Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

powerofthree-sasnikol

Uploaded by

powerofthree

Virus scan

Safe to use

3709 comments

  1. powerofthree
    powerofthree
    • premium
    • 4,216 kudos
    Locked
    Sticky
  2. FallenArcangel
    FallenArcangel
    • member
    • 0 kudos
    I'm in need of a copy that supports SkyrimSE 1.6.353. Can anyone help?
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      Here is 6.6.1 which is the last one that supports .353
    2. FallenArcangel
      FallenArcangel
      • member
      • 0 kudos
      Thanks! I have had a headache trying to track this down.
  3. ghrind
    ghrind
    • premium
    • 0 kudos
    Hey powerofthree, thanks for the excellent mod.

    I'm successfully distributing spells from Necrom to the Eola NPC: SPID logs are OK, NFF shows that Eola has the spells.

    However, she doesn't use them at all (although she did use Apocalypse spells distributed through SPID before I removed them).

    I'm guessing this is not a SPID issue -- the spells are properly distributed -- but I'd like to know if you have a pointer to help me with this.

    Thanks a lot.
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      NPCs are quite limited in terms of recognizing the spells. Generally, the spell must have either a directly (or cloak) damaging effect to be used offensively, or armor/healing/protection on self to be recognized as defensive spells. There is a bit more to it, but this how you could quickly check whether the spell in question is usable at all by NPCs.
    2. ghrind
      ghrind
      • premium
      • 0 kudos
      Thanks for your answer and your time. Have a great rest of the day.
  4. LummoxJR
    LummoxJR
    • member
    • 1 kudos
    Is there any thought being given to allowing SPID to remove items/forms/etc.?

    The reason I ask is I'm looking to switch from Immersive Citizens to AI Overhaul and I realized a lot of what AI Overhaul does to NPCs is patchable via SPID and SkyPatcher, but one of the big things SPID can't change yet is removing packages—it can only add them.

    A possible format I would propose might look like this:
    Package = -0x8547F||0x13271  ; remove package 0x8547F from 0x13271 (Erdi), no matter which index it appears in
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      Yep, the thought was given and it's kinda back and forth with it. The removal of things might complicate stuff since Mod A can give a package while Mod B would want to remove it. Depending on the order at which these two actions will be performed either author/user of Mod A or Mod B will be confused
    2. LummoxJR
      LummoxJR
      • member
      • 1 kudos
      It seems like the same situation exists with inserting a package at a given index, though. If two mods insert a package at slot #3, which one is in slot 3?

      Of course, I'm not sure to what extent the package list's ordering matters. I don't really know anything about them yet.
    3. sasnikol
      sasnikol
      • premium
      • 295 kudos
      yes, generally this is true for overwritable properties like packages or outfits. But the idea of introducing ability to remove items and other forms extends this problem to all supported types it's not necessarily bad, but I'm afraid that this cause a lot of false-positive issues being reported that something didn't get distribute or wasn't removed. But, I promise that I'll add this feature request to the list and play around with it when I'll get time.
  5. abelyo
    abelyo
    • member
    • 13 kudos
    So does anyone have a fix for the naked NPCs yet? I found out that the "resetinventory" console command doesnt really work and makes the NPCs extra naked(I use underwear mod and it takes the underwear off lol).
    Even on latest version it still affects mostly bandits but now I see some important NPCs on their underwear as well and its quite annoying.
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      Latest version doesn’t do any equipping, probably naked NPCs are somehow persisted in the save. Could you try removing all _DISTR files to see if it helps, save again and try distributions again.
    2. abelyo
      abelyo
      • member
      • 13 kudos
      Its in new games actually. I am testing my load order so I start multiple new games and with the latest versions of SPID it always happens.
      Most NPCs works fine but once in a while I find one or two NPCs in towns in their underwear, and theres always a couple bandits naked.
    3. RowanMaBoot
      RowanMaBoot
      • premium
      • 376 kudos
      Not sure if this is useful to mention, but there have been discussions on Reddit regarding naked NPC issues that impact vanilla, albeit rarely, with no SPID involved. Raises a possibility that the issue is a bug coming from somewhere else, and SPID was just amplifying it.
    4. SpergFerguson
      SpergFerguson
      • member
      • 7 kudos
      Im having this same issue, naked npcs, when you loot them they carry double armor pieces, im gonna use an older version since 7+ files are just buggy messes
    5. sasnikol
      sasnikol
      • premium
      • 295 kudos
      The 7.1.3 performs exactly the same as 6.8.5 there were some troubles in 7.1, but that's been sorted out with 7.1.3.

