rockingsoul1613 Posted December 16, 2011 Share Posted December 16, 2011 I've been trying to add different apparel/armor for NPC's (Such as a different getup for the Jarl of Whiterun), but I have a little problem. After I successfully change their getup with the 'equipitem' command in console, I leave the area and come back to find it resets itself. Can someone shed some light on how the get them to keep their new looks permanently? Link to comment Share on other sites More sharing options...
flyingblind Posted December 16, 2011 Share Posted December 16, 2011 You can't. They reset every time you leave the cell. The character defaults would need to be changed in the main files individually for that character so we will have to wait for the CK to really fix the issue.. I know it can be done now but not an easy undertaking as I understand it. I tried the same thing with Syldja. Change her clothes to something nice and she would change right back when I leave.. Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 16, 2011 Share Posted December 16, 2011 (edited) You have to remove their original clothes/armor open consoleclick desired npctype invThis will bring up list of there clothes/armor/weapons they have on.find the yarl clothes name and code (000XXXXX)then type removeitem (000xxxxx)This should stop him from reequipping his original clothes It should work, I hope. Edited December 16, 2011 by Alexander Wolf Link to comment Share on other sites More sharing options...
flyingblind Posted December 16, 2011 Share Posted December 16, 2011 You have to remove their original clothes/armor open consoleclick desired npctype invThis will bring up list of there clothes/armor/weapons they have on.find the yarl clothes name and code (000XXXXX)then type removeitem (000xxxxx)This should stop him from reequipping his original clothes It should work, I hope.They end up naked when you re-enter the cell. Ask me how I know. :whistling: Link to comment Share on other sites More sharing options...
Sunnie Posted December 16, 2011 Share Posted December 16, 2011 The only way to do this is with a modified DOFT subrecord in the NPCs data. You must specify an Outfit ID and NOT a clothing/armor ID. Currently modifying the NPC records with TESSnip breaks the NPCs localized name, so I suggest waiting for the toolset. Link to comment Share on other sites More sharing options...
remmy88 Posted December 16, 2011 Share Posted December 16, 2011 The only way to do this is with a modified DOFT subrecord in the NPCs data. You must specify an Outfit ID and NOT a clothing/armor ID. Currently modifying the NPC records with TESSnip breaks the NPCs localized name, so I suggest waiting for the toolset. This is the correct way to change their outfit yes and to fix names all you need to do is edit the FULL string by typing in their name manually make sure you turn off hex mode first. Still though if you're a player that uses subtitles their name is still weird symbols but if you don't everything should be fine if you walk up to the NPC their name will show correctly. Link to comment Share on other sites More sharing options...
Sunnie Posted December 16, 2011 Share Posted December 16, 2011 The only way to do this is with a modified DOFT subrecord in the NPCs data. You must specify an Outfit ID and NOT a clothing/armor ID. Currently modifying the NPC records with TESSnip breaks the NPCs localized name, so I suggest waiting for the toolset. This is the correct way to change their outfit yes and to fix names all you need to do is edit the FULL string by typing in their name manually make sure you turn off hex mode first. Still though if you're a player that uses subtitles their name is still weird symbols but if you don't everything should be fine if you walk up to the NPC their name will show correctly. If your edited NPC is also a merchant, the name will be broken in the barter UI. The only place using a full text string entry will fix is the highlight name and dialog UI. It will also display the string in what ever language the modder enters, no matter what language the user has. This can have nasty effects if the modder enters double byte Chinese characters, for example, since most European and English version may not be capable of handling DB characters. Link to comment Share on other sites More sharing options...
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