Detailed NPCs is my suite of mods that equips various items to NPCs relevant to their roles (e.g., guards, mercenaries, farmers, etc.). As a result, Detailed NPCs enhances storytelling through small visual cues that provide insights (even clues!) to all the wonderful (and not so wonderful!) NPCs in game. Many of my mods can be used together to create layers of meaning.
Eugh. What a rude mod author and what a buggy mod. He doesn't even try to help you lmao. Not surprised I have a feeling he is apart of the woodpecker clan 😭😭😭😭 ifykyk
How can i add the vampire thralls/slaves from castle volkihar to the SPID ini? I have a mod that add some of them to the castle (i can't remember the mod name)
aah ok...if you were to designate the shackles as clothing type foot, or give them an armor rating, they should equip them automatically. I can't at this moment check what type of item the shackles are natively..
Hello, I contacting you for translate your mod in french . With the idea of being respectful of your work and your rights over it.
Despite this, sometimes certain creators have left the community due to changes in everyday life. In addition, sometimes, some creator creates her mod page fastly without paying attention to the copyright privilege section.
Hoping not to bother you if you see this message much later, and to compromise with these problems I usually post the mod after a month of no response, giving full access of course and no opt-in DP without responses.
With the idea of let you keep a total control over your creation without the constraint of time or presence, you can delete it or ask me to do changes for you or just leave it like that.
I hope you will understand this way of doing things, thank you for your work, have a good day !
Not out of the box. SPID only triggers on first loading an NPC so you also can't just add something to the ini. Had a quick look in SSEEdit and Headhunter appears to be using the Spell PrisonerEquipCheckEffect to equip its outfit. I made an ESPFE patch that also adds this mod's Magic Effect to equip the shackles to that spell. I cba testing it as I don't use Headhunter but it should work. Uploaded it as an optional file on Detailed NPCs - Chain and Shackles - Improvements, try it out and let me know.
39 comments
Detailed NPCs - Chain and Shackles - Improvements
2. Add their EditorID to my .ini
3. Profit
perhapsa as an optional file?
Despite this, sometimes certain creators have left the community due to changes in everyday life. In addition, sometimes, some creator creates her mod page fastly without paying attention to the copyright privilege section.
Hoping not to bother you if you see this message much later, and to compromise with these problems I usually post the mod after a month of no response, giving full access of course and no opt-in DP without responses.
With the idea of let you keep a total control over your creation without the constraint of time or presence, you can delete it or ask me to do changes for you or just leave it like that.
I hope you will understand this way of doing things, thank you for your work, have a good day !
Many of my mods have been translated in French, here:
https://www.confrerie-des-traducteurs.fr/skyrim
Had a quick look in SSEEdit and Headhunter appears to be using the Spell PrisonerEquipCheckEffect to equip its outfit.
I made an ESPFE patch that also adds this mod's Magic Effect to equip the shackles to that spell.
I cba testing it as I don't use Headhunter but it should work.
Uploaded it as an optional file on Detailed NPCs - Chain and Shackles - Improvements, try it out and let me know.