If I want to have my mage armor and the Griffon Robes look like Vivienne's armor, and the old 'Golden Threads' recolor of her outfit for my formal, is it better to use your Live Like Whomever mod, this mod for the Griffon Robes, and this new Sv_Otherwear file here? Or is it better to use a different pajamas to formal wear replacer? I'm assuming your Live Like is much better than the much older Live Like Viv.
Okay, you made me fix the Otherwear mod, well done. I'd been meaning to do it for ages and ages.
If you use Live Like Whomever to switch HF Inquisitor to look like Vivienne, all your armours will look like Vivienne's appearance variant of whatever armour you wear.
If you use Golden Threads as well as Live Like Whomever ... something will definitely happen, it might even be what you want! I'm optimistic (please let me know).
If you want PJs to look like Viv's armour you can use Otherwear for that (fingers crossed, I didn't test every appearance).
Where THIS mod (Configurable Armour II) is concerned, I don't think you need to use this for anything that you asked for.
LOL. There's nothing like asking what feels like a really stupid question and having the mod author go, "Oh, thanks for reminding me." My eyes bugged out a little bit there. And I laughed so hard I scared my cat at, "something will definitely happen"! I'm imagining a super perky tone of voice there, but that's me.
Hello. I use most of all of your mods, great work and thank you. This is a longshot question, but this particular mod Config Armour II has "suddenly" stopped working properly and completely. I can use it to augment recipes, but it no longer changes appearances or adds powers to the recipes, Have you happenend to have encountered this at any point? Thanks in advance.
This can happen if you use a mod that affects Equip templates. One such mod is "remove class restrictions". If that's the case, the solution is to put this below that one in the load order so it overwrites one file from the other mod.
that makes sense. I read in one of your other readmes that renaming and putting "z" in front of the file title would load it last, is this still the case? Thank you again, both for your work and quick reply
Yes that's right. For clarity: By default, the DAI modmanager (i.e. not Frosty) will sort the order of mods by .daimod FILE name (i.e. edit it in Windows™ File Explorer).
Just wondering - I had _45_medium_elf_dalish taking the place of a light armor schematic and was able to add light armor upgrades to it. I needed to make some changes to a different mod and had to reconfigure this one. Now I cannot get _45_medium_elf_dalish to register as a light armor schematic. Even if it replaces a standard Enchanter Coat, etc., it moves the light armor schematic into the medium armor tab when crafting.
I can respec with medium upgrades, just reporting that this happens and was wondering if you had a fix?
IIRC the crafting category (tab, as you describe it) doesn't matter because I removed the restriction on who can wear it. Is that right? It's been a while...
Yes, I can still wear the 'medium' armor despite the restriction to mages.
What I wanted to report is that I was previously able to use light armor upgrades on the crafted armor and I can no longer do that since the game now thinks the light armor Enchanter Coat is a medium armor piece, despite previously allowing me to use light armor upgrades.
Aha! Yes, eh ... that's awkward. sorry. I have a mod that lets you tweak upgrade appearances (I am becoming less and less confident in my mods doing what they say on the tin), would that solve this problem?
For me, it was wanting to use particular cloth materials to get the desired effects on the armor upgrades. I can use medium armor upgrades, so it's not a problem for me to just proceed with those!
I use 3 of your mods and am super grateful that you've spent the time to maintain mods for a game from 2014 all the way into 2024. Super appreciative of your work, just wanted to report the issue in case anyone else encountered the same issue. :)
Is there a way to save the edits so that everytime I add a new mod I do not have to redo the outfit configuration every time? Otherwise *fantastic* mod! One of my favorites.
Edit: Never mind just found the photos! This is the best!
I'm trying to mix your mod with this one, so i can use PJ as armor, but the game freezes :/ The mod changes both PJ and Starting Armor, so i was trying to change one schematic to get this look but the only mod that worked was invisible armors. Thing is: it gets ALL armors invisible, including npc's armors, which breaks immersion a lot. I'm still trying solutions tho.