      However, the naked NPCs problem could only be caused by SPID if it's attempting to equip said outfits, since it does not do this as of 6.8.5 it can't be responsible for that.
      In order to at least understand what's going on we'd need to look into specific configs that distribute a particular outfit that ended up in the inventory rather than on NPC
  6. mab400
    mab400
    • member
    • 0 kudos
    Do this works in interiors too?
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      um, yes
    2. mab400
      mab400
      • member
      • 0 kudos
      Thanks homie.
  7. warhammer651
    warhammer651
    • member
    • 0 kudos
    is there like, a console command or something I can use to force SPID to 're-roll' what an NPC has?
    1. dwightnexus
      dwightnexus
      • member
      • 0 kudos
      "resetinventory" 
    2. sasnikol
      sasnikol
      • premium
      • 295 kudos
      resetinventory doesn't re-roll. What you want to do is to restart the game
    3. warhammer651
      warhammer651
      • member
      • 0 kudos
      hrm. Okay, for the purposes of mod testing, if I use the player.placeatme command with say, a Novice Necromancer (ID: 000551b0). Will SPID roll the chance of an outfit for each execution of the command, for each ID, or for each instance of the NPC placed?

      Asking because it seems like when I spawn an NPC this way I either get all of them wearing an outfit or none, despite it being like a 50% chance
    4. sasnikol
      sasnikol
      • premium
      • 295 kudos
      This depends on what NPC you're using. Outifts are distributed to ActorBase. So, for example non-leveled NPCs will spawn multiple actors from the same ActorBase, and as a result they will all share the same outift. Leveled NPCs, on the other hand, might use different ActorBase depending on which NPC was picked in the Leveled NPC.

      I guess the short answer was that to test this you need to distribute outfit to Leveled NPC, and then spawn that Leveled NPC in the game.

      But it's also limited to the number of random options that Leveled NPC can produce See Note on Templated NPCs in SPID: The Complete Reference for an example of how templated and leveled NPC can be targeted in SPID.
  8. HyperboreanFlame
    HyperboreanFlame
    • supporter
    • 18 kudos
    The guards no longer carry weapons, they only have their shields. What should I do ? This is the first time I've noticed this.
  9. Smpatico
    Smpatico
    • premium
    • 79 kudos
    Hello and thanks for this excellent tool.
    I am looking at ways to make my replacers immune from the ravages of RSV (Racial Skin Variance) and distributing keywords is my choice. Easy enough, but I might be able to create something more generally useful. My problem is with wildcards; can they be used to pick WNAM worn armours?
    Keyword = RSVIgnore|NONE|SkinJenna| works, but Keyword = RSVIgnore|NONE|Skin*| does not. Can I use a wildcard here?
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      Check the SPID: The Complete Reference to find all the answers

      Spoiler:  
      Show

      String Filters
      A list of comma-separated textual expressions that allows you to filter eligible NPCs by their textual properties, such as a name.

      Form = 0x12345|StringExpression1,StringExpression2,...

      Supported Strings
      String Filters allow you to match NPCs by the following criteria:


      • NPC's Name (e.g. Balgruuf).
      • NPC's EditorID (e.g. BalgruufTheGreater).
      • NPC Templates* EditorID. This allows you to target all descendants of a template.
      • NPC's Keywords (e.g. ActorTypeNPC). This also includes Keywords distributed by SPID.
      • NPC Race's Keywords (e.g. ActorTypeAnimal).


      P.S. Also, 3rd section is Form Filters, which does not support wildcards, only String Filters support that.
    2. Smpatico
      Smpatico
      • premium
      • 79 kudos
      Thanks for the answer, albeit in a PS.
  10. XXXmocartXXX
    XXXmocartXXX
    • member
    • 0 kudos
    Sorry for the machine translation.
    Please help, I'm a newbie, I want to change the armor for Deadly Wench, but I don't know how to write it correctly so that the armor is displayed on all types of bandits from the Deadly Wench mod?
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      This would give the armor (assuming by armor you meant specific outfit) to all NPCs from Deadly Wenches plugin:
      Outfit = ArmorYouWantToGive||DeadlyWenchesPlugin.esp

      This is a pseudocode so replace ArmorYouWantToGive and DeadlyWenchesPlugin.esp with correct values.
    2. XXXmocartXXX
      XXXmocartXXX
      • member
      • 0 kudos
      This is a test code and it doesn't work, maybe i'm doing something wrong?

