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  1. RowanMaBoot
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    If you are having issues with distribution on SPID 7.1.3, please give SPID 7.2.0RCX a try!

    Mind that it is an experimental release, and the SPID authors will be looking for feedback - both positive and constructive. If things work better, or if you have any problems, please let them know!

    As an author
    Please see this article.
  2. RichardJMorgan
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    I'm having the issue with invisible armors. Like, all NPCs have invisible (but equipped!) armor. Affects every clothing piece, like torso armor, clothing, gauntlets, boots etc. Does not affect PC. Resetting inventory does not work.

    I'm not even exactly sure this is the mod that causes the issue. Sometimes, I load the game with this mod enabled and it's fine. Sometimes (but more often than not), NPCs have invisible armor.

    Tried SPID 7.2.0 (instead of the older one) with RMB 6.0.1 and so far it loads fine. 6.1.0 breaks it again.

    Again, not sure if this mod is the definitive culprit. It's hard to pinpoint the issue when it's random, when it doesn't affect every save, when it sometimes affects a new game and sometimes not. But 6.1.0 definitely breaks the game for me.

    What's also annoying is that I did disable it before, but the bug was still triggering (maybe not on all saves). Disabled a few mods, still did. Disabled this one and it started working. Very weird.
  3. CourierSixOG
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    Is it safe to update from 551 to 602 mid save? I see the esp/esl is different.
    1. RowanMaBoot
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      Hey - yes, it should be. The risk is naked NPCs due to broken/missing outfits, but you can use resetinventory on them to refresh their outfits if encountered.
    2. CourierSixOG
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      Thank you for the reply and the mod, pretty cool framework functions you have made
  4. cuddm
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    Can i ask why you do the distribution via SPID instead of simply using (only) Skypatcher, like for example Sentinel is doing now? The SPID guys have been fiddling around with outfit distribution for over a year now and it seems they are constantly changing and occassionally breaking it, while Skypatcher simply works
    1. RowanMaBoot
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      Hey! So to give a quick primer on the different approaches:

      • ESP: Modify NPC. Last edit to NPC wins. Requires manually merging changes when multiple plugins edit this NPC, due to the way the game manages edits to the same object. For example, if you have one ESP that edits the appearance of an NPC, and then you load an ESP that modifies their outfit after, the face changes will be lost (dark face bug occurs).
      • SkyPatcher: Surgically target OTFT record for an NPC. If you're using a mod that modifies the appearance of an NPC, having SkyPatcher change their outfit won't result in loss of the face changes (and therefore avoids the dark face bug). Last loaded config wins
      • SPID: When cell is loaded, dynamically distribute an OTFT record to an NPC based on many possible criteria, including keywords. May be chance-based, otherwise the NPC gets the first OTFT that wins.

      SkyPatcher can't (and doesn't try to) do what SPID does here - it is a very different tool with a different focus. Mind, I like to use it alongside SPID because it can be used to inject data in a way that doesn't require a bunch of different manual patches, but it doesn't (and can't) replace SPID. SkyPatcher is static data changes, similar to an ESP, whilst SPID is dynamic.

      To give an example that is possible with SPID, but not SkyPatcher: I'm able to distribute the Guard Armor Replacer sets to guards in rural areas - villages, border guards, patrols. I then distribute Sons of Skyrim sets to urban areas - specifically cities. It does so dynamically, and works with anything and everything.

      I can get into more detail if that is what you're looking for, but hopefully that answers your question!
    2. cuddm
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      Amazing explanation, thanks! Then i hope the SPID guys have finally gotten a handle on outfit distribution with the newest release candidate
  5. aatrnasyn
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    Did vers 6.0.1 rename the esp from "RBM SPID - Core.esp" to "RBM SPID - Core Definitions.esp"?
    1. RowanMaBoot
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      Hey! Version 6.0.0 did - or rather, the various plugins were merged.
  6. Azuyorou
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    RMB, can u give a recommendation which mods to get most of the armor and clothes replaced? I just got back to modding again(2 years ago), so I honestly just want an author/modders preference because Im missing out a lot at this point lol.
    1. RowanMaBoot
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      Hey! Hmmmm - well, a few examples off the top of my head:

      Sentinel is a great all-in-one suite by Thuldor3621 using just SkyPatcher
      Alternatively, my SPID mods for Realistic Armor, Vanilla Armor Replacer, Guard Armor Replacer, and Sons of Skyrim can achieve a similar experience in modular way, with some extra stuff like regional guard outfits, and some additional diversity. However, my mods are currently lacking leveled list integration, so you won't find the items in dungeons
      Fashions of the Fourth Era SPID patch by Hishigami, which is based off Common Clothes and Armors but with additional sets - or my patch for Common Clothes and Armors, which has less diversity but is more simple in approach. Either adds clothing diversity to NPCs
      Sforzinda Imitations Stripped also adds extra clothes and armours, and works with FotFE or CCaA, adding even more clothing diversity

      You can also check the "Requirements" tab on this page for a list of mods made by myself and others relying on this framework - may find various mods to your liking!
    2. Azuyorou
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      Thank you so much, these are really good reference to start with. I guess I gotta learn how to use skypatcher too for the leveled list
  7. Rusterio
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    Hello, I don't know if I'm installing the mod correctly. First, regarding the load order—for example, when using New Legion and its RMB Spidified version—if I put New Legion first and RMB lower in the order, the mod doesn't work because all the armor remains vanilla. But if I place RMB first and then New Legion, the armor changes, but I don't know if it's due to the New Legion mod itself or RMB. I also tried deactivating the .esp and .esm from NordWarUA mods, but RMB depends on them.
    Could you help me, please? Am I installing the mod correctly, or am I doing something wrong? My last load order was: 
    SKYPATCHER and all its dependencies
    "[RMB SPID] Core"
    "RMB SPIDified - Regional Keyword Framework"
    "Sons of Skyrim"
    "Sons of [A site we've had to banlist because they continue to spam mod authors with advertising links]"
    "Legacy of Ysgramor"
    "Legacy of Ysgramor FORGE"
    "[RMB SPIDified] Realistic Armor"
    "Realistic Armor"
    "[RMB SPIDified] Vanilla Armour Replacer"
    "NordWarUA's Vanilla Armor Replacers SSE"
    "[RMB SPIDified] Guard Armor Replacer"
    "Guards Armor Replacer SSE"
    "RMB SPIDified and Eslified Unplayable Faction Armors"
    "Unplayable Faction Armors SSE"
    "[RMB SPIDified] New Legion"
    "New Legion"
    "New Legion HD"
    "[RMB SPIDified] Misc Config Patches"
    1. RowanMaBoot
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      Hey, no worries.

      So, load order shouldn't matter (the order of ESP files), but If what you've put above is the install order, then that will be the culprit - RMB SPIDified mods must be installed after their dependent mods, so that they overwrite the files provided in the original mods successfully.
    2. Rusterio
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      Thank you for answering. I’m not trying to sound like I’m going crazy, but I’ve tried many options with all your RMB mods because I love the concept. However, I can't make it work for me. I tried putting them in the order you suggested—first NordwarUA’s mod and then all RMB mods in this order:

      - "Weapons Armor Clothing and Clutter Fixes"
      - "Complete Crafting Overhaul Remastered"
      - "RUSTIC CLOTHING - Special Edition"
      - "Armor and Clothing Extension"
      - "Armor and Clothing Extension SPID"
      - "Sons of Skyrim"
      - "Sons of [A site we've had to banlist because they continue to spam mod authors with advertising links]"
      - "Legacy of Ysgramor"
      - "Legacy of Ysgramor FORGE"
      - "Realistic Armor"
      - "NordWarUA's Vanilla Armor Replacers SSE"
      - "Guards Armor Replacer SSE"
      - "Unplayable Faction Armors SSE"
      - "New Legion"
      - "New Legion HD"
      - "[RMB SPID] Core"
      - "RMB SPIDified - Regional Keyword Framework"
      - "[RMB SPIDified] Realistic Armor"
      - "[RMB SPIDified] Vanilla Armour Replacer"
      - "[RMB SPIDified] Guard Armor Replacer"
      - "RMB SPIDified and Eslified Unplayable Faction Armors"
      - "[RMB SPIDified] New Legion"
      - "[RMB SPIDified] Misc Config Patches"

