SPID: The Complete Reference
as of SPID 7.0.0
Everything you need to know to start creating SPID mods.
Changelog
- 17.04.24
- Removed section about special Outfits ordering. The reverse ordering was removed in SPID 6.5.0
Table of Contents
- General Distribution Info
- How does SPID load configs?
- When distribution happens?
- In what order forms are distributed?
- Syntax
- Form Type
- Type Inferring
- Distributable Form
- Filtering
- String Filters
- Supported Strings
- String Expression Modifiers
- Form Filters
- Supported Filterable Forms
- Form Expression Modifiers
- Level Filters
- Supported Values
- Ranges Syntax
- Leveled Distribution
- Traits Filters
- Supported Traits
- Trait Expression Modifier
- Note on Templated NPCs
- Count or Package Index
- Item Count
- Package Index
- Package List Type
- Chance
General Distribution Info
SPID distributes all configured forms at runtime, it doesn't have effect on either loaded plugins nor on save. SPID distributes everything from scratch each time you launch the game. You can think of SPID distribution as a "virtual plugin" that applies changes last in your load order. This makes any SPID-based mods safe to install/uninstall at any time, as they don't leave a trace.
- How does SPID load configs? (Order)
- At startup SPID looks into Skyrim's Data/ folder and finds all ini files that have a _DISTR suffix in their name.
- Then it orders them alphabetically from A to Z and loads in that order.
- Each file is read from top to bottom, preserving relative order of each type of forms (this order is used later during distribution. (each type of forms is guaranteed to be distributed in the same order as they appear in the file as well as the global order of files).
- When Distribution happens?
Distribution of forms is split into two steps:
- Persistent static (not scaling with Player's level) NPCs are distributed to on Main Menu load.
- Dynamic leveled NPCs are distributed to as they are loaded in the world (typically, on cell load).
- In what order forms are distributed?
SPID distribution processes forms of each type separately.
The exact order at which form types are processed is:
- Keywords
- Factions
- Spells
- Perks
- Shouts
- Packages
- Outfits
- Items
- Skins
Within each type forms are distributed in the same order that they were loaded with a few exceptions:
- Keywords are additionally sorted to make sure that keywords that depend on other keywords will be distributed later than their dependencies. This allows you to freely use keywords as requirements for other keywords without manually ordering them.
Syntax
General syntax for a distributable form looks like this:
FormType = FormOrEditorID|StringFilters|FormFilters|LevelFilters|TraitFilters|CountOrPackageIndex|Chance
required required optional optional optional optional optional optional Default: Index=0; Count=1 Default: 100
Optional sections can be either left blank or marked as NONE.
Example:
Item = MyItem|||||5
and Item = MyItem|NONE|NONE|NONE|NONE|5
are valid.Form Type
Type of a distributable form that you want to configure.
Here is a list of all supported Distributable Forms that you can specify in FormType:
Form type Signature
- Spell [SPEL, LVSP]
- Perk [PERK]
- Item [ALCH, AMMO, ARMO, BOOK, INGR, KEYM, LVLI, MISC, SCRL, SLGM, WEAP]*
- Shout [SHOU]
- Package [PACK, FLST*]
- Keyword* [KYWD]
- Outfit [OTFT]
- SleepOutfit [OTFT]
- Faction [FACT]
- Skin [ARMO]
* When distributing FormList it must contain only Packages, otherwise game most likely will crash.
* SPID can also create Keywords dynamically, so you can distribute custom keywords.
Example:
Keyword = MyVerySpecialKeyword
Type Inferring
You can also specify Form as a generic Form Type and let SPID work out proper Form Type based on provided Distributable Form.
IMPORTANT
Keep in mind that SleepOutfit and Skin can't be inferred,
because they use the same forms as Outfit and Item respectively, so the latter will always be detected first.
Example:Spoiler:ShowForm = SteelSword
is the same as
Form = DefaultOutfitItem = SteelSword
Outfit = DefaultOutfit
Distributable Form
A unique identifier of the Form to be distributed.
Form must be one of the supported types listed in Form Type section.
A form can be identified by using one of the following IDs:
- FormID - a hexadecimal number (0x12345) with a plugin name as a suffix (e.g 0x12345~MyPlugin.esp). Read FormIDs and You for more details on how this ID is formed.
