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.
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:
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:
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 :)
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?
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.
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.
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?
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.
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.
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.
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:
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.
27 comments
one recommendation you may wish to consider is distributing the scrolls and spells based on either their class or combat style
;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
Would be a nice inclusion for your mod anyway though :)
Thanks a lot!
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?
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.
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.
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.
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 :)
As for potions, check out 'NPCs Use Potions' or 'Smart NPC Potions'.
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:
from any mod as long as they have been added to the leveled lists.
NPC, enchanted items will be very rare and untempered items will be most
common followed by "Fine", "Superior", "Exquisite", "Flawless", "Epic"
then "Legendary".
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.
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.
Cool mod, another little extra layer on top of vanilla!
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.
edit: are the "|10" or "|5" values in the ini the percentage chance?
UPDATE: Never mind, i went to download it anyway and see the note that's it safe to load mid game :)