      But I’m still seeing bandits and NPCs with vanilla armor, so I don’t know if the mod is installed correctly.
    3. RowanMaBoot
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      No problem! Could you please upload the contents of your "po3_SpellPerkItemDistributor.log" (SPID) and "SkyPatcher.log" (SkyPatcher) log files to pastebin.com, and then respond with links to both? You can find the logs in "\Documents\My Games\Skyrim Special Edition\SKSE\".

      Are you seeing any distribution at all?
    4. Rusterio
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      SKYPATCHER PO3 SPID Yes, here are the two Pastebin links for SKYPATCHER and PO3 SPID. 
      Regarding outfits, I can see the distribution working for guards, Imperials, and other factions like Stendarr, but many bandits are still using vanilla armor, especially Orcs and some others. I’ve also noticed a few NPCs still wearing vanilla armor.
      However, as I mentioned before, I’m not sure if this is due to NordwarUA’s mod itself. When I disable all RMB mods, NordwarUA’s main file works fine, replacing all vanilla items, but without any logical distribution for their outfits.
    5. RowanMaBoot
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      Thank you! Logs look good - however, it does look like you didn't select which regions to distribute the Sons of Skyrim outfits (Rural, Urban or both) to in the installer. I'll look at updating the installer to warn folks if they didn't select an options, but you will want to re-run it and select Urban and/or Rural.

      Edit: Actually, this might be intentional on your part - so disregard.

      As for Bandits, depending on which option you picked the distribution chances might be low - which option did you select?
    6. Rusterio
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      Regarding Sons of Skyrim, I only use the Forge version from NordwarUA (crafting), not the RMB one. For RMB, I’m only using the Guards Replacer, New Legion, and the Vanilla & Realistic Armor Replacer versions. For the bandits' configuration, I installed it while trying to select the category that replaces the most vanilla items possible. So, I probably chose the highest percentage option that you set in the FOMOD installer, I guess.
    7. RowanMaBoot
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      Gotcha, thanks for the info. If you're using crafting-only SoS, you will probably want to enable Urban distribution for GAR, unless you want vanilla guards in cities.

      As for RA, are you using any mods that modify or overhaul bandits, such as OBIS?

      Would you be up for following the Keywords section of this article? This bandits are having issues, would like to see what keywords they are (or aren't) getting.
    8. Rusterio
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      Sorry, mate, for answering you late. I had some problems, but I'm here with the screenshots on Imgur KEYWORDS that I took from the More Informative Console mod. And yes, I'm using OBIS with all its dependencies, but it's above RMB. RMB is almost at the bottom of my load order. As you can see in the pictures, only the Orc NPCs and some bandits don't have the armor from RMB; they're still using vanilla armor.
    9. RowanMaBoot
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      Gosh, no worries - thanks for the screenshots! So, the Orcish NPC/s are using "outfitOrcish" which Realistic Armor and Vanilla Armor Replacer do not target/replace (they don't have an equivalent set).

      OBIS wise, I see the OBIS bandit is missing an outfit keyword - digging into that mod in particular, it looks like they use a lot of custom outfits, which do consist of vanilla items. I could replace those outfits outright, but it would result in a loss of uniqueness brought upon by OBIS - for example, some of them have "BanditArmorCloakOutfit" which is basically a standard bandit outfit, but with a Fire/Frost/Shock ring.
    10. Rusterio
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      Sorry again for my late reply. So, is the mod installed correctly? And could it be a compatibility issue with my other mods that affect NPCs?
    11. RowanMaBoot
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      It's more that OBIS itself distributes unique outfits to bandits, so there is a natural conflict there - I could override those outfits, but it means the bandit "clan" styles would be overridden, sorta eliminating the point of OBIS.
  8. Athoq
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    Hey Rowan, many thanks for all your SPID outfit distributions, really eased up integrating all the cool outfits to the game.
    I have been trying to get VAR and RA to distribute to Rogues and Raiders, with very slow success, is there any chance to get more official support for it?
    1. RowanMaBoot
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      Hey! No problem! I'm slowly chipping away at a big update that should improve support for mods such as RnR, OBIS, and more. No ETA, but the approach should be much more dynamic going forwards.
    2. Athoq
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      That's great! Really looking forward to that.
      I managed to get it mostly working after many tries by following existing examples, but somehow some npcs despite having the keywords just don't get the outfits given to them, but at a 1 in 10 ratio I took my partial W and happily went to sleep because I learned something new.
  9. Aetavicus
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    *Reposting this here as it might be more appropriate*

