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.
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
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
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.
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.
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.
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.
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.
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.
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
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
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
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.
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?
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?
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.
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).
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)
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
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)
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.
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.
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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.
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
Of course, I'm not sure to what extent the package list's ordering matters. I don't really know anything about them yet.
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.
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.
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
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
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.
The guards no longer carry weapons, they only have their shields. What should I do ? This is the first time I've noticed this.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?
P.S. Also, 3rd section is Form Filters, which does not support wildcards, only String Filters support that.
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?
Outfit = ArmorYouWantToGive||DeadlyWenchesPlugin.esp
This is a pseudocode so replace ArmorYouWantToGive and DeadlyWenchesPlugin.esp with correct values.
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
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.