Yep, it will! As it is a SPID mod it'll override existing outfits - if you set to 100%, every bandit would be wearing a set, for example. You can edit the ini file/s and set the chances based on preference (I set them low by default to maximise diversity when used alongside other SPID mods).
I really want to get this mod to work, but I'm having some sort of issue.
Some of my npcs spawn without armor. If I click on them in console and show inventory, they simply spawn without any armor whatsoever (They have none to equip). I've seen various pieces from the mod appear on them but I keep getting this one bug.
I'd recommend trying out SPID 6.8.2 to see if the behaviour is any better. Some folks are having issues with SPID 7+, unfortunately. SPID 7.2.0RC3 is experimental, and whilst it does have outfit force equip (missing in 7.1.3), I have seen some folks reporting doubled or missing pieces in connection to it.
Oh really? I thought based on the comments that 7.2.0 RC3 was the solution. I'll try out 6.8.2 (Both 7.2.0 and 7.1.3 were not working for me). If it works I'll reply here.
Edit: So I did what you suggested, and I am still having the issue. If I go ahead and remove all mods but this one and its requirements, then the distribution appears to work without a hitch.
I'm not too sure what it could be. I tried disabling my Synthesis and EasyNPCMerge to see if that mattered but it didn't. The mod also seems to be playing fine with OBIS.
Not sure how to debug this. To be clear, the npcs who are naked have *No* armor of any kind, just weapons. But I've seen someone with the armors on so it is at least attempting to distribute. The issue must be some sort of conflict, but I'm not sure what.
Edit to the edit: Uh...might have just been an absolute idiot and had the load order wrong. Still testing but seems like it is working now since I put fashions of the banditry above this. Not sure how I missed that.
Hi, I have all the prerequisites (spid, your core mod and this) and bandits actually wearing the vanilla armors Could this be due to a loading order problem?Should Spid be at the top or bottom of the list??
Hey, this is due to SPID 7.1.3. You can try either SPID 7.2.0RC3 (which is experimental, but the SPID authors need feedback!) or try downgrading to 6.8.2.
Hello there, I'm thinking why my bandits somethings naked and only have a boots or gloves. Some bandits normally equip Fashion's aromr, but many of them have a naked body.
Edit1: I change mod using, form old version Fashion spid maybe, to yours RMBspid, it will change the level list or something?
Edit2:seems it is delete old version's effect, using placeamte can get normal bandit with armor. So it isn't a problem but a funny little bug.
Hello! I'm getting the distribution working well. However, I want all the outfits to replace all the bandits all the time, so I put 100% to all outfits. However, when I open the game, only one set of outfit gets distributed to bandits, despite all of them being 100 chance of spawning. Is that how SPID works? I can't put all at 100%?
Hey, yeah - you wouldn't want to put each to 100% as the first in the list would always be distributed over the others (if an NPC receives an outfit, SPID won't attempt to distribute any other outfits to that NPC).
It is possible to get 100% distribution if you adjust the last outfit to be 100% and any outfits before it to be around 10%, for example. That way each outfit has a chance of being distributed, and that final one/last one in the list will be a sort of fall-back and always distributed. Mind that any other SPID mods may be blocked from distribution if they attempt to apply their outfits after that override outfit is applied.
Please let me know if you need further clarification!
However, with that logic (if the first one in the list is the one that has priority), wouldn't it be smart then to have a sort of ascending order of the percent chances for the outfit list? What I mean, for example:
Since the first one is the one that is always going to be read first, putting all of them at 80-90 would just create the same problem, so it makes sense to put it at a lower chance to have the other outfits have the chance to spawn as well?
Or how should I distribute it? What do you recommend so that I see them as often as possible but with most possible variety?
That would work! However, mind that since SPID rolls for each line and if it applies, won't attempt to apply any other outfits, meaning Outfit #2 in your example has an overall chance of application closer to 30%, and Outfit #3 18%.
You could do something like:
Outfit #1: 5% | 100% chance of getting here, 5% pass, overall chance of 5% Outfit #2: 7% | 95% chance of getting here, 7% pass, overall chance ~6% Outfit #3: 8% | 88% chance of getting here, with an 8% pass, overall chance ~7% Outfit #3: 14% | 80% chance of getting here, with an 14% pass, overall chance ~11% Outfit #4: 100% | 66% chance of getting here, with an 100% pass, so an overall chance of around ~66%
These numbers are very rough -- however the intention is to illustrate that the overall chance of outfit distr is influenced by the chance of preceding lines.
How do I set it to appearing 100% of the time? I wanted to check if it was working but Im not sure which line effects spawn rate. For example> Outfit = 0x80B~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|2
Thank you for your response! Are there any other limitations like character level, location or bandit type? I can't get any bandits to spawn in with the armour on a new save file. It might also be a conflicting issue with SPID(6.8.2) and/or some other mod. My mod list is a bit messy atm since I will be upgrading my pc and plan on remodding skyrim.
Thank you, I think it might be a conflict with Skyrim Revamp as that mod also touches on item level list and might cause issues with the original mod. Do you know if Lawless (A bandit type overhaul) is compatible with this mod or the original mod?
P.S. Does the base-ID 0001E79E for bandits from the wiki spawn in bandits using FotB armor? It would simplify testing a lot so I dont have to reload the bandit spawns everytime.
Hello thanks for mod, I also have Fashions of the Banditry - Open World Loot Integration. Should i use both? Since bandits only running with vanilla armors with owl patch
Hey, I see you're on SPID 7.1.3 - you likely won't see the items on Bandits with that SPID version as it removed outfit force-equip. It was re-introduced with SPID 7.2.0 RC1, but temporarily pulled.
I'd recommend using SPID 6.8.2 as it distributes as expected - however, some users do occasionally see naked NPCs with that version of SPID.
