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Getting NPC's to wear what you want them to?


An_Omen

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Posted

Hi all!

 

Putting it very simply, I would like Martin Septim to wear a cape (from capes and cloaks mod) along with his armour.

 

I am just starting the defense of bruma main quest section and just wanted to edit Martin, Jauffree and Baurus to make them look a bit more important.

 

My character wears a cape and it's in the tail slot as he is an Imperial and has no need for his tail slot. I have put Martin's cape in his tail slot but he won't equip it. I have tried changing slots to shield, ring and torch with no joy.

 

What am I doing wrong?

 

Any help much appreciated thanks!

 

I use Oblivion patch 1.2, obse loader, OBMM and the CS ofcourse.

Posted

I had this as a reply in a thread a while ago - that the wonderful clothing mods are almost wasted because only your character ever wears them.

 

OOO makse guards wear capes but still it's not quite the same. One way around this, is to open the console, "kill" the NPC, take away their clothing and put in their inventory the clothing you want them to wear, then "resurect" them.

 

by default they put on the clothing that they have if they have no armor. It's a 'work around' if not an actual mod or scripting change.

Posted
Be sure you have the cape added into Martin's inventory via the CS. Basically what Xenxander said.
Posted
Be sure you have the cape added into Martin's inventory via the CS. Basically what Xenxander said.

 

In Rhianna's script, I use this code block to force her to reevaluate her clothes choices. I haven't tried it in the console with another npc, but...

 

companion.addItem Torch02

companion.EquipItem Torch02

companion.removeItem Torch02

 

You will need the actual form ID for the torch, but otherwise this might work. (Just click on the npc to select them when you're in the console, and skip the "companion." part.)

 

Good luck, and let us know if it works. :)

 

-Jumonji

Posted

Easy answer: Use console command with NPC selected: 'equipitem' '[formID]'. Either make sure the item is in the char's inventory first or add it first using 'additem' 'form ID' "#' with the NPC selected.

 

Hard answer: No NPCs will equip tail-slotted items without forcing them via script or console command (although maybe those with tails do--haven't tested this yet). Also, once it's equipped you might not be able to see it in their inventory when using share inventory functions. You could try and change the item to another slot but it might compromise the body itself in some way by making that part of it invisible when the item is equipped.

 

I wonder if using OBSE someone could create a mod that would force all NPCs to equip any tail-slotted items in their inventory as automatically as other slot types. Haven't gotten that far yet myself. Regardless, any time you check an NPCs inventory they automatically reeval their clothing/armor equips by the time you exit it.

Posted
The 'Toaster says share' mod allows you to give and take items, including clothing to npcs using its 'friend' function. If you take away everything else they wear, they will wear what you give them
Posted
The 'Toaster says share' mod allows you to give and take items, including clothing to npcs using its 'friend' function. If you take away everything else they wear, they will wear what you give them

However, still you have to force NPCs to ware tail-slotted items. And even if you did, they may unequip it after several hours.

Posted

Thanks for all your input on this guys. Eventually after having some serious issues with wyre bash and OBMM sharing the same load list I got the 2 digit code for my cape mod and used the console on Martin, Jauffree and Baurus and via the 'equipitem' with them selected in teh console they all now wear some very nice royal style crimson capes a la the great capes and cloaks mod.

 

Now to bash some daedra and save Bruma once again! Hurrar!

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