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.
So for some reason as i use this mod, I'm in Falkreath and the guards old armors are clipping thru their new replacements, is there any way to fix this?
So on the preconfigured list it says "ALL" for the bandit entries. Does this mean that every single bandit will be wearing that armor?? Or will they still have a chance of wearing other armors like generic iron and stell etc.
Anyone know why the immersive armor mod is not distributing armor to soldiers? In the regular Skyrim version it did so I can't figure out why it's not the same on AE. I installed immersive armors for npc's but it's only working for some. No soldier/guard has immersive armor on them.
This is a great idea for a mod, however I am really confused by what it does and does not do. Basically it tries to distribute IA via SPID while not stopping IA from distributing via scripts and allowing the original mod to take priority whenever it wants to, right?
So currently I have the choice between A) using Immersive Armors as is and Detailed NPCs, but then IA's scripts will overwrite a lot of what this mod does (I tested it and it's a mess, I cannot get certain NPCs' armor configured by means of ini files because IA will change their outfits regardless) B) doing (A) but turning off armor distribution in the MCM as some comments suggested - but that did not work for me at all (IA still somehow overwrites my SPID config; also all those scripts would still run eventhough I do not need them) C) adding Immersive Armors Replacer ESP and Patches to the mix in order to deactivate the scripts in IA - but even combined with Detailed NPCs, some NPCs will be naked in that case (some comments said that would happen and I can confirm that); also it breaks CBBE, but at least ferrari365 made a custom patch for that and posted it in a comment on the mod's page.
So to conclude, is there currently no mod or combination of mods that make IA be distributed exclusively via SPID without breaking anything?
I think he meant deleting the scripts. Immersive Armor’s scripts are inside Hothtrooper44_Armor_Ecksstra.bsa. You could unpack it with https://www.nexusmods.com/skyrimspecialedition/mods/974, then delete scripts folder and other folders you don’t need.
Hi, i'm facing the same problem, impossible to edit the spid distribution without mess up entire whiterun (i start ASLAL with companions to see if the NPC armor i've modified via spid works), almost everybody wearing Paladin armor LOL...So please SavvyChad, can you explain the procedure for delete the Immersive armor original mod manmade distribution ?
Thanks (By the way this will help a lot a players who read the comment section i'm sure).
EDIT: I've"de-checked" (with B.A.E.) the script folder as u said before extracted the Hothtrooper44_Armor_Ecksstra.bsa but what do i must do now...?...i'm confused...
You just need to extract the bsa, as Savvy said, then delete the script folder and the bsa. It shouldn't have any impact since the scripts are meant to work only at launch, and both the replacer and CBBE patch modify textures (which is on the Armor_Compilation BSA) and meshes as loose folder (just like the one you just extracted right from the Ecksstra BSA)
Keep the Ecksstra esm, tho. It's a master for this mod to work, for some reason
Still, I'm curious on, if I have to repack the folders as bsa, or it's just fine to leave it like that
download IARR to overwrite main immersive armor esp and save yourself the headache of deleting stuff and yes it's compatible with detailed npcs as written in their page
Immersive Armors already distributes the armors to the NPCs, there is any change from the original one? Does this mod replace the original system or do both runs at the same time?
102 comments
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thanks for this mod, have you planned to do the same mod SPID for "immersive weapons"" ?
In the regular Skyrim version it did so I can't figure out why it's not the same on AE.
I installed immersive armors for npc's but it's only working for some. No soldier/guard has immersive armor on them.
So currently I have the choice between
A) using Immersive Armors as is and Detailed NPCs, but then IA's scripts will overwrite a lot of what this mod does (I tested it and it's a mess, I cannot get certain NPCs' armor configured by means of ini files because IA will change their outfits regardless)
B) doing (A) but turning off armor distribution in the MCM as some comments suggested - but that did not work for me at all (IA still somehow overwrites my SPID config; also all those scripts would still run eventhough I do not need them)
C) adding Immersive Armors Replacer ESP and Patches to the mix in order to deactivate the scripts in IA - but even combined with Detailed NPCs, some NPCs will be naked in that case (some comments said that would happen and I can confirm that); also it breaks CBBE, but at least ferrari365 made a custom patch for that and posted it in a comment on the mod's page.
So to conclude, is there currently no mod or combination of mods that make IA be distributed exclusively via SPID without breaking anything?
You only need the meshes, textures, and esps from IA for my mod to work.
To clarify though: Do I just delete the esp?
Thanks SavvyChad.
Thanks (By the way this will help a lot a players who read the comment section i'm sure).
EDIT: I've"de-checked" (with B.A.E.) the script folder as u said before extracted the Hothtrooper44_Armor_Ecksstra.bsa
but what do i must do now...?...i'm confused...
Keep the Ecksstra esm, tho. It's a master for this mod to work, for some reason
Still, I'm curious on, if I have to repack the folders as bsa, or it's just fine to leave it like that
thx