I seem to have an issue where it distributes to people alreqdy having armor. My follower Jenassa suddenly have a crimson archer boots and guntlets mid-adventuring
So just to make it clear Immersive Armors Replacer ESP and Patches strips IA down to just the armors and their crafting recipes then this mod redistributes those armors as IA would have - using spid?
SPID ignores all lines which have a semicolon (;) at the beginning of them, so first, put a ; in front of the last line like with the other ones. Then remove the ; from one of the other lines depending on which outfit you want her to receive, copy her ID 0x028AD0 and replace the first NONE in the line you removed the ; from with it. Save and you're done.
Not quite sure I understand; for the NPC groups you list, does this just give a chance for them to wear the armor you have in the description, or will every member of that NPC type always wear that armor now? Like, will every single Raven Rock guard only wear boiled chitin armor now, or will many still wear the vanilla bonemold armor?
Currently the chance is set to 100%, so every listed NPC will always be wearing the armor. If you want the distribution to be random, you can change the entry of the armor you want by changing the 100 at end of the line in the ini to something else.
Follow up with the question, if I am using sons of skyrim SPID version to distribute the outfit to all the guards (falkreath for example), since your ini set to 100%, then which one will take priority?
Just wanted to ask this, although I have a feeling I already know the answer: If I have an existing save with the original IA mod, is there any path to replacing that with the SPID version? I'm guessing no, since NPCs already have those armors and the game will break if the way they're distributed is changed? Hoping that's not the case, as I'd love to migrate past the dance of leveled list and bashed patches and use SPID where possible.
You can try disabling the distribution through the MCM and then install the SPID version. SPID usually has a higher priority over the leveled lists and should take over from there, but be sure to make a backup of your save first in case you do end up with naked NPCs.
Also if you're going the SPID route, but have the full version of the mod, don't install this mod, but the Detailed NPCs one linked in the description instead.
Why didn't someone just convert Immersive Armors to SPID?
So, what we need to do is "upgrade" Immersive Armors with the crafting only patch, then use that other mod that distributes Immersive Armors via SPID, then install your patch last. Then we'll have a full SPID version of Immersive Armors?
Full SPID conversion of Immersive Armors is not completely possible right now, as the original mod edits leveled lists and the game pulls items from those to give to NPCs and for generation of random loot. SPID can distribute armor pieces separately, but any NPC which receives them won't equip them unless they're part of a full outfit. This is a limitation of SPID and is why this mod distributes outfits instead. Until a similar framework releases which allows for dynamic leveled list edits at runtime, we're out of luck on that one.
Btw, you're free to distribute any outfit you want from this mod + the replacer ESP or from Detailed NPCs - Immersive Armors for NPCs + the original mod by editing the config file. It's the closest thing we can get at the moment to a SPID conversion of this mod.
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it won't break anything ofc, but just in case you want to update later.
So 2 armors,
Is there any way to fix this?
Or this is just SPID limitation?
I am setting all of these to 1-2%, max, we all have a lot of SPID going around, can't full obliterate people's loot lists like this lol
REALLY?
You put all their Spawn chances at 100?
Full armored meat vendors?
Bandits are limited to one outfit each depending on their weapon type?
This doesn't seem very immersive anymore.
got some question on how to edit the distri ini
;TRIBUNAL
;Tribunal Unarmored BLACK HOOD
;Outfit = 0x800~ImmersiveArmorsSPID.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|100
;Tribunal Unarmored BLACK NOHOOD
;Outfit = 0x801~ImmersiveArmorsSPID.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|100
;Tribunal Unarmored BLACK HOOD BRONZEMASK
;Outfit = 0x80A~ImmersiveArmorsSPID.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|100
;Tribunal Unarmored BLACK HOOD EBONYMASK
;Outfit = 0x80B~ImmersiveArmorsSPID.esp|ActorTypeNPC|NONE|NONE|NONE|NONE|100
;Tribunal Unarmored BLACK HOOD GOLDMASK to ARANEA LENITH
Outfit = 0x80C~ImmersiveArmorsSPID.esp|ActorTypeNPC|0x028AD0|NONE|NONE|NONE|100
here's for aranea
I'd like to remove the distributed mask on her
what things should I edit? TIA
since your ini set to 100%, then which one will take priority?
Thanks.
Also if you're going the SPID route, but have the full version of the mod, don't install this mod, but the Detailed NPCs one linked in the description instead.
So, what we need to do is "upgrade" Immersive Armors with the crafting only patch, then use that other mod that distributes Immersive Armors via SPID, then install your patch last. Then we'll have a full SPID version of Immersive Armors?
Btw, you're free to distribute any outfit you want from this mod + the replacer ESP or from Detailed NPCs - Immersive Armors for NPCs + the original mod by editing the config file. It's the closest thing we can get at the moment to a SPID conversion of this mod.