- EditorID - a text identifier of the Form as seen in Creation Kit or xEdit. (e.g. ElvenMace or ImperialBow).
Generally, EditorID is considered to be a more stable way of referencing a Form since, unlike FormID, it will remain the same when the mod is merged, converted to esl or compacted.
Filtering
Distributable Form can be restricted to a group of NPCs that match specific criteria. These criteria are configured by a handful of filtering sections, that we'll talk about in a moment.
All Filters sections are multiplicative (combined using logical AND operation), while expressions within the same section are additive (combined using logical OR operation).
Example:
Form = 0x12345|A,B|0x12,0x34
can be read as "give a form 0x12345 when NPC has (A OR B) AND (0x12 OR 0x34)".
TIP
Use multiple entries for the same distributable forms to target different groups of NPCs.
Example:Spoiler:ShowKeyword = FemaleBandits||BanditFaction||F
will give the keyword only to NPCs that are both Female AND part of Bandit Faction. ButKeyword = FemaleOrBandits||BanditFaction
will give the keyword to all members of Bandit Faction as well as all Females in the game.
Keyword = FemaleOrBandits||||F
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).
Example:
Form = 0x12345|Whiterun Guard
Give a form to NPC with ActorTypeNPC OR ActorTypeDragon
Form = 0x12345|ActorTypeNPC,ActorTypeDragon
String Expression Modifiers
By default, String Expression looks for the exact match of the specified term, but this behavior can be changed with several modifiers.
- Exclusion modifier (-). Placed in front of a term. This will invert the expression and make it only match NPCs who does NOT have the exact term.
Form = 0x12345|-Balgruuf
- Partial match modifier (*). Placed in front of a term. This will make the expression allow partial matches of the term. (e.g. "Guard" in "Whiterun Guard")
Form = 0x12345|*Guard
- Combining modifier (+). Placed between multiple terms you want to combine. This will make the expression only match NPCs who have ALL of the exact terms.
Form = 0x12345|ActorTypeNPC+Bandit+ActorTypeGhost
IMPORTANT
Only one modifier can be used in a single expression.
Example:Spoiler:ShowNone of these are valid:Form = 0x12345|-*Guard
Form = 0x12345|-Guard+ActorTypeNPC
Form = 0x12345|ActorTypeNPC-Guard
Form = 0x12345|*Guard+ActoryTypeNPC
Form Filters
A list of comma-separated expressions containing FormOrEditorIDs that allows you to filter eligible NPCs by their form properties, such as Race, Class, etc.
Form = 0x12345||FormExpression1,FormExpression2,...
Supported Filterable Forms
Form Filters allow you to match NPCs by the following criteria:
Form type Signature NPC's Record in xEdit
- Combat Style[CSTY] ZNAM - Combat Style
- Class [CLAS] CNAM - Class
- Faction [FACT] Factions
- Race [RACE] RNAM - Race
- Outfit [OTFT] DOFT - Default outfit
- Specific NPC [NPC_] FormID, EDID - Editor ID
- NPC's Template* [NPC_] FormID, EDID - Editor ID
- Voice Type [VTYP] VTCK - Voice
- Known Spell [SPEL] Actor Effects
- Skin [ARMO] WNAM - Worn Armor
- Editor Location* [LCTN] XLCN - Persistent Location (of ActorRef)
- FormList* [FLST] Recursively looks for any form from the list.
* This is the location where NPC is placed in the Editor, NOT the location where NPC is right now.
* List can contain any of the forms from this table, including another nested FormList.
Example:
Form = 0x12345||NordRace
Give a form to NPCs that are located in Whiterun (WhiterunLocation "Whiterun" [LCTN:00018A56]) OR report crimes in Whiterun Hold (CrimeFactionWhiterun "Whiterun" [FACT:000267EA]).
Form = 0x12345||WhiterunLocation,CrimeFactionWhiterun
Additionally, here you can specify only name of the plugin where NPC is defined. This will match only NPCs from given plugin.
Example:
Form = 0x12345||CoolNPCs.esp
Form Expression Modifiers
By default, Form Expression checks whether an NPC has the specified form, but this behavior can be changed with several modifiers.
