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.
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.
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
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
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?
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?
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
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.
42 comments
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.
;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
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
0403A4CA Is this 4th in the load order? What does this mean?
i set distribution to 0.5.
But one NPC in some times has TWO backpacks. One wearing, one in inventory
Why?
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 :)
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.