Skyrim Special Edition

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Netrve - LuciusP24

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LuciusPortanius24

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About this mod

Distributes mufflers and scarves from the "Keeping Warm" mod to NPCs, conflict-free, using SPID.

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Permissions and credits
Changelogs
WHAT DOES THIS MOD DO?

> Skyrim is cold. But the NPCs just walk around, with their necks exposed to the cold. Immersion Broken.
> Keeping Warm, a wonderful mod, provided Scarves and Mufflers. Immersion Restored.
> But you had to accept either crafting-only (meaning no distribution to NPCs), or edits to NPCs and leveled lists (meaning the need to manually patch conflicts in xEdit). Immersion Broken Again.
> And now... This mod. Using the magic of SPID, scarves are now worn by NPCs, conflict-free. Immersion Restored Again.


This Mod also ADDS support for all base-game children.



Sing, Ye Children of Skyrim,
Rise up, rejoice and sing gladly!
For scarves that keep warm have been given you;
Mufflers of matchless comfort have been bestowed upon you.
Praise Ye Talos, praise Him!
With exceeding joy in your hearts!
The Strong and Mighty, the Ascended who once walked among us,
The One who, though Man, is God!

-- Heimskr (wearing a scarf) on a Sundas, probably




HOW DO I USE IT?
  Make sure you have Installed all the listed requirements (and their requirements), then install my mod. Done.
  Do note that, when installing Keeping Warm, you should select the CRAFT ONLY OPTION, otherwise it defeats the purpose of my mod.



   (if you use any survival mod that has temperature / cold mechanisms, below is a STRONGLY RECOMMENDED edit you will have to do yourself, due to permissions)
  NOTE: 1.1 Version has now incorporated this fix. (If you've manually applied it already, don't worry, it will still work. This is kept just for information's sake)
Spoiler:  
Show

   Scarves work with survival keywords right out of the box so they have warmth ratings of 27 (although some may find the values too high for scarves since they're higher than vanilla civilian clothing, but it's still a lump of thick clothing around your neck, right? I don't mind personally), but mufflers don't because the keywords are set to ClothingNecklace for them. Simply open the plugin (the original mod, Keeping Warm.esp, NOT my plugin) via xEdit and find muffler entries under Armor tab, change ClothingNecklace to ClothingBody [KYWD:000A8657]. You'll get warmth ratings for mufflers then.

Thanks to brandon3903 for this fix!



DOES THIS MODIFY THE ORIGINAL MOD IN ANY WAY?
  NO. While this mod does depend on the original mod (you need it), it makes ZERO edits to any of its files (thus allowed by its permissions).
  This also means zero edits to NPCs / leveled lists, thus avoiding a lot of conflicts.




HOW ARE THE SCARVES & MUFFLERS DISTRIBUTED? CAN I TWEAK THE SETTINGS MYSELF?

  Yes!

  Below is a description of the default distribution pattern. You can modify any aspect you like in the _DISTR.INI file in this mod by following the syntax of SPID distribution files.


- Randomly distributes one of the available scarves / mufflers to NPCs (minus a few not-lore-friendly ones). Each hold's inhabitants* may get either a random scarf, or (more likely) that hold's specific scarves / mufflers. Members of Guilds, if there are appropriate guild-specific scarves, may also get them (and wear them more as a sign of affiliation).

(For citizens of each hold, they have 70% random chance to be in that hold's specific scarves list. If not, then they will have 60% chance to be in the "everybody else" scarves list.)

- For children & citizens (including guards) of each hold, if they are in "cold regions", they are much more likely to receive scarves.

- Bandits have a low (10%) chance of wearing one. This is because wearing a scarf is generally not conducive to combat. But at the same time, those that do wear scarves probably do so because they looted them as trophies from their victims.

- Some Unique NPCs (including all Jarls and the Greybeards) are EXCLUDED. Strong men like Ulfric and Tullius, and resilient ladies such as Elisif and Laila, embrace the bitterness of Skyrim head-on and actively reject the comfort (and potential diminution of their majestic stature) of fecally-colored-thick-toilet-paper wrapped around their necks.


