Export to KID File¶
The Export to KID file button sits at the top of the Current Armor List page, next to Register Custom Keyword and Remove Custom Keyword. It turns the per-armor curation you've done in MCM (see Armor Curation) into a permanent, shareable file.
Requires PapyrusExtenderSSE
This button needs PapyrusExtenderSSE for its source-plugin lookup and ESL-safe FormIDs. Without it the button pops an error; the rest of the mod works normally. See Troubleshooting.
What it does¶
Writes a snapshot of every (keyword, armor) pair you've currently flagged to Data\SLArousedNG_Custom_KID.ini. KID — if installed — reads this file at the next game start and re-applies all the keywords automatically, before any save data is touched.
Why you'd use it¶
- Survives new characters / new saves. MCM toggles live in your cosave. A fresh save starts clean. The KID file persists at the modlist level, so a brand-new character automatically gets the same curation.
- Shareable. The file is plain text. Send it to a friend along with the armor mods you're using and they get your exact curation.
- Backup-friendly. If you wipe your save, the KID file rebuilds your curation in seconds.
What gets exported¶
- All 8 built-in keyword toggles for every Armor in your
player-bound FormList — your explicit clicks PLUS items where the mod auto-detected the keyword as already-baked-in by the source ESP. - All custom keyword toggles on both body-slot and bikini-slot items.
- Each entry uses load-order-current FormIDs, with ESL/ESL-FE plugin handling done correctly.
What does NOT get exported¶
- Counts as Clothing state — it's a metadata flag, not a real Keyword, so there's nothing for KID to distribute.
- Any toggle you've set OFF — only "on" entries appear in the file.
- Arousal effects, sliders, plugin settings — those are saved separately via the General page's Export Settings (which writes a JSON, not a KID file). See the MCM Reference.
Walkthrough¶
- Get your curation into the MCM. Equip various outfits across whichever actors you care about (player, followers), toggle keywords ON as you want them. The mod's auto-detect picks up most ESP-baked items automatically — you just need to visit them in the MCM with the actor wearing them.
- Click Export to KID file.
- A popup confirms
Exported N keyword entries to Data\SLArousedNG_Custom_KID.ini. - Restart Skyrim (or load any save) and KID applies the file at game start. Check
Documents\My Games\Skyrim Special Edition\SKSE\po3_KeywordItemDistributor.logto confirm — look under**RESULT**for your keywords gettingadded to N/totallines.
Caveats¶
- Each click overwrites the file. If you've been hand-editing it (adding filters, tweaking chances), keep your manual edits in a separate
*_KID.inifile — KID merges them all on load. - The IDs reflect your current load order. If you merge or reorder plugins, re-export. (MergeMapper at the consumer side handles small reshuffles automatically — but big restructures need a re-export.)
- Under Mod Organizer 2, USVFS catches the write and stores the file in your active overwrite mod (often called Overwrite or SKSE Output). Refresh MO2's left pane to see it. KID still finds it via USVFS, no manual move needed — but for cleanliness, you can cut the file into a dedicated mod folder later.
Sharing & migration workflows¶
"I want to share my curation with someone else"¶
- Click Export to KID file.
- Send them
Data\SLArousedNG_Custom_KID.ini(or pack it as a tiny mod with just that one file). - They drop it into their
Data\folder and launch Skyrim. KID applies it on next game start. Their MCM picks up the same state. - Caveat: their load order needs the same armor mods loaded (or at least the same plugin filenames) for the FormIDs in the file to resolve.
"I just merged a bunch of armor mods together"¶
- Re-export. The file embeds load-order-current IDs which change after a merge.
- MergeMapper at the consumer side can auto-remap if you have it installed — so even without a re-export, things may keep working — but a fresh export is cleaner.
The full KID INI format
For a comprehensive reference on the KID file format and exactly how this mod's exporter fits into it, see the KID Reference.