- Exclusion modifier (-). Placed in front of a form. This will invert the expression and make it only match NPCs who does NOT have the form.
Form = 0x12345||-NordRace
- Combining modifier (+). Placed between multiple forms you want to combine. This will make the expression only match NPCs who have ALL of the forms.
Form = 0x12345||NordRace+CrimeFactionWhiterun+StonefleshLeftHand
IMPORTANT
Only one modifier can be used in a single expression.
Example:Spoiler:ShowNone of these are valid:Form = 0x12345|-NordRace+WhiterunLocation
Form = 0x12345|CrimeFactionWhiterun-NordRace
Level Filters
A list of comma-separated expressions with numeric ranges that allows you to filter eligible NPCs by their leveled properties, such as level or skill.
Form = 0x12345|||LevelExpression,SkillExpression1,SkillExpression2,...
IMPORTANT
Only one Level Expression can be specified.
Providing multiple Level Expression will cause SPID to only recognize the last one.
Example:Spoiler:ShowIn the entryForm = 0x12345|||5/10,7/12
only 7/12 levels will be stored. 5/10 will be discarded.
Supported Values
Level Filters allow you to match NPCs by the following criteria:
Value Expression
- Level min/max
- Skill Level skillIndex*(min/max)
- Skill Weight Same as Skill but prefixed with letter w.
0. One-Handed
1. Two-Handed
2. Archery
3. Block
4. Smithing
5. Heavy Armor
6. Light Armor
7. Pickpocket
8. Lockpicking
9. Sneak
10. Alchemy
11. Speech
12. Alteration
13. Conjuration
14. Destruction
15. Illusion
16. Restoration
17. Enchanting
Ranges Syntax
- Closed range (min/max). Match values between min and max, including min and max.
- Half-open range (min or min/). Matches values starting from min and to infinity :)
- Exact value (value/value). Matches exact value.
Form = 0x12345|||5
Give a form to NPCs who has 50 in Destruction skill level
Form = 0x12345|||14(50/50)
Give a form to NPCs who level up their Two-Handed skill slightly more actively than other skills. (controlled by Skill Weight)
Form = 0x12345|||w2(2/3)
Leveled Distribution
Whenever a Distributable Form defines a Level Filter it becomes a part of the Leveled Distribution. Unlike regular distribution, Leveled Distribution checks levels and/or skills of all loaded auto-leveled NPCs and checks whether they've met requirements of the Level Filter. This happens unless either other filters discard the NPC or a random chance check would fail.
Trait Filters
A single expression that allows you to filter eligible NPCs by traits, such as gender or teammate.
Form = 0x12345||||TraitExpression
Supported Traits
- Female
- Male
- Unique
- Summonable
- Child
- Leveled (Is PC Level Mult)
- Player's Teammate
Example:
Form = 0x12345||||F
Trait Expression Modifier
By default, Trait Expression checks whether an NPC has given Trait, but this behavior can be changed with several modifiers.
- Exclusion modifier (-). Placed in front of a trait. This will invert the trait and make it only match NPCs who does NOT have that trait.
Form = 0x12345||||-U
- Combining modifier (/). Placed between multiple traits you want to combine. This will make the expression only match NPCs who have ALL of the traits.
Form = 0x12345||||-U/M/-C
TIP
Note that, unlike other filters, Traits actually support mixing of expression modifiers.
Example:Spoiler:ShowSo you can do thisForm = 0x12345||||F/-U/L/-S
Note on Templated NPCs
Templated NPCs are those that inherit their attributes from another NPC, that is referred to as a base template. Filters always check the final NPC that is created after merging attributes from NPC and its base template.
Additionally, String Filters and Form Filters allow you to target specific NPCs using EditorID or FormID, including IDs of templates that they derive from. However, when template hierarchy includes multiple templated NPC, SPID can only reach specific templates. In such cases the following templates can be specified:
For not leveled NPCs:
- Final NPC. This is the resolved NPC that will inherit attributes from its template.
- Base template. This is the immediate parent Template of the final NPC.
