Players and NPCs change outfits as the weather changes or combat starts or the player enters a city or player home. Also includes check for swimming, sneaking and sleeping. Cafting and night time options have been added.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 0.8.0.7
Missing 'Exit' option on power dialogue
Version 0.8.0.6
Weather effect now more permissive ib its condition checking.
Version 0.8.0.5
Testing version for aSae2207, weather transition condition function now > 0.01 and < 0.99
Version 0.8.0.4
Adds experimental SFX muting during dressing. Needs testing
Version 0.8.0.3
Added debug messages to SR Exterior Cities detection.
Version 0.8.0.2
Sr Exterior Cities now detected similar to Open Cities. If found uses alternative city outfit detection method.
Version 0.8.0.1
Outfits Power now in the MCM menu
Version 0.8.0
Added a power to access some functions.
Version 0.7.9.3
Refined the outfit determination, includes Backpack Containers patch from main version.
Version 0.7.9.2beta
Still very beta, night time outfit option added. Player was losing outfits.
Version 0.7.9.1beta
Upon clearing the refalias for an NPC the outfit arrays were not deleted.
Version 0.7.9 beta
Very beta, uploaded with my request for testing by users:) Increases total number of NPCs managed to 40. Ver 5.x retired to old files. This version is incompatible with older versions. Unmanage all NPCs and player then save and uninstall old version first. Make a new save and then install this beta. Read the sticky post in comments.
Version 0.6.3
Added patch for Backpack Containers (Lovers Lab SE version)
Version 0.6.2
Retiring ver 5.x. Experiments ongoing in version 8beta!
Version 0.6.1
Moved some debug messages from notification to trace.
Version 0.6.0.1
Crafting detect ability wasn't applied to NPCs
Version 0.6.0
Added crafting outfits.
Version 0.5
Version numbers wrong due to numptiness:)
Version 0.4.9.9
More debug trace logging
Version 0.4.9.8
Stupid mistake in intialising arrays.
Version 0.4.9.7
Added shields option
Version 0.4.9.6
Found some errors in the MCM menu.
Version 0.4.9.5
Hopefully all spells and magic effects are removed now when an NPC is no longer managed by the mod.
Version 0.4.9.4
If the remove headgear toggle is enabled and there are no outfits stored then the headgear is not restored when going outdoors again.
Version 0.4.9.3
Removed a spurious notification, included Enderal patch for trinkets in the fomod.
Version 0.4.9.2
Now includes an optional patch for Jewelry Limiter mod by dylbill: https://www.nexusmods.com/skyrimspecialedition/mods/22098 adds keywords to ring templates in that mod's esp to enable recognition by my mod.
Version 0.4.9.1
Added maintenance quest for the future. OpenCities check occurs less often.
Version 0.4.9.0
Fixed (hope) resetting page in the MCM menu reventing oputifts from being stored.
Version 0.4.8.9
More tweaks by step9372
Version 0.4.8.8
Code rewrite by step9372, nice!
Version 0.4.8.5
Edit as suggested by step9372, thanks:)
Version 0.4.8.4
Better check for interior environment.
Version 0.4.8.3
More debug notifications fro optional debug mode.
Version 0.4.8.2
Added spell method to manual redress function for VR
Version 0.4.8.1
Updated Japanese translation of MCM menu by rolaw60.
Version 0.4.8
Added experimental VR option to use a spell to detect actors instead on under crosshair method
Version 0.4.7
Added extra debug statements.
Version 0.4.6
Added DEBUG: prefix to notifications that are turned on by the MCM debug option.
Version 0.4.5
Fixed error in equip function
New MCM frontispiece.
Version 0.4.4
Error found by opeekon in headgear removal function.
Version 0.4.3
Spells have the noabsorb/reflect flag added - thankyou opeekon. For no reason at all, except of course...Bethesda! The last esp had a breezehome mod as a master:) Removed.
Version 0.4.2
Added option to choose whether to use default outfit.
Version 0.4.1-debug
Version with more debug info to papyrus.0.log
Version 0.4.1
Added option to unset all hotkeys.
