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Voeille

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27 comments

  1. Kulharin
    Kulharin
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    could hagraven's even use a scroll? I just know they can only cast spells with their left hand, otherwise they just lock up

    one recommendation you may wish to consider is distributing the scrolls and spells based on either their class or combat style
    1. Voeille
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      The hagraven faction is there to distribute the items to the witches, which use that faction. The INI file adds items to NPCs with the ActorTypeNPC keyword, which hagravens don't have (in vanilla game), so they shouldn't get any items added. As for whether they cast scrolls if they did have them, not sure, but if you're saying they only have left hand animatons for casting then most likely it wouldn't work.
  2. dammoraes
    dammoraes
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    Sorry, I wrote in the wrong post.
  3. speaker60
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    SSE Organic Factions adds some cool and dynamic factions would be awesome to get a patch for these factions
    1. Voeille
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      If NPCs from that mod aren't added to vanilla factions, you can add the custom factions to the ini files, for example if you want them to get rings with combat-based enchantments, you can add factions to this line:

      ;LItemEnchJewelleryWarrior // BanditFaction, CompanionsFaction
      Item = 0x803~JewelleryDistr.esp|ActorTypeNPC|0x1BCC0~Skyrim.esm,0x48362~Skyrim.esm|NONE|NONE|1|5


      Let's assume the faction FormID is 123 (you can check the real FormID in xEdit), in which case you can either add it:

      ;LItemEnchJewelleryWarrior // BanditFaction, CompanionsFaction, MyCustomFaction
      Item = 0x803~JewelleryDistr.esp|ActorTypeNPC|0x1BCC0~Skyrim.esm,0x48362~Skyrim.esm,0x123~OrganicFactions.esm|NONE|NONE|1|5


      Or copy the line and only put your custom faction there (I think it's more readable if there are separate entries per mod):

      ;LItemEnchJewelleryWarrior // MyCustomFaction
      Item = 0x803~JewelleryDistr.esp|ActorTypeNPC|0x123~OrganicFactions.esm|NONE|NONE|1|5


      You can also make a completely new ini with those factions added, the name doesn't matter as long as it ends with _DISTR and is not the same as another ini in your load order.

      I can upload a SPID ini for Organic Factions at some point later, but this should hopefully help to make it yourself if you want it quicker (feel free to upload it as a separate mod if you do it).

      SPID also works with EditorIDs, but I went with FormIDs as that ensures they are unique (with EditorID you don't specify what mod they come from, so there could be a potential overlap).

      Edit:

      I forgot to mention that you also need to distribute the equip ability to them if you want the NPCs to wear the items:

      ;EquipJewelsAbSpell // MyCustomFaction
      Spell =  0x801~JewelleryDistrEquip.esp|ActorTypeNPC|0x123~OrganicFactions.esm|NONE|NONE
    2. speaker60
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      Thankyou for taking the time to explain, its super helpful in the event you dont get round to doing the ini yourself i can easily do 
      Would be a nice inclusion for your mod anyway though :)
    3. tinalyn
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      NPCs from that mod already have enchanted items. You don't need to add any more.
  4. pocho12
    pocho12
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    I love this kind of mods, it makes the npcs more "human" or "unique".

    Thanks a lot!
    1. hoangdai94
      hoangdai94
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      Samey
  5. AngelWD
    AngelWD
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    Is it possible to add LE version?

    Description of mod looks really good (actually the only one mod, that promissing "bandits are able to wear enchanted rings and amulets", but a lot of people (me too) are still stuck on LE version with their 200+ modpacks and cannt try this mod without convertion for LE version.

    Any chance to convertion, or no point to wait?

    Also, if here no chance for LE version - trying to find myself any mod, that just adding enchanted rings and amulets for bandits, nercomancers, forsworns and other human enemies depending of their level and levelist with small chance (like 1 level Bandit will have 2-5% chance of wearing Ring of Minor Health (+20), when 50 level Bandit Leader will have 50-60% chance of wearing Ring of Super Health (+80)) and found nothing, possible smone know/have mods featuring like that?
    1. Voeille
      Voeille
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      I only have SSE so I won't port it myself, but my permissions are open so anyone can do it. However, this mod requires SPID and Papyrus Extender, and if those don't exist for LE, it's impossible to port it.

      As for the % to depend on level, it is possible to achieve something like this by adding multiple distribution rules for different level ranges. The items come from levelled lists, so the tier depends on player level because of how levelled lists work. To avoid this, you would need to create multiple new levelled lists and then use those in the rules, but that would make it incompatible with any mods that add items to levelled lists without a patch.
    2. AngelWD
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      Tnk for reply, sad if here no way to do that on LE easy way

      Also about levellist incompatability - in vanilla (and in all mods) jewelry items and slots not affected by any level lists at all bcs NPC just not allowed to have/equip rings/amulets or even have them in inventory, only armor pieces and weapons, possible if some script independently will add and equip ring or amulet already after basic level-list algorytm create and equip NPC inventory it will have no troubles bcs basic levellist and independent level list of rings/amulets from this script will use different slots to equip, and just adding to inventory already after basic levellist algorythm did his job also should work.
      And core of this script (chances, rules about gender/faction/race/class/level, pool of jewelry to chose from) can work also separatly from basic levellist generation.

