Thanks for this modd and all your resources! I might be misunderstanding the DISTR but I want to add random chance on an ad hoc basis. I thought it would work by changing every entry to be something like this:
6.7.0 switched to a different distribution method, which resulted in a lot of reports for broken distributions. The authors of SPID reintroduced Dynamic Distribution (which was originally used in 6.5.x and 6.6.x) with 6.7.5, so distribution should work fine/be back to how it was.
Unless I've missed something, configs from pre 6.7.0 are still compatible/formatted exactly the same for 6.7.5.
Who are you expecting to get the outfit that isn't? if you select them with the console and 'resurrect' them, does that have any impact? Are you running your game with English localization, or another language?
I've seen some others saying distribution isn't working for their configs (or at least, not consistently) on 6.7.5. Very odd - I can't replicate at the moment, but I'm wondering if 6.7.5 itself has an issue.
The configs for this are very simple, and no changes to the config format have been made from the SPID end -- so I'm guessing a bug on their side.
Hi. So I've been struggling to get the Moon Monk Robes and Lunar Guard Armor to actually show on the caravans. I'm using this mod and the one for the Lunar Guard Armor. The caravan leader is naked and the rest of the caravan are just wearing their normal clothes/armour. I've struggled with this for a while but I'm not able to fix it. I'd appreciate any help. Thank you!
I got a "naked" bandit, had no robes, only a mask, gloves and boots. Likely due to the RMB_OutfitRobesAny LVLI referencing a mask instead of the robes. On the leveled list it was the Moon Monk's Mask - Water Clan entry that should be changed to a robe.
I noticed after some limited testing on my end that it seems like bandits that spawn wearing the outfits don't use melee weapons, is this intentional? I thought it was pretty weird at first, but after thinking on it actually made a fair bit of sense given that the gauntlets give a hefty boost to unarmed damage on top of the innate boost that Khajiit already have.
Ah, the joy of SPID - I hadn't considered the game might use unarmed over their actual weapons when the gloves provide an unarmed damage boost. SPID can't be used to manage their weapons - for example, if I distribute a sword they will end up with two weapons (whatever they had originally, and the distributed sword) and then the AI will use whichever weapon has the highest damage.
I'm using Requiem in my playthrough, so the damage from weapons must be sufficient for them to not do the swap on my end.
Hmm. I could create new variants of the gloves for distribution with no unarmed fortification enchantment, or have a chance of gloves not being added to the outfit.
I suspected it may have been a weird quirk of the way SPID handles things as opposed to any sort of deliberate attempt to integrate the unarmed damage boost into gameplay. I thought having Khajiit brawlers was a pretty neat concept myself, so I actually don't really mind in this case, but I still felt it was worth mentioning if you wanted to investigate this matter further in the future, as it may not be something others like as much as I do.
I have issues with naked npc when using SPID mods. I read somewhere that this can be caused by body refits for himbo or 3ba which I have installed. Is that also true for your mods?
For me it works when I add a line with the names of the npcs I want to add so just write down the exact names of the npcs and add them in the named distribution file.
Hello! I use multiple of your SPID mods and am very grateful for your work. I notice that you are able to distribute to NPCs added by mods and was wondering how I might be able to go about adding the Khajit Will Follow NPCs to the ini. I realize walking me through the process might take just as much work as doing it yourself and I would not want you to go through any extra work for a mod you don't use. Thank you for your time.
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Outfit = 0x820~RMB SPID - Moon Monk Robes.esp|Gnives
Changes to
Outfit = 0x820~RMB SPID - Moon Monk Robes.esp|Gnives|NONE|NONE|NONE|NONE|100
Then changing the chances as I see fit on the ones I want variation, but this results in all khajiits are now naked
Unless I've missed something, configs from pre 6.7.0 are still compatible/formatted exactly the same for 6.7.5.
Who are you expecting to get the outfit that isn't? if you select them with the console and 'resurrect' them, does that have any impact? Are you running your game with English localization, or another language?
The configs for this are very simple, and no changes to the config format have been made from the SPID end -- so I'm guessing a bug on their side.
I've struggled with this for a while but I'm not able to fix it. I'd appreciate any help. Thank you!
I'm using Requiem in my playthrough, so the damage from weapons must be sufficient for them to not do the swap on my end.
Hmm. I could create new variants of the gloves for distribution with no unarmed fortification enchantment, or have a chance of gloves not being added to the outfit.