      Outfit = 0x800~Cosplay For FGIW SPID.esp|NONE|DW_EncBandit06MissileImperialF02_archer_DWimp02,DW_EncBandit06MissileImperialF03_archer_DWimp02a,DW_EncBandit06MissileImperialF04_archer_DWimp03,DW_EncBandit06MissileImperialF05_archer_DWimp04,DW_EncBandit06MissileImperialF06_archer_DWimp05,DW_EncBandit06MissileImperialF07_archer_DWimp05a,DW_EncBandit06MissileImperialF08_archer_DWimp06,DW_EncBandit06MissileImperialF09_archer_DWimp06a,DW_EncBandit06MissileImperialF10_archer_DWimp07,DW_EncBandit06MissileImperialF011_archer_DWimp08,DW_EncBandit06MissileImperialF12_archer_DWimp09,DW_EncBandit06MissileImperialF13_archer_DWimp10,DW_EncBandit06MissileImperialF14_archer_DWimp11,DW_EncBandit06MissileNordF01_archer_nord35,DW_EncBandit06MissileNordF02_archer_nord36,DW_EncBandit06MissileNordF03_archer_nord37,DW_EncBandit06MissileNordF04_archer_nord38,DW_EncBandit06MissileNordF05_archer_nord39,DW_EncBandit06MissileNordF06_archer_nord40,DW_EncBandit06MissileNordF07_archer_nord41,DW_EncBandit06MissileNordF08_archer_nord42,DW_EncBandit06MissileNordF09_archer_nord43,DW_EncBandit06MissileNordF10_archer_nord44,DW_EncBandit06MissileNordF11_archer_nord45,DW_EncBandit06MissileNordF12_archer_nord46,DW_EncBandit06MissileNordF13_archer_nord47,DW_EncBandit06MissileNordF14_archer_nord48|NONE|F|NONE|80
    3. sasnikol
      sasnikol
      • premium
      • 295 kudos
      You don't need to list all NPCs if you want to distribute to all NPCs from the same plugin. Just write the name of the plugin (including file extension).
    4. XXXmocartXXX
      XXXmocartXXX
      • member
      • 0 kudos
      I want to dress each faction in different armor: bandit, imperial soldier, vampire, etc... but I don't know what the factions are called in DW mods, so I'm writing each NPC separately and that's what I need help with)
    5. sasnikol
      sasnikol
      • premium
      • 295 kudos
      Ah, then you better open DW plugin and find the factions, listing each individual NPC is counterproductive and is exactly what SPID tries to help with, if you go through every single NPC manually you don’t need SPID and can just do the change in the plugin
    6. XXXmocartXXX
      XXXmocartXXX
      • member
      • 0 kudos
      That's why I'm asking for help, at the moment I'm working in SSEEDIT 4 with the DW plugin and I can't find the names of the factions, only certain types of nps, I don't know where to look, I told you that I'm a beginner)
    7. sasnikol
      sasnikol
      • premium
      • 295 kudos
      You can find the list of all factions that NPC is member of by looking at NPC's record in xEdit:
      Spoiler:  
      Show

      


      You can then use either EditorID of the faction (like TownSolitudeFaction on screenhot) or FormID (0002817C on screenshot). You can also Ctrl+Click on the faction to open it, then selected Reference By tab at the bottom of xEdit and you'll see all NPCs that are members of this faction.
  11. ElRuti
    ElRuti
    • supporter
    • 3 kudos
    Is it me or is the forced equipment working again? At least with the new update the RMB mods work for me
    1. sasnikol
      sasnikol
      • premium
      • 295 kudos
      It's placebo force-equipping is still absent. This doesn't mean that nobody will equip anything, game still will equip distributed outfits on NPCs that are loaded for the first time. Force-equipping mainly addressed NPCs that already equipped their default outfit and this information was baked into the save.
    2. ElRuti
      ElRuti
      • supporter
      • 3 kudos
      okay, as they said that with RMB SPIDified - Sons of Skyrim there was a problem with SPID +7.0...
    3. sasnikol
      sasnikol
      • premium
      • 295 kudos
      yes, because I made some mistakes in 7.1, but since 7.1.3 everything is back to normal
    4. ElRuti
      ElRuti
      • supporter
      • 3 kudos
      thanks you!