    I am running into an issue where Reanimation spells causes the zombie to unequip all their SPID-added armor. Not sure if this happens in vanilla too but I am using Mysticism magic mod which makes all Reanimate spells act like Dead Thrall (can trade gear with zombies).

    This appears to be happening to all SPID-added armors except capes which still get equipped. So far, I have tested on Fashions of the Banditry/Huntsmen/Fourth Era/the Legion mods. This is on the latest SPID 7.20RC.

    Screenshot of inventory and zombie

    SkyPatcher-added equipment are unaffected. 
    1. RowanMaBoot
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      Hey! This will need to be reported to the SPID authors, as this is related to SPID outfit equipping behaviour - I recommend opening a bug report over there.
    2. Aetavicus
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      Thanks, I have created a bug report over there.
  10. chilblane
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    I have another possible compatibility issue for you. This time with Boethiah's Calling - Alternate Questline. At the end, the new NPC Rudin Filaro, who is supposed to have the DA02 Champion of Boethiah outfit, is instead wearing Forsworn Ravager armor, despite being a dunmer and nowhere near Forsworn content. I checked his keywords and saw a isForswornRavager keyword, though I'm very confused looking at xEdit how he got it. resetinventory restored the correct outfit so I could loot the Ebony Mail off him.

    Keyword screenshots for reference:

    https://i.imgur.com/i0Zq7K8.png
    https://i.imgur.com/fbMKC5L.png
    1. RowanMaBoot
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      Ah, yeah that is an odd one - thanks for the screenies and details. Do you still see this with SPID 7.2.0RC11?

      This is happening because 0x81F is inheriting from DA02Champion "Champion of Boethiah" [NPC_:000834FE], which inherits from LvlForswornBoss [NPC_:000442D2], which inherits from...

      Basically, the keyword is being passed down the tree. If it still occurs with SPID 7.2.0RC11, I will likely have to adjust how those keywords are distributed to avoid cases like this.
    2. chilblane
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      This happened while I was on RC11 (and 6.0.0 of RMB Core).
  11. chilblane
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    I'm having some issues with the ActorClassMelee keyword not getting applied to NPCs. I'm using SPID 7.2.0 RC11 and this core mod 5.5.1.

    I'm using several of your armor SPID mods (Fashions of the Banditry, Steels Fashions, Forsworn Fasions, Hinterland Ranger, Practical Pirate, Toughened Traveler, and Rugged Rogue). All of these (except Forsworn) have outfits applied to isBanditClass. Marksman-style bandits are successfully getting ActorClassSubTypeMarksman keyword in game, and ActorWeaponTypeBow. For whatever reason, melee bandits are not getting the ActorClassMelee keyword, thus they are not getting ActorWeaponTypeOneHanded or ActorWeaponTypeTwoHanded, and thus the armor SPID mods are not applying to them because those weapon keywords are missing. As far as I can tell, the formID for melee bandit class hasnt changed, etc. Kinda stumped on what is happening here, since some class and weapon keywords ARE working. The Forsworn Fashions SPIDs are also working.
    1. RowanMaBoot
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      Hey! Those ActorClass ones are a bit tricky, as they use the vanilla class assignments - if you're using any mods that adjust the classes used by melee bandits, it could be a culprit. By default it is only given to bandits with the class "0x1CE17". Are you able to load up your LO in xEdit to see what mods/are editing bandits in this case?

