeNPC|xx018F9A|NONE|NONE|NONE|50
    1. bustanaut
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      Thanks bro.
  9. patrickmurphy
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    If you would, an esp version for vr
    1. fangnebula
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      I do not have a VR set but Vortex can easily change ESPs back and forth from light to regular and back.

      1. Install the mod and enable
      2. deploy mods if it isn't doing so automatically
      3. Under Plugins search for the mod
      4. Under actions there will be a button called "Mark as Regular"
      5. Click the button and it will make it a regular esp
      6. Be sure the mod plugin is still enabled
      7. Sort your load order if it isn't doing this automatically

      To make an esp light just follow the same steps but the button will be called "Mark as Light" if the mod can be made light. Bigger mods cannot be made light. If the mod cannot be made light Vortex just doesn't show the button.

      I haven't used Mod Organizer in a few years so I can't tell you how to do that in MO2.
  10. spigboy
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    Does anyone know of a way to omit NPCs who have a shield from being given a backpack? I use back shields through dual sheath, but there are major clipping issues, and I'd like to resolve them in some way. Thanks
  11. Drifter2464
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    How do i exclude followers from getting these backpacks?
    1. spigboy
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      Current Follower Faction 5C84E
      Potential Follower Faction 5C84D
      Dismissed Follower Faction 5C84C
      ^Think these are what you are looking for-
      I'm not yet well versed with SPID, but from my understanding, If you edit the DISTRI.ini file to include the form ID (believe that's what it's called) of the group you want to omit from distribution, with a - before the code, it will do what you want.  Gonna use the hunter file's .ini for an attempted example.
      So my guess is that:
      ;Equips the Hunter Backpack to all Hunter and Trapper NPCs
      Spell = 0x811~WFBPtoNPCsHunter.esp|NONE|0004E509,0403A4CA|NONE|NONE|NONE|100
      should end up looking more like:
      ;Equips the Hunter Backpack to all Hunter and Trapper NPCs
      Spell = 0x811~WFBPtoNPCsHunter.esp|NONE|0004E509,0403A4CA,-5C84E,-5C84D,-5C84C|NONE|NONE|NONE|100
      I can't guarantee this is right or not, as I'm still figuring some things out for myself
  12. tsalbmrots
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    When I saw lord harkon wear sack bag, laughed hard :D, excellent mod :))::)):
  13. Spiceweasel29
    Spiceweasel29
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    Love your mods - am using most of your detailed NPC series. Quick question: in game the back packs are valued at 1400 gold. This is likely due to a conflict? I looked in xedit and didn’t see any files overwriting wood frame back packs. Thanks!
     
    Update: For anyone experiencing the same problem you must go into xedit and flag the backpacks with no auto calc (under effects I believe). The cost results from both the value and enchantment value
    1. BecomingNplus1
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      Thanks for the update!
  14. CodenameCaboose
    CodenameCaboose
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    So I'm a bit confused. I only need to download the main file right? If i want to, for instance, have the backpack distribution to the merchants; Do I need to download the optional file or can i just edit the default .ini?
    1. BecomingNplus1
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      The main file distributes a random backpack. The optional files distribute specific backpacks. Hope that helps.