- All Undead*, All Creatures, Argonians and All Summonables are EXCLUDED, for lore reasons.

*: This includes Vampires, Draugrs etc. Basically anything that has vanilla keyword ActorTypeUndead.


- Children only receive "Short" variants, given that the long variants may clip through the floor.

- Khajiit has 100% chance of wearing a scarf or muffler. Khajiit feels cold from the climate, even more from the people of Skyrim. Khajiit shivers daily and misses the warm sands of Elsweyr.


- All Followers (i.e. All NPCs that can become followers) are excluded. Due to the way my mod works, there may be issues when you recruit them and then remove their scarves. Therefore they do not receive scarves by default. If you want, you can choose which scarves to put around their necks yourself once you recruit them. Sweet, eh?

Technical detail for the nerds:
Spoiler:  
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  SPID currently only supports making NPCs wear Outfits, not single items. In other words, we cannot use SPID to make an NPC "wear whatever outfit he/she is wearing right now, PLUS one additional item." For outfits, it must be a wholesale change, all or nothing.
  This means a workaround is needed.
  Here, I have freely borrowed from BecomingNPlus1's mods (open permissions), who has found such a workaround:

  1. create a "spell" that, when fired, makes NPC equip an item (in our case, scarves);
  2. use SPID to distribute that "spell" to NPCs.

  This mod of mine operates the same way. Note this spell fires only once, when loading a save / starting a new game, so this should cause little to no "script lag."


  I first distribute a keyword DoNotDistributeScarvesTo to the factions / races / individuals that should be excluded. Then distribute the spells.




(For advanced users) Can I ESLify the original mod? If I do so, will your mod remain usable?
  Assuming you know how to use xEdit to ESLify without breaking your savegames, here's the detail:
Spoiler:  
Show


  A resounding YES: you can ESLify original mod (Keeping Warm) and still get what my mod offers.

  Just load both that plugin and the plugin of my mod in xEdit, then ESLify as usual. I have made sure to use EDID instead of FormID (wherever it matters) in my SPID file, so nothing will break. There are FormID uses, but they point to Skyrim.esm (which remains constant).




CONFLICTS
- Given how SPID works, there should be zero conflict (plugins-wise).
- However, do note that these scarves use bodyslot 45. If an NPC already wears something in slot 45 before getting assigned a scarf, he/she may wear the scarf and not the original piece. Depending on what he/she was originally wearing, this may or may not be immersion-breaking.
- Some clothing items may cause the scarves to have clipping issues, especially for the long scarves (i.e. anything that does not have the word "short" in its name).



FUTURE PLANS (Don't hold your breath)

- Make NPCs wear or not wear scarves, depending on being indoors / outdoors. (Some other mods already seem to support this, such as Conditional Equipment and Dynamic Armor Variants, though I've never used any of them; let me know if this is already possible so I can avoid redundant work)
- (maybe one day, maybe...) Make NPCs wear or not wear scarves, depending on the season (e.g. Seasons of Skyrim). This is probably way beyond my capabilities, but if you know how to achieve this in a non-Papyrus, conflict-free way, let me know in the comments!



>> CREDITS:

Netrve, Natterforme, cmdo, jacknifelee, CyborgArmGun - Original Mod

PowerOfThree
: The Author Extraordinaire of SPID (together with Sasnikol) and other SKSE Plugins. I also used PO3's Photo Mode for taking the screenshots.

ArcturusForge
: For their extremely helpful (& up-to-date) SPID INI Writer, which was used in making this mod.

Sasnikol
: For co-authoring SPID, and for meticulously answering my questions
!

BecomingNPlus1
: For their Detailed NPCs series, and for open permissions. I borrowed a key Papyrus script from one of those mods. Check out their SSE mod page, there are way more well-made SPID- & BOS-based mods there!

Jonathan, ElministerAU (main author of xEdit) and many others on xEdit Discord: For helping me with a few Pascal / JVI scripts, which I wrote to help speed up the making of this mod.