IIRC this mod doesn't work in Frosty and nobody knows why.
The combination you are trying should work if you use the complicated method of using Frosty with DAI Modmanager. There's a video on the internet https://www.youtube.com/watch?v=TiXuixE8vr0.
I was already using frosty + Mod Manager (PJ on frosty, yours on Mod Manager) method but it wasn't working. For my joy tho, after many tries I finally got it to work :D (using mercenary coat instead of PJ, which is laughable, cause I was not finding an option for this armor on the appearance section of your mod :P) Thank you for replying in a mod you already are not even supporting anymore. Your mods are great and I have fun in every playthrough!
(sorry if my English is not good, not my first language)
So far, the mod is working great. I am encountering an issue with the Otherwear mod, however. Whenever I try to use it to swap the swimsuit or dress, I get an error when merging that appears as follows:
[11/5/2024 9:15 PM] Processing DAI mod "Sv_Otherwear" [11/5/2024 9:15 PM] Task failed. Error reported was: Exception message:Unable to read beyond the end of the stream. Source: mscorlib Target: Void EndOfFile() StrackTrace: at System.IO.__Error.EndOfFile() at System.IO.BinaryReader.ReadByte() at DAIMod.scriptname.RunScript() at DAIModManager.MainWindow.<ProcessModList>b__16_0(ModContainer ModCont) at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext() at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection) at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) at DAIModManager.MainWindow.BGWorker_DoWork(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
I saw the Sha1 codes in the description but the current files aren't missing those lines so I am not sure where the issue lies. The merge works fine whenever I change other outfits, just not those.
I've known about it for a while. It's searching for 2 cloth, 1 metal, 1 leather materials, but it's only finding 3, iirc. So it keeps looking... and drops off the end of the file.
I think I need to rebuild the base files OR do some more intricate cases in the code.
I remembered why I've not done it - I couldn't test it. I think I have a save in Trespasser now, though.
Multiplayer Reaver armours are ... _274_mp_reaver_01_HF, _275_mp_reaver_01a_HF, _276_mp_reaver_01b_HF, _277_mp_reaver_01c_HF, _278_mp_reaver_02_HF, _279_mp_reaver_02a_HF, _280_mp_reaver_02b_HF, _281_mp_reaver_02c_HF, _282_mp_reaver_mp1_HF, _283_mp_reaver_mp1a_HF, _284_mp_reaver_mp1b_HF, _285_mp_reaver_mp1c_HF, Regarding MP ones: There are 4 colour versions for each of three styles, but only for HF.
Hi, I'm trying to make this work, but to no avail. Like the others, I tried this with Frosty, since a lot of your work does work with it with no fuss, but, as already reported, it freezes the game at the first loading screen (the other configurable mods of yours that I'm trying and do the same are the Configurable Bow and the Better Weapon Upgrade Recipes, but only the 2 Hands Warrior one, the others are good). I downloaded Daimod, then, and tried it there (I'm not an expert, this is the first time I use it), but, still, I cannot make it work. The game loads, but only the appearance is changed, everything else isn't. Also, every time I open Daimod, I have to configure the mod again, changes do no stick. This happens with all of your configurable mod I tried in Daimod so far, so maybe is intended? Or more likely, I am doing something wrong, after all.
292 comments
If you use Live Like Whomever to switch HF Inquisitor to look like Vivienne, all your armours will look like Vivienne's appearance variant of whatever armour you wear.
If you use Golden Threads as well as Live Like Whomever ... something will definitely happen, it might even be what you want! I'm optimistic (please let me know).
If you want PJs to look like Viv's armour you can use Otherwear for that (fingers crossed, I didn't test every appearance).
Where THIS mod (Configurable Armour II) is concerned, I don't think you need to use this for anything that you asked for.
Thank you again, both for your work and quick reply
Just wondering - I had _45_medium_elf_dalish taking the place of a light armor schematic and was able to add light armor upgrades to it. I needed to make some changes to a different mod and had to reconfigure this one. Now I cannot get _45_medium_elf_dalish to register as a light armor schematic. Even if it replaces a standard Enchanter Coat, etc., it moves the light armor schematic into the medium armor tab when crafting.