DLC2SV01DragonPriestBoss [NPC_:0401CAD5] => EncDragonPriestFire [NPC_:0002025A] => EncDragonPriest [NPC_:00023A93]
Final NPC Base template Further template in hierarchyReachable Reachable Unreachable
For leveled NPCs:
- Original NPC. This is the top-level NPC that was used to create the final NPC.
- Base leveled NPC. This is the Leveled NPC that is the closest to Original NPC in the hierarchy of templates that was used to pick a random NPC.
- Base template. This is a random NPC that was picked from Leveled NPC and will be used as a template for Original NPC.
[NPC_:FF000D45] => LvlDraugrAmbushMelee2HMale [NPC_:0004A04E] => LCharDraugrMelee2HMale [LVLN:0001E772] =>
Dynamic Final NPC Original NPC Base leveled NPCUnreachable Reachable Reachable
SubCharDraugr02Melee2HM [LVLN:00023BFF] => EncDraugr02Melee2HHeadM05 [NPC_:0001FF2C] => EncDraugr02Template2H [NPC_:0005B753]
Nested leveled NPC Base template Further template in hierarchyUnreachable Reachable Unreachable
Count or Package Index
A numeric value that is interpreted based on associated Distributable Form.
Item Count
When Distributable Form is an Item, this section is interpreted as a number of items that should be added.
If this section is empty or absent Default count is 1.
You can also specify a numeric range as a Count and let SPID pick a Random Item Count to distribute from this range.
Example:
Form = ImperialBow
Give 3 swords
Form = IronSword|||||3
Give somewhere between 10 and 20 arrows
Item = SteelArrow|||||10-20
Package Index
When Distributable Form is a Package, this section is interpreted as an index where given Package should be inserted.
If this section is empty or absent Default index is 0.
Note that Package Index is zero-based, so the first Package has index 0.
Example:
Package = Patrol|||||1
Set Travel package (Travel [PACK:00016FAA]) as the first package (default index 0)
Package = Travel
Package List Type
When Distributable Form is a FormList, this section is interpreted as a type of the Package List that should be overwritten.
If this section is empty or absent Default type is 0.
Type can be one of the following:
# Type NPC's Record in xEdit
0. Default Package List DPLT - Default Package List
1. Spectator Override SPOR - Spectator override package list
2. Observe Corpse Override OCOR - Observe dead body override package list
3. Guard Warn Override GWOR - Guard warn override package list
4. Enter Combat Override ECOR - Combat override package list
Example:
Package = DefaultPackageListLinkedPatrol|||||0
or, since default type is 0, we can simply write
Package = DefaultPackageListLinkedPatrol
Chance
A percentage value that sets a chance of given Distributable Form to be distributed.
Chance is a decimal value from 0 to 100. There is no limit on how small you want the chance to be (good luck hitting those 0.0001% chances though :D)
If this section is absent Default chance is 100 (e.g. guaranteed).
Example:
Form = 0x12345||||||60
Give a form with a 0.01% chance
Form = 0x12345||||||0.01
443 comments
This will make it easier for people who are looking for a particular type of help to search for answers in the comments.
Thanks!
Failed to parse entry [Keyword = RSVignore||Test - Something.esp]
Is there a way to escape the plugin name to make it be parsed correctly? I looked through this article but didn't see anything, but if there is and I just missed it then apologies in advance.
Should I open a SPID bug report for this as well?
For example I want to make sure NPCs only get 1 of the following 3 possible items:
Item = 18DwemerEnergyGreatswordYellow4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3
Item = 18DwemerEnergyGreatswordWhite4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3
Item = 18DwemerEnergyGreatswordTeal4|Thalmor Soldier, Thalmor Justiciar|NONE|35|NONE|1|3
ExclusiveGroup = GroupName|FormsList
EnergyGreatsword = EnergyGreatswordGroup|18DwemerEnergyGreatswordYellow4, 18DwemerEnergyGreatswordWhite4, 18DwemerEnergyGreatswordTeal4
You got it almost right
ExclusiveGroup = EnergyGreatswordGroup|18DwemerEnergyGreatswordYellow4,18DwemerEnergyGreatswordWhite4,18DwemerEnergyGreatswordTeal4
SPID 6.8.2, Skyrim 1.5.97
The garments to be distributed have the same appearance but different colors
(Outfit Each set contains accessories for clothes, shoes, gloves, and more)
Ex : 0x7AA7 > Newm fancyA copperblack gloves
Newm fancyA copperblack shoes
Newm fancyA copperblack stocking
Newm fancyA copperblack wing
Newm fancyA copperblack mask
; 0x7AA7 - Newm fancyA copperblack
; 0x7AA8 - Newm fancyA coppergrn
; 0x7AA9 - Newm fancyA copperwht
; 0x7AAA - Newm fancyA goldblue
; 0x7AAB - Newm fancyA goldpurp
; 0x7AAC - Newm fancyA goldred
; 0x7AAD - Newm fancyA ironred
; 0x7AAE - Newm fancyA steelblack
; 0x7AAF - Newm fancyA steelbrown
This is my current setup.
Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
If I apply this formula, will it no longer be possible to see NPCs that have not been given costumes? And have the opportunity to see the 9 outfit distributed?
The formula is Oi = 100/(N-i) where:
Here are the chances of applying the formula.
Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|11.1
Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|12.5
Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|14.2
Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|16.6
Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|20
Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|25
Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|33.3
Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|100
and chances will be
Outfit = 0x7AA7~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|10
Outfit = 0x7AA8~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|11.1
Outfit = 0x7AA9~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|12.5
Outfit = 0x7AAA~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|14.2
Outfit = 0x7AAB~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|16.6
Outfit = 0x7AAC~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|20
Outfit = 0x7AAD~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|25
Outfit = 0x7AAE~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|33.3
Outfit = 0x7AAF~NewmFancyCuiras.esp|ActorTypeNPC+Vampire,-Serana|VampireFaction|NONE|F|NONE|50
Each outfit will have an equal 10% chance to be distributed and there will be a 10% chance that all of them will fail (meaning a vanilla outfit will be used).
7] 0x7FF85BDF8951 po3_SpellPerkItemDistributor.dll+0048951mov rcx, [rbp+0x50] | D:\a\Spell-Perk-Item-Distributor\Spell-Perk-Item-Distributor\SPID\src\DistributePCLevelMult.cpp:154 Distribute::PlayerLeveledActor::LoadGame::thunk (mangled: ?thunk@LoadGame@PlayerLeveledActor@Distribute@@SAXPEAVCharacter@RE@@PEAVBGSLoadFormBuffer@5@@Z)
This is a part of my crashlog call stack but I have no idea what it means?
This is appearing in almost all my crashlogs. Any help would be appreciated.
Anyways, that crashlog line (if it's at the top of the stack, which I think it isn't) only means that the crash happened somewhere in the game's code that is responsible for loading data from savegame file. Most likely, not in the SPID. In SKSE mods `thunk` is typically a function that calls the original game code.
Item = LLibBookHerbaneSpriggans||GreatBookHunt_Actor
Item = LLibBookHerbaneChaurus||GreatBookHunt_Actor
...
But whether on a new game or not, the books don't get distributed. I also tried moving the EditorID for the actor to the second section:
Item = LLibBookHerbaneSpriggans|GreatBookHunt_Actor
Item = LLibBookHerbaneChaurus|GreatBookHunt_Actor
...
Nope! And I tried by FormID.
Item = LLibBookHerbaneSpriggans||0x1~The Great Book Hunt.esp
Item = LLibBookHerbaneChaurus||0x1~The Great Book Hunt.esp
...
There are no errors related to this file in the log. The log does show that this file was processed. I also have other item distribution lines in this file, for other NPCs, that have been confirmed to work.
I'm wondering if perhaps this NPC isn't marked as active because it doesn't have a persistent location set, and if maybe that's causing SPID to skip it? Weirdly, the author of The Great Book Hunt has reported success with this NPC using SPID, although I'm not sure which version yet, or if they're following a different set of steps than I did and maybe the test is happening on an existing save where the mod's quest and the actor reference have already been activated.
Am I running up against an idiosyncrasy or bug in how SPID tracks NPCs? Am I missing something incredibly obvious?
I don't see the immediate problem with these lines. What I usually do and suggest to do in cases when something is not distributed is to drop all filters and see if the NPC is reachable at all without any filters. That can confirm whether it is something with filters or the NPC/SPID.
