Spell Distributor

by powerofthree·v1.0·Updated 2020-06-05

An SKSE plugin that can be used to add spells to every NPC in the game using configuration files.

Screenshots 1 screenshots

About this mod Machine translation

An SKSE plugin that can be used to add spells to every NPC in the game using configuration files.

spreader

Require

SKSE64

Skyrim SE 1.5.39 or above

meh's SKSE plug-in address library

Change log

1.0-Initial version

describe

SKSE utility plugin that allows modders to add spells to every NPC actorbase in the game on startup.

These spells will be added to their base NPC record and therefore will not be deleted after transitioning to a new loading area, which will happen with any spells added using AddSpell().

This also means no capes or quest aliases are needed - the spell will be added to every possible actor's library, including summons or extras.

Spells should be written to an ini file in the Data folder containing the suffix "_DISTR" (for example, MySpellMod_DISTR.ini).

They should follow the following format: ; Spell = FormID | esp/esm/esl | Keyword A, Keyword B, ...

spell=0x00012345 | MySpellMod.esp | ActorTypeNPC, ActorTypeCreature

Spell=0x0006789A | MySpellMod.esp | Actor Type

0x00012345 is the FormID of the spell with the first two load order numbers removed.

MySpellMod.esp is the name of the esp/esm/esl that contains the spell record, for example "Skyrim.esm".

ActorTypeNPC, ActorTypeCreature are keyword strings that can be used to filter NPCs to which spells are added. You can add multiple keywords separated by commas "". If you leave this blank, your spells will be added to every actorbase (6000+).

Please check the po3_SpellDistributor.log file in My Games/Skyrim Special Edition/SKSE for more information on the process, including how many NPCs these spells are added to.

Install

Install normally using Mod Manager.

credit

Ryan (SniffleMan) for CommonLibSSE

SimpleINI for INI code and directory access

——————————————————————————————————

SPELL DISTRIBUTOR

Requirements

SKSE64

Skyrim SE 1.5.39 onwards

meh's Address Library for SKSE Plugins

Changelog

1.0 - initial release

Description

A SKSE utility plugin that allows modders to add spells to every NPC actorbase in the game, at startup.

These spells will be added to their base NPC record, and therefore will be not removed after transitioning to a new loaded area, which happens to any spell added using AddSpell().

This also means there is no need for cloaks or quest aliases - the spell will be added to every possible actorbase, including summons or temporary actors.

Spells should be written to an ini file containing the suffix "_DISTR", in the Data folder (for example, MySpellMod_DISTR.ini).

They should follow this format:;Spell = FormID | esp/esm/esl | keywordA, keywordB,...

Spell = 0x00012345 | MySpellMod.esp | ActorTypeNPC, ActorTypeCreature

Spell = 0x0006789A | MySpellMod.esp | ActorTypeNPC

0x00012345 is the FormID of the spell with the first two load order digits removed.

MySpellMod.esp is the name of the esp/esm/esl containing the spell record, for example "Skyrim.esm".

ActorTypeNPC, ActorTypeCreature are keyword strings you can use to filter which NPCs to add spells to. You can add multiple keywords, separated by a comma ", ". If you leave this blank, your spells will be added to EVERY actorbase (6000+).

Check po3_SpellDistributor.log file in My Games/Skyrim Special Edition/SKSE, for more information about the process, including how many NPCs the spells were added to.

Installation

Install as normal with a mod manager.

Credits

Ryan (SniffleMan) for CommonLibSSE

SimpleINI for INI code and directory access

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
咒语分发者
File size
53.7 KiB