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Adding support for mod added NPCs
To add exclusions for an NPC, the following information is needed, it can all be found in the mods esp. Excluding an NPC will block it from using all PerMa combat logic, NPCs should almost never be excluded unless the Combat Logic is causing issues. Currently only Chickens
, a few types of Spriggans
and some NPCs added by 3DNPC
are excluded. The only race currently excluded is the Manakin
race.
- NPC Name.
- NPC EDID.
- Is there any possibility of the NPC ever entering combat?
With that info open NPCs.xml
.
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n1 If #3 is false, create an entry in
npc_exclusions
;<exclusion> <text>Info</text> <target>NAME</target> <type>CONTAINS</type> </exclusion>
What goes here can vary, the <target>
can be NAME
, EDID
or FORMID
n2. The <text>
is what the <target>
checks for, and the <type>
is how it is checked. <type>
can be either;
CONTAINS
- If the text
is matched anywhere in the target
the exclusion is true.
STARTSWITH
- If the text
is matched at the begining of the target
the exclusion is true.
EQUALS
or EQUALS_IGNORECASE
. - If the text
is matched exactly in the target
the exclusion is true.
n1An Exclusion needs to be as exclusive as possible, EDID exclusions such as Armor
or Ench
will exclude nearly every Vanilla and DLC armor and cannot be used, most mods use a custom prefix, like Skyrim Immersive Creatures uses 00_
for everything, every EDID exclusion should be as long as possible, at least 4-5+ characters long, or 3+ characters long if it uses an underscore (_) near the start.
n2FORMID
is extremely rare and should almost never be used, I only use it for 1 item from Skyrim.esm
and only because the item had to be excluded and the name was the same as a common weapon. Anything submitted with a FormID check will need a very good reason and absolutely no other way of doing it. FormID checks should only be used for Skyrim.esm
and Update.esm
, using it for DLC or USKPs will force requirements on every user.