Anyways, I'll add a note for this case. As I'm drafting new syntax for SPID, this is something I'd want to support too
Example: dawnguard.esm has several generic vampire NPC's, either "EncVampire...F" for female and "EncVampire...M" for male. Now, I can assign outfits based on several vampire armor mods (like Volkihar knight or vampire clothing expansion) to these but I want to keep vanilla leveled list as well.
So the end goal is that spawned NPC vampires may wear either an outfit from vanilla leveled list and from some armor mods. Since I have some female specific armors (like twilight princess), I can add these to the female vampires exclusively.
When testing, I never got vanilla armor as I probably overruled that through SPID.
I guess I have to create an outfit that is a LvlItem. And that LvlItem is then a collection of several outfits?
I'm really not sure if this approach is a good one. If not, please comment as I may waste my time if there is a better approach :o
You could make a new outfit with LeveledItems that would pick pick either Vanilla or modded items, but this will not give you the desired result, as each LeveledItem is calculated independently, so NPC's would end up with mixed items from vanilla and mod.
You might take a look into RMB SPIDified mod. RowanMaBoot came up with a solution that uses both SPID and SkyPatcher to create a cool controllable variety of outfits, from what I saw it seems like you could find an inspiration there
Item = 0x1307~SOS - SPG Schlong Protective Gear.esp|ActorTypeNPC|ArmorElvenCuirass,ArmorElvenGildedCuirass|NONE|M|1|100
I'm not sure if this is the correct way to go about it, if this is making SPID try to add the item to the armor, or if it's simply failing to find those armors as Keywords.
SPID log doesn't show any errors but does not add the items either.
Thank you for the reply, and consider this a request to add "item" as a filterable field
Item = WeaponEditorId|NPCEditorID|NONE|NONE|NONE|1|100
I also have an armor SPID file adding an outfit to the same NPC. Not sure if that matters.
Outfit = OutfitEditorID|NPCEditorID|NONE|NONE|NONE|NONE|100
I'm trying to distribute the EroticArmor Keyword to vanilla armors for a female skimpy vanilla armor/clothes replacer [Remodeled Armor]. This is loaded in MO2 after the Bodyslide for remodeled armor and the bashed patch. It's broken and I need help.
I got the idea after fixing "Kreiste's Skimpy Outfits for HIMBO-SOS-Revealing Keywords INI Fixed" for the TNG body, I don't have SOS. It ran with three skips; not bad.
So, I took the Krieste SPID script to use it for the female replacer version with appropriate changes. Since both are vanilla armor and clothes replacers, the Form IDs [SSEEDIT] and DLC names should be the same for male and female clothes and armor.
Reference to the keyword is installed by OSL Aroused through
SexLabAroused.esm
SSEEdit form ID 0108C7F6 EditorID EroticArmor
I added |NONE|F to the end of each keyword assignment to limit the change to females in the SPID INI:
;Add EroticArmor to Armors; Hide, Fur, Studded, Elven, Chitin light, Scaled, Elven Gilded, Glass, Stalhrim light, Dragonscale, Iron, Iron Gilded, Bonemold light, Dwarven, Improved Bonemold, Steel Plate, Chitin Heavy, Orcish, Ebony, Ebony Mail, Nordic carved, Dragonplate, Stalhrim Heavy, Daedric, Falmer, Falmer Heavy, Ivory, General Tullius, Imperial, Nightingale, Blades, Darkbrotherhood, Ancient Nord, Stormcloak Officer, Stormcloak, Theives Guild, Wolf, Dawnguard, General Carius,
Keyword = 0x8C7F6~SexLabAroused.esm|Armor|ArmorCuirass,0x13911,0x6f393,0x10594b,0x10594d,0x10594f,0x1b3a2,0x896a3,0x1cd87~Dragonborn.esm,0x1b3a4,0x1392a,0x13939,0x1cda2~Dragonborn.esm,0x1393e,0x12e49,0x13948,0x13952,0xf6f22,0x37564~Dragonborn.esm,0x37563~Dragonborn.esm,0x1394d,0x3ab26~Dragonborn.esm,0x1395c,0x1cd8a~Dragonborn.esm,0x13957,0x13961,0x52794,0x1cd97~Dragonborn.esm,0x13966,0x1cd9f~Dragonborn.esm,0x1396b,0xb83cb,0xb83cb~Dawnguard.esm,0xc816~Dawnguard.esm,0x5CBFE,0x13ed9,0x5DB86,0xFCC0E,0xFCC0F,0x4b28b,0x4b28b~Unofficial Skyrim Special Edition Patch.esp,0x10eb5b,0x105966,0x18388,0x8697E,0xa6d7b,0xad5a0,0x1092b5,0x36584,0xe35db,0xcae15,0xf3fb~Dawnguard.esm,0xf402~Dawnguard.esm,0xf404~Dawnguard.esm,0x376F1~Dragonborn.esm,0x2151e,0x21520,0x21508,0x21525,0x21507,0xc7f5b,0x2150d,0x21522,0xa6d7b|NONE|F
;Add EroticArmor to Clothing; Black Robes, Blue Robes, College Robes, Emperor's Robes, Green Robes, Hooded Black Robes, Hooded Blue Robes, Hooded Monk Robes, Mage Robes, Monk Robes, Monk RobesDG, Ragged Robes, Red Robes, Vaermina Robes, Belted Tunic, Blacksmith's Apron, Chef's Tunic, Clothes, Mage Student Robes, Archmage Robes, Vampire, Cultist, Miraak, Telvanni,Temple,
Keyword = 0x8C7F6~SexLabAroused.esm|Armor|ClothingBody,0x106661,0x376da~Dragonborn.esm,0xA199B,0xD3DEA,0x10D6A5,0x15516,0x10CFF0,0x107108,0x10710A,0x107106,0x6B46B,0xBACF3,0x1570c~Dawnguard.esm,0x13105,0x10CFF2,0xE739B,0x1BE1A,0x5B69F,0x6FF37,0x1BC82,0x209A6,0x3452E,0x17695,0x261C0,0x6C1D8,0x6C1D9,0x6C1DA,0xF1229,0x5B6A1,0x6FF38,0x4223C,0x6FF45,0xCEE80,0x376df~Dragonborn.esm,0x86991,0xF8713,0xF8715,0x8698C,0x6FF43,0x80697,0x5DB7B,0xE84C6,0xE40DF,0xE9EB5,0x8F19A,0xE9EB~Dawnguard.esm,0xE0DD0,0x3C9FE,0xD191F,0x10D67D,0x10CEE4,0x10D667,0x10D2B4,0x10D677,0x10D67B,0x10D680,0x10D664,0x10F570,0x19ADF~Dawnguard.esm,0x191f3~Dawnguard.esm,0x142c7~Dawnguard.esm,0x191f2~Dawnguard.esm,0x11a84~Dawnguard.esm,0xb5db~Dawnguard.esm,0x194c5~Dawnguard.esm,0x11a85~Dawnguard.esm,0x47D7~Dawnguard.esm,0x37B8A~Dragonborn.esm,0x1CDAA~Dragonborn.esm,0x3706B~Dragonborn.esm,0x37065~Dragonborn.esm,0x3706C~Dragonborn.esm,0x37066~Dragonborn.esm,0x39E1E~Dragonborn.esm,0x39D20~Dragonborn.esm,0x39D22~Dragonborn.esm,0x376ED~Dragonborn.esm,0x1CDAB~Dragonborn.esm,0x3910E~Dragonborn.esm|NONE|F
I created an empty mod and named it "Remodeled_Armor_3BA_EroticArmor_Keywords_KID"
I named the INI Remodeled_Armor_3BA_EroticArmor_Keywords_KID.ini
Errors from po3_keyworditemdistributor.log, both keyword assignments failed
[18:09:26:968] INI : Data\Remodeled_Armor_3BA_EroticArmor_Keywords_KID.ini
[18:09:26:968] Failed to parse entry [Keyword = 0x8C7F6~SexLabAroused.esm|Armor|ArmorCuirass,0x13911,0x6f393,0x10594b,,,,,
I did correct 2 things, removed 1 "|" pipe so female selection would work and a spelling fix for SexLabAroused. I just don't see my syntax error now.
Could you help?
But it doesn't matter now because I just got it working. 😊