Let's say I want to make Delphine wear an outfit mod? Can I do that using your mod? The outfit mod doesn't have an outfit in esp, it is just a few armors that the player (or follower/NPCs) can wear once given by the player.
You need to make your own little esp which puts the armors together into an outfit. Then you can put it on Delphine either within your mod, or using SPID.
Thanks, but I'm looking for some way to distribute outfit mods (or armors) to specific NPCs (like the ones coldsun is replacing). I want to do that before I meet those npcs.
It doesn't have to be a new esp, no - you can indeed just change the original. You'd probably want to use xEdit. You'd add a new Outfit entry, and then also add an override entry for Delphine which changes her outfit to the one you'd just created. Or you could do it in the Creation Kit.
I don't think you can SPID Delphine. At least I never could. She has a Quest script that changes her outfit and that overrides SPID. Let me know if you do get it to work.
Ah no, good point, I had forgotten that. I think Delphine is a special case - my understanding is that no matter what you do, it will be overwritten by a script. I guess you could edit the script itself!
So far I've found Delphine, Ulfric and Brynjolf won't work with SPID. There are probably more, any NPC that is part of a quest where they change outfits won't work with SPID.
I'm thinking about learning how to change NPC default outfit, either by CK or xedit instead of using SPID. SPID seems to be good for distributing to groups and or setting different conditions for those distributions to take place.
@JobiWan That's an interesting list. hadn't cosidered that. Need to look into how to exclude them from the all inclusive "ActorTypeNPC" SPID scripts. Perhaps KID can help. Since this post is old I wonder whether anyone has made such a patch yet.
All good info though: figure out exceptions, reduce exception to a pattern, tag pattern subjects with keyword [KID], augment *_dist.ini code to "do not apply [SPID] to anything with the keyword". Gotta test this. Problem with SPID is: It works incredibly well, when it does, but the syntax rules are preposterous.
Otherwise, I see a possible use for this mod (R&D) so I'm going to try tinkering with it until I get a handle on above perhaps.
with the newest SPID version this loads last, not first, so you can't use any of the keywords in other files. You need to remove the _ to make it load first.
Beautiful mod! Thanks for your work. I am new to SPID and I have a question. So sorry if it silly. For example, if I have 3 outfit mod and want to distribute to Vampire group ramdomly. Did I do it right?
Question for you SPID aficionados. say I had "test.esp" and I had an article of clothing ""0x00001234" that I wanted distribute to every single Outfit record in the game + additional mods, what would that INI look like? would it be a tremendous INI or a single line?
EDIT: Despite banging my head against the wall for 3hrs it seems like its working now perfectly fine..very odd, perhaps i just didnt save when I made the change, hopefully the below can help someone stuck in my position:
EDIT2: Perhaps it was the Bandit*syntax
"Thanks for making this, it shed a lot of light on the syntax of how to edit the ini files.
However I am currently having trouble assigning an outift i made (from custom armour) to OBIS bandits. ;MysteriousKnightArmour Outfit = 0x845~[dint999] MysteriousKnightSet.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|NONEThis applies the outfit to all actors in the game (100% chance) What I would want is to distribute this outfit only to bandits, so I replaced ActorTypeNPC with GroupBandit ?;MysteriousKnightArmour Outfit = 0x845~[dint999] MysteriousKnightSet.esp|GroupBandit|NONE|NONE|NONE|NONE|NONE However the outfit now doesn't show up on bandits Bandits in OBIS are named a little different though, but they still contain the "Bandit" string, in any case i added an extra expression to the GroupBandit Keyword = GroupBandit|Bandit*,*Bandit,*Marauder,*Thief,*Thug,*Reaver But still no outfit on bandits. Am I misusing the GroupBandit keyword?"
How do I use SPID or DAR to these two mods the default underwear for every female (randomize) would like a 70% chance so some still stripped down to nude? The 2 mods areNSFWDX Fetish Fashion Volume 1 SE CBBE - 3BA - BHUNPhttps://www.nexusmods.com/skyrimspecialedition/mods/65998DX Fetish Fashion Volume 2 SE - CBBE Physics - 3BA - BHUNPhttps://www.nexusmods.com/skyrimspecialedition/mods/70489What would the line of coding look like?
35 comments
This mod is EXACTLY what the doctor ordered and worked splendidly. It's a shame people don't know how useful this mod is.
Your work is appreciated by me!
Suggest adding keyword fitler for town folk, wanderer, onehand, two-hand, magic combat style,...
Even filters for enemy against player, enemy against folk or a specific faction,.... but that may be too hard.
Still, such a good idea of a mod by the way.
The outfit mod doesn't have an outfit in esp, it is just a few armors that the player (or follower/NPCs) can wear once given by the player.
You need to make your own little esp which puts the armors together into an outfit. Then you can put it on Delphine either within your mod, or using SPID.
It doesn't work tho.
SPID seems to be good for distributing to groups and or setting different conditions for those distributions to take place.
All good info though: figure out exceptions, reduce exception to a pattern, tag pattern subjects with keyword [KID], augment *_dist.ini code to "do not apply [SPID] to anything with the keyword". Gotta test this. Problem with SPID is: It works incredibly well, when it does, but the syntax rules are preposterous.
Otherwise, I see a possible use for this mod (R&D) so I'm going to try tinkering with it until I get a handle on above perhaps.
Beautiful mod! Thanks for your work. I am new to SPID and I have a question. So sorry if it silly. For example, if I have 3 outfit mod and want to distribute to Vampire group ramdomly. Did I do it right?
Outfit = 0x800~Mymod.esp|Vampiregroup+GrpA_10pct|NONE|NONE|NONE|1|30
Outfit = 0x801~Mymod.esp|Vampiregroup+GrpB_10pct|NONE|NONE|NONE|1|30
Outfit = 0x802~Mymod.esp|Vampiregroup+GrpC_10pct|NONE|NONE|NONE|1|30
EDIT: Oops wrong forum.
I made the change, hopefully the below can help someone stuck in my position:
EDIT2: Perhaps it was the
Bandit*
syntax"Thanks for making this, it shed a lot of light on the syntax of how to edit the ini files.
However I am currently having trouble assigning an outift i made (from custom armour) to OBIS bandits.
;MysteriousKnightArmour
This applies the outfit to all actors in the game (100% chance)Outfit = 0x845~[dint999] MysteriousKnightSet.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|NONE
What I would want is to distribute this outfit only to bandits, so I replaced ActorTypeNPC with GroupBandit
?;MysteriousKnightArmour
However the outfit now doesn't show up on banditsOutfit = 0x845~[dint999] MysteriousKnightSet.esp|GroupBandit|NONE|NONE|NONE|NONE|NONE
Bandits in OBIS are named a little different though, but they still contain the "Bandit" string, in any case i added an extra expression to the GroupBandit
Keyword = GroupBandit|Bandit*,*Bandit,*Marauder,*Thief,*Thug,*Reaver
But still no outfit on bandits. Am I misusing the GroupBandit keyword?"The 2 mods areNSFWDX Fetish Fashion Volume 1 SE CBBE - 3BA - BHUNPhttps://www.nexusmods.com/skyrimspecialedition/mods/65998DX Fetish Fashion Volume 2 SE - CBBE Physics - 3BA - BHUNPhttps://www.nexusmods.com/skyrimspecialedition/mods/70489What would the line of coding look like?