      Wider support is added natively to some mods (Lawless, Requiem, Madmen), but it does sound like I need to adjust how this is handled.
    2. chilblane
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      Yeah I noticed that ActorClassRanged isn't working either, which is breaking Hinterland Ranger fully.

      What's weird is I had everything working before several weeks in my modlist before I made some changes. The only thing touching 0x1CE17 (and 0x15BE7, the ranged version) besides skyrim.esm is my releveler.esp, and that's simply changing the attribute weights (I believe this is from NPC Stat Rescaler). The records otherwise are not changed.
    3. RowanMaBoot
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      Yeah it wouldn't be the classes themselves, but a change to the bandit records. Some combat/ai focused mods change the bandit classes to EncClassDremoraMelee (0x17008), for example. I believe I've also seen a SkyPatcher mod doing this too.

      Some mods also introduce custom classes, and re-assign NPCs to those new classes.

      If you load up your entire load order in xEdit, a couple of things to check:
      - Search for: 0001CE17
      How many references does it have? In vanilla, it should be 390.

      - Search for: 0001BCD8
      This is an example bandit NPC. Are any mods editing it? What records are they changing?

      Beyond that, if you temporarily roll back to SPID 6.8.2, do you see the keyword distribution? I'll have to do some checking myself, but maybe something isn't right with 7.2.0RC11 with keyword distribution based on classes, in which case that would be a bug that needs to be reported.
    4. chilblane
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      My modlist has nearly 2000 references to 0001CE17.

      For the 0001BCD8 nord melee bandit, I just have a merged NPC appearances esp and the releveler esp. The first is just tweaking head parts and stuff. The second one does notably change the default outfit from 000C0197 to a new one that I believe is provided by Sentinel through Skypatcher.

      I checked 6.8.2. Keywords still showing up on bandits like they were in 7.2.0. So no difference in behavior for me.
    5. RowanMaBoot
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      Thanks, very odd. I'll have a look from my end, I might have to create a work-around for cases like this. Only other thing I can think of is a SkyPatcher based mod is changing the classes used, but not sure why they'd do that.
    6. chilblane
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      Actually I think you might be right. Started a new game just now (wanted to try 6.0.0 of RMB Core). Came across a Bandit Marauder (00039d1f, EncBandit06Melee1HImperialM). I looked it up, and saw a reference to EnBandit06Boss1HImperialM (0003DF07). Looked that up and saw my Releveler.esp changed the CNAM from 0001CE17 (EncClassBanditMelee) to a new one from the Sentinel skypatcher stuff I think? (TUSClassEncBandit06Boss1HImperialM)
    7. chilblane
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      I went back and reviewed those nearly 2000 records for 0001CE17 and it comes very obvious for the bandit npcs that the melee bandit class is missing for them in releveler.esp. Every one has it replaced by a TUS version. Even some named NPCs like Vald have a new class.
    8. RowanMaBoot
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      Ah! What mod is TUS exactly? I should be able to add support for their classes
    9. chilblane
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      I have now found the culprit because I completely previously overlooked it. My synthesis has True Unleveled Skyrim in it (https://github.com/ReaperAnon/True-Unleveled-Skyrim), and if you read the description it says NPCs get new classes. Has nothing to do with Sentinel, thankfully.

      Here's the line that generates the new TUS classes, for your reference https://github.com/ReaperAnon/True-Unleveled-Skyrim/blob/84983d7dc57e7bc3685dba358d0ed680f17c7e0d/TrueUnleveledSkyrim/Patch/NPCs.cs#L881
    10. RowanMaBoot
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      Thank you for doing a deep dive!! I'll see if I can add support for True Unleveled Skyrim as part of the next update. It might not be possible due to how they're going about it (looks like dynamically generated classes), but we will see. I also have a new approach being put together which might be able to handle support for stuff like this.
    11. chilblane
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      Fantastic. I also tweaked TUS in my Synthesis to not apply the classes and confirmed that your mods' outfits were applying as expected.

      Look forward to seeing what solution you come up with.
    12. wolfeskull
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      I have to say, I love stumbling on threads like this -- good work all around lads or ladies!