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Posted

Anybody knows, what i can do in tesedit to remove all vanilla clothes and armors from all loot containers and sure from every NPC in game?

i found one mod that makes everybody naked, but still gloves/armlets and shoes NPC wears.

Yes, i tryed to open mod in tesedit and look what it does, but nothing i can understand, some things just  nonsence to do what this mod doin.

So, maybe i can create blank esp, then import vanilla lines of armors and clothes (outfits), but then, if i just delete same lines, it will means that nothing overwritten and no changes appears.

maybe need to change all outfit lines with some null reference?

If somebody understand what i mean and even can read my bad english mess that i write here, please help me)

i attach file of mod that makes NPC's naked, if you can look and understand how it works, ill be so happy

nudenpcs.esp

Posted

so, best result i want get, is make EVERYONE of NPC's be naked, without any clothes/armors in their inventory, and delete all this clothing/armors from any loot containers like chests or closets

Posted

xEdit script to null outfit fields in all NPC_ records is what I'd do. All other approaches would have way too much risk for record conflict. A script would also cover all mod added NPCs.

Posted (edited)

do you mean  to create script for xedit to do that? if yes, maybe im not so skilled to create scripts. but i ready to edit every line manually as i did with all weather in skyrim. if i get you, i need to set "null reference" in all records in "non-playable characters" section what looks like outfit? Maybe i can do "nulling" armors/clothes in level list for remove from spawn in loot containers too?

 

i don't use any added followers/npc's XD maybe this work will be easier

Edited by TenkatsuQ
Posted
11 hours ago, TenkatsuQ said:

...i need to set "null reference" in all records in "non-playable characters" section what looks like outfit?

 

There's a field specifically for outfits. While a null reference might work, it would be safer to delete the field entirely. Skyrim is a bit hit-n-miss when it comes to where they have null checks and where the game will crash. Also keep in mind that if there's no outfit, the NPCs will most likely use whatever they have in their inventory. Hunters for instance usually carry leather gloves, and some quest items are wearables.

 

11 hours ago, TenkatsuQ said:

...maybe this work will be easier

 

I don't see anything difficult about this, just lots of repetitive work.

 

For any emerging hackers out there that do want to script this, remember that giants and dogs are NPCs too. You'd want to filter the NPCs you remove outfits from based on their RACE I'd imagine.

Posted (edited)
44 minutes ago, traison said:

 

There's a field specifically for outfits. While a null reference might work, it would be safer to delete the field entirely. Skyrim is a bit hit-n-miss when it comes to where they have null checks and where the game will crash. Also keep in mind that if there's no outfit, the NPCs will most likely use whatever they have in their inventory. Hunters for instance usually carry leather gloves, and some quest items are wearables.

 

 

I don't see anything difficult about this, just lots of repetitive work.

 

For any emerging hackers out there that do want to script this, remember that giants and dogs are NPCs too. You'd want to filter the NPCs you remove outfits from based on their RACE I'd imagine.

But, how i can "delete" records? If i delete record, this means that nothing overwrite vanilla record and nothing will change. Only thing i see can work is delete records from masters to entirely sure this will work. But xedit don't let to edit masters like Skyrim.esm

About NPC creatures, i know it, but i still can read and see if this is not human during manual records edit.

But im still not understand, if i create my blank esp > copy as override from master esm all npc > and then just remove outfit fields = i just get not overwritten vannilla, no?

Because as i see in editor, if you remove record, so previously loaded plugin take this place and will use this value

Edited by TenkatsuQ
Posted
3 minutes ago, TenkatsuQ said:

But, how i can "delete" records? If i delete record, this means that nothing overwrite vanilla record and nothing will change.

 

Note that I said field, not record. Records overwrite eachother, not fields. Right click the outfit field and remove it.

 

4 minutes ago, TenkatsuQ said:

But xedit don't let to edit masters like Skyrim.esm...

 

It will, but that's a configuration setting. Never enable it, unless you want to do something stupid or test something silly.

Posted (edited)
11 hours ago, traison said:

 

Note that I said field, not record. Records overwrite eachother, not fields. Right click the outfit field and remove it.

 

 

It will, but that's a configuration setting. Never enable it, unless you want to do something stupid or test something silly.

Ow, you mean, if i clone records from skyrim.esm to my esp, and save left side records, but remove some fields in right panel side this will be used as override with blank field and in result if i remove, for example, sweet roulette from npc's pockets, this will remove this item from inventory, cause of record exist but in modded esp with same record but empty fields, game will read modded esp that loads after master and will think thats latest data and will not add this item in inventory. im correct?

 

Really? I looked all settings and options in xedit and don't find any togglable settings to edit masters.

I need this feature, cause i clone my game, and want remove some items at all, to get clear skeleton of game, and after all, add my own items, clothing and other things. im not interested in mods that replaces vanilla clothes and armors, couse some issues there and conflicts with my idea. my main focus is total rbalance of skyrim with some specifics of HP/MP/SP balancing to be equal to creature type and size, entirely remove levels as class, and make all actors equals to realistic damage system (like all humans types has 100-200 hp by their body weight and muscle mass, dragons, mammoths, giants about 1000-1500 hp, small animals like rabbits or rats about 10-20 hp and some other types to feel visual type of creature and can compare it in head when player analyse how hard can it be), with new npc ai and agressive combat behaviors with dodges and damage rebalance that will equalize weapons by type, not by rarity or just because of steel sword bad because of this just simple steel, but dragon bone sword greatly deals higher damage just because of dragon bones and epic. So, i tryed to mod my game very hard, adn i got too close, but for my idea, such mods simply don't exist, and no one wants to create version that i want. so i dare to dig into editing of game by myself, and i have some results, but not enough to be perfect)

Edited by TenkatsuQ

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