I'm not too sure about the OWL compatibility, but it should be OK to use.
So, it does work with the new version of SPID, but the new version of SPID removed outfit force-equip. The lack of force equip means there is no assurance the outfit will be equipped by NPCs.
They will be looking to re-add outfit force-equip with newer versions of SPID. In the meantime, 6.8.2 is recommended if you're having issues with 7.1.3.
hihi, im not too sure what my problem is but i cant seem to see these armors on bandits at all, i have all requirements, make a new game, teleport to where bandits are, and they all have normal fur armor. i have all the fashion mods + spids installed as i like them alot, the leather ones i do see here and there so that seems to be working so far. I even uppedthe % to 50
so just to be clear I open rmb_a_bandit_variety_pack_DISTR.ini and i edit all 2's into 100's, example: Outfit = 0x80A~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|2 into Outfit = 0x80A~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|100 I boot up my game, make new game, teleport to where bandits are and check. and yes so far they all wearing the default vanilla fur stuff.
135 comments
I guess so but 2% seems fairly low for chance?
Some of my npcs spawn without armor. If I click on them in console and show inventory, they simply spawn without any armor whatsoever (They have none to equip). I've seen various pieces from the mod appear on them but I keep getting this one bug.
Edit: So I did what you suggested, and I am still having the issue. If I go ahead and remove all mods but this one and its requirements, then the distribution appears to work without a hitch.
I'm not too sure what it could be. I tried disabling my Synthesis and EasyNPCMerge to see if that mattered but it didn't. The mod also seems to be playing fine with OBIS.
Not sure how to debug this. To be clear, the npcs who are naked have *No* armor of any kind, just weapons. But I've seen someone with the armors on so it is at least attempting to distribute. The issue must be some sort of conflict, but I'm not sure what.
Edit to the edit: Uh...might have just been an absolute idiot and had the load order wrong. Still testing but seems like it is working now since I put fashions of the banditry above this. Not sure how I missed that.
I have all the prerequisites (spid, your core mod and this) and bandits actually wearing the vanilla armors
Could this be due to a loading order problem?Should Spid be at the top or bottom of the list??
I'll try
Thanks
Some bandits normally equip Fashion's aromr, but many of them have a naked body.
Edit1: I change mod using, form old version Fashion spid maybe, to yours RMBspid, it will change the level list or something?
Edit2:seems it is delete old version's effect, using placeamte can get normal bandit with armor. So it isn't a problem but a funny little bug.
Thank you!
It is possible to get 100% distribution if you adjust the last outfit to be 100% and any outfits before it to be around 10%, for example. That way each outfit has a chance of being distributed, and that final one/last one in the list will be a sort of fall-back and always distributed. Mind that any other SPID mods may be blocked from distribution if they attempt to apply their outfits after that override outfit is applied.
Please let me know if you need further clarification!
However, with that logic (if the first one in the list is the one that has priority), wouldn't it be smart then to have a sort of ascending order of the percent chances for the outfit list? What I mean, for example:
RMB Outfit 1: 40%
RMB Outfit 2: 50%
RMB Outfit 3: 60%
Since the first one is the one that is always going to be read first, putting all of them at 80-90 would just create the same problem, so it makes sense to put it at a lower chance to have the other outfits have the chance to spawn as well?
Or how should I distribute it? What do you recommend so that I see them as often as possible but with most possible variety?
That would work! However, mind that since SPID rolls for each line and if it applies, won't attempt to apply any other outfits, meaning Outfit #2 in your example has an overall chance of application closer to 30%, and Outfit #3 18%.
You could do something like:
Outfit #1: 5% | 100% chance of getting here, 5% pass, overall chance of 5%
Outfit #2: 7% | 95% chance of getting here, 7% pass, overall chance ~6%
Outfit #3: 8% | 88% chance of getting here, with an 8% pass, overall chance ~7%
Outfit #3: 14% | 80% chance of getting here, with an 14% pass, overall chance ~11%
Outfit #4: 100% | 66% chance of getting here, with an 100% pass, so an overall chance of around ~66%
These numbers are very rough -- however the intention is to illustrate that the overall chance of outfit distr is influenced by the chance of preceding lines.
For example>
Outfit = 0x80B~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|2
100%:
Outfit = 0x80B~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|100
50%:
Outfit = 0x80B~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|50
P.S. Does the base-ID 0001E79E for bandits from the wiki spawn in bandits using FotB armor? It would simplify testing a lot so I dont have to reload the bandit spawns everytime.
I'd recommend using SPID 6.8.2 as it distributes as expected - however, some users do occasionally see naked NPCs with that version of SPID.
I'm not too sure about the OWL compatibility, but it should be OK to use.
They will be looking to re-add outfit force-equip with newer versions of SPID. In the meantime, 6.8.2 is recommended if you're having issues with 7.1.3.
i have all the fashion mods + spids installed as i like them alot, the leather ones i do see here and there so that seems to be working so far.
I even uppedthe % to 50
https://ibb.co/xhdvXWS
RMB_OutfitBandit_SnowTrollHide [0x80F~RMB SPID - Fashions of the Banditry.esp] added to 4/2100 NPCs
If you try SPID 6.8.2 (mind it can rarely cause naked NPCs for some users), is it any better?
https://pastebin.com/HA3s636c
this is with the SPID 6.8.2 version
I open rmb_a_bandit_variety_pack_DISTR.ini and i edit all 2's into 100's, example:
Outfit = 0x80A~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|2
into
Outfit = 0x80A~RMB SPID - Fashions of the Banditry.esp|isFactionBandit+ActorWeaponTypeOneHanded|NONE|NONE|NONE|1|100
I boot up my game, make new game, teleport to where bandits are and check.
and yes so far they all wearing the default vanilla fur stuff.