      Any way i have no tools and skills to try it myself, possible i even wrong about idea how it can work)
      Sad if its not possible)
      Last immersion-breaking thing for my game actually, all other possible logical by all humans features (usage of potions, tempered and enchanted armor/weapon (higher level and class higher chances and better effectiveness as it should be) and etc) covered already immersive and realistic way, except NPC wearing jewerly, especially enchanted for benefits.
    3. BarryMeyers
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      AngelWD requested that I backport this mod, so I did.

      https://www.nexusmods.com/skyrim/mods/115106/?tab=description

      The backport is non-trivial as I had to rewrite the SPID ini files for LE's SPID.
  6. imyayadub
    imyayadub
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    sounds dope i have mod that make enemies wear improved armor and weapon this for enchanted jewelries . i only need improved potions/poisons for npcs .
    any recommendations?

    edit :" Enchantments and Potions Work for NPCs - EPW4NPCs (SKSE64) (SPID Plugin ini)Recommended to make NPCs benefit from more enchantments." what do i actually lose/miss out if i dont install this? thank you :)
    1. Voeille
      Voeille
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      It's the skill boosts, i.e. anything that affects the [Skill]PowerMod value wouldn't work without the vanilla perks distributed by that mod.

      As for potions, check out 'NPCs Use Potions' or 'Smart NPC Potions'.
    2. vinne2001
      vinne2001
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      May i ask what other mod are you using for enemies to wear improved armor and weapon?
    3. bientje
      bientje
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      Equipment Durability has this:

      Weapons and armor (in NPC's inventory, in containers, dropped) are randomly tempered

      +

      [DynamicTemper]
      DisableDynamicTemper If set to true, the random temper function is disabled.
      TemperChance Temper probability of items owned by NPC other than boss.
      BossTemperChance Temper probability of items owned by boss.

      You can just disable all other settings of the mod to only use the Dynamic Temper feature.

      Loot and Degradation SE does this:

      Loot:

      • NPCs can now be found equipped with tempered/enchanted weapons and armor
        from any mod as long as they have been added to the leveled lists.
      • Temper and enchantment chance/quality increases with NPC level. For a level 1
        NPC, enchanted items will be very rare and untempered items will be most
        common followed by "Fine", "Superior", "Exquisite", "Flawless", "Epic"
        then "Legendary".
      • NPCs will now also automatically obtain the loot of their dead targets if they are killed
        within melee range. NPCs will sometimes loot dead allies but will only
        loot items that may help them immediately.

      Just disable all other aspects of the mod.
    4. AngelWD
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       https://www.nexusmods.com/skyrimspecialedition/mods/40102 
      if you still looking mod to able NPCs using potions and poisons, also has a option to increase chane of looting potions and posions from dead NPC.
  7. Nerdgamerdave
    Nerdgamerdave
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    Sounds and looks like a brilliant mod!  Adding it to my game immediately :)
  8. bientje
    bientje
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    I guess this is not possible possible for Weapons and Armor because then the NPC would have vanilla equipment + extra weapon/armor?

    Cool mod, another little extra layer on top of vanilla!
    1. Voeille
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      Yes, it would just add those items. I'd imagine they would use the added weapon if it's better than what they currently have, but I'm not sure if they would do it, they original outfit might take precedence. But I'm just guessing, perhaps they would do like followers and equip whatever has higher armour rating.
    2. bientje
      bientje
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      A request: can you check if Thaumaturgy / SImonRim adds any new lists not used by your original setup?
    3. Voeille
      Voeille
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      You can check that yourself in xEdit (I don't have those mods installed at the moment), however I doubt that SimonRim items aren't added to vanilla lists, as without doing that it's harder and less compatible to make them available in the game (it would involve editing chests directly, which is then incompatible with loot overhauls etc.). But if you still want to check, this is the vanilla lists I used:

      Spoiler:  
      Show
      LItemStaffsAll [LVLI:00035320]
      LItemScrolls [LVLI:000A44CC]
      LItemEnchRingAll [LVLI:00100E8A]
      LItemEnchNecklaceAll [LVLI:00101071]
      LItemEnchRingSkillMagic [LVLI:00100E85]
      LItemEnchRingSkillStealth [LVLI:00100E87]
      LItemEnchRingFortifyHMS [LVLI:00100E88]
      LItemEnchRingFortifyHMSRate [LVLI:00100E89]
      LItemEnchRingSkillCombat [LVLI:00100E86]


      It is worth noting that lists are often several levels deep before you get to the items. For example LItemStaffsAll (all staves for all schools and all levels) -> LItemStaff00 (novice staves for all scholls) -> LItemStaffConjuration00 (novice conjuration staves) -> now you see the actual items. Following that example, if Mysticism adds its novice conjuration staves to LItemStaffConjuration00, my mod will be able to distribute them to enemies. Same goes for Thaumaturgy and the jewellery lists.
  9. brailefurtess
    brailefurtess
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    Greater risk, greater reward? I'll see how it goes. Thank you very much!

    edit: are the "|10" or "|5" values in the ini the percentage chance?
    1. Voeille
      Voeille
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      Yes, the value at the end is a percentage, removing it would have the same effect as setting it to 100.
  10. lunarcontact
    lunarcontact
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    can this be added to mid game? because messing with my over encumbered level list makes me nervous but this is a cool mod idea.

    UPDATE: Never mind, i went to download it anyway and see the note that's it safe to load mid game :)