I can respec with medium upgrades, just reporting that this happens and was wondering if you had a fix?
What I wanted to report is that I was previously able to use light armor upgrades on the crafted armor and I can no longer do that since the game now thinks the light armor Enchanter Coat is a medium armor piece, despite previously allowing me to use light armor upgrades.
For me, it was wanting to use particular cloth materials to get the desired effects on the armor upgrades. I can use medium armor upgrades, so it's not a problem for me to just proceed with those!
I use 3 of your mods and am super grateful that you've spent the time to maintain mods for a game from 2014 all the way into 2024. Super appreciative of your work, just wanted to report the issue in case anyone else encountered the same issue. :)
Thanks again!
Happy new year!
Edit: Never mind just found the photos! This is the best!
edit: nvm its because of other mod, great mod
The mod changes both PJ and Starting Armor, so i was trying to change one schematic to get this look but the only mod that worked was invisible armors. Thing is: it gets ALL armors invisible, including npc's armors, which breaks immersion a lot. I'm still trying solutions tho.
The combination you are trying should work if you use the complicated method of using Frosty with DAI Modmanager. There's a video on the internet https://www.youtube.com/watch?v=TiXuixE8vr0.
For my joy tho, after many tries I finally got it to work :D (using mercenary coat instead of PJ, which is laughable, cause I was not finding an option for this armor on the appearance section of your mod :P)
Thank you for replying in a mod you already are not even supporting anymore. Your mods are great and I have fun in every playthrough!
(sorry if my English is not good, not my first language)
I'm delighted to hear that you're having fun!
[11/5/2024 9:15 PM] Processing DAI mod "Sv_Otherwear"
[11/5/2024 9:15 PM] Task failed. Error reported was:
Exception message:Unable to read beyond the end of the stream.
Source: mscorlib
Target: Void EndOfFile()
StrackTrace:
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at DAIMod.scriptname.RunScript()
at DAIModManager.MainWindow.<ProcessModList>b__16_0(ModContainer ModCont)
at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at DAIModManager.MainWindow.BGWorker_DoWork(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
I saw the Sha1 codes in the description but the current files aren't missing those lines so I am not sure where the issue lies. The merge works fine whenever I change other outfits, just not those.
I've known about it for a while.
It's searching for 2 cloth, 1 metal, 1 leather materials, but it's only finding 3, iirc. So it keeps looking... and drops off the end of the file.
I think I need to rebuild the base files OR do some more intricate cases in the code.
I remembered why I've not done it - I couldn't test it. I think I have a save in Trespasser now, though.
Which armor is "The Disciple?" Not really sure.
Also, which armor will let me make generic Templar heavy armor?
Thanks again for such awesome mods!
Regular Templar should be : _35_heavy_human_templar,
_57_reaver
Multiplayer Reaver armours are ...
_274_mp_reaver_01_HF,
_275_mp_reaver_01a_HF,
_276_mp_reaver_01b_HF,
_277_mp_reaver_01c_HF,
_278_mp_reaver_02_HF,
_279_mp_reaver_02a_HF,
_280_mp_reaver_02b_HF,
_281_mp_reaver_02c_HF,
_282_mp_reaver_mp1_HF,
_283_mp_reaver_mp1a_HF,
_284_mp_reaver_mp1b_HF,
_285_mp_reaver_mp1c_HF,
Regarding MP ones: There are 4 colour versions for each of three styles, but only for HF.
I downloaded Daimod, then, and tried it there (I'm not an expert, this is the first time I use it), but, still, I cannot make it work. The game loads, but only the appearance is changed, everything else isn't. Also, every time I open Daimod, I have to configure the mod again, changes do no stick. This happens with all of your configurable mod I tried in Daimod so far, so maybe is intended? Or more likely, I am doing something wrong, after all.