Version 0.4.0
Changed remove headgear indoors option from general to per player/NPC.
Version 0.3.7
Possible help for users of Visible Favorited Gear: https://www.nexusmods.com/skyrimspecialedition/mods/3903
Version 0.3.6
Added the player to manual redressing.
Version 0.3.5
First attempt to support Wearable Lanterns: https://www.nexusmods.com/skyrimspecialedition/mods/7560 Also added check for loading screen closing to initiate outfit spell.
Version 0.3.4
Fixed invalid formid for an esl flagged file.
Version 0.3.3
First attempt to avoid weather changing in exterior worldspaces that the game presents as interiors - Blackreach etc.
Version 0.3.2.2
Fix mistake on auto-sheathing weapon even though disabled.
Version 0.3.2.1
Updated German translation file by rore58
Version 0.3.2
Added option to toggle weapon auto drawing/sheathing.
Version 0.3.1.5
In cities the weather condition failed to check if outfits existed before equippoing them.
Version 0.3.1.4
Updated german translation provided by rore58.
Version 0.3.1.3
German translation file was still in UTF-8, fixed.
Version 0.3.1.2
Updated translation files. Japanese translation by rolaw60.
Version 0.3.1
Missing assignments of formlists for cloudy and combat outfits. Added 'isSleeping' condition to NPCs as well as 'isGettingReadyForSleep'
Version 0.3.0
Updated English translation file. Found a regression causing the menu to freeze until exited and re-opened. Fixed sleep hotkey causing outfit changes to stop.
Version 0.2.20
Experimental exclusion of jewellery from storage of outfits and removal upon outfit dressing.
Version 0.2.18
Worldspace checking uses ordinary location types if OpenCities is installed. Not as accurate.
Fix to support when mod is installled at game start.
Version 0.2.17
Separated combat outfit from default, remember that the default outfit will only be fitted if outfit detection takes place and no other outfit applies. This will lead to the default being used in place of any 'missing' outfits i.e. outfits that are not set. If this does not prove a useful feature (IMHO it is actually annoying!) I shall remove this outfit. Added cloudy weather outfit as a separate outfit to rainy weather outfit. In cities cloudy weather will not override as snowy and rainy do.
Version 0.2.16
Disabled changing to default outfit if no others apply, edited combat detection to only sheathe weapon after combat ends if not swimming or sneaking.
Version 0.2.15
Added some debug notifications
Version 0.2.14
Tweaked the manual redress function.
Version 0.2.13
New hotkey to manually redress follower, place under crosshair first. Default is semi-colon.
Version 0.2.12
Altered the swimming condition to not fire indoors, found missing properties in CK, added.
Version 0.2.11
Rearranged FOMOD
Version 0.2.10
Added debug messages to troubleshoot nakedness.
Version 0.2.9
Sneaking outfit enabled, updated english translation file, messageboxes now notifications, default outfit should now equip if no other outfits available (and default exists)
Version 0.2.8
Added sleep outfit and sleep toggle key.
Version 0.2.7
Found a script mistake for indoor outifts, reported by Lucjan, thanks! Debug option enables blue aura for easy identification of auto-changing spell applied.
Version 0.2.6
Found an issue with helmet removal, Hopefully auto-changing activation doesn't require exiting the menu.
Version 0.2.5
Removed blue aura
Version 0.2.4
Updated English translation file
Version 0.2.3
City outfits for city worldspaces.
Version 0.2.2
Added IsSwimming() check Also added debug messages switch to help me and reporting of bugs.
Version 0.2.1
Added head override option. Undress hotkey is currently non-functional. Found some logic errors where, if the conditions for an outfit were met, but the outfit didn't exist then the function exited prematurely.
Version 0.2
Added hotkey to toggle player auto-changing on/off. Fixed some bugs with weapon re-equipping.
Version 0.1.3
MCM issue fixed I hope!
Version 0.1.2
It's important when using a tool to edit FOMODs to actually save when done!
Version 0.1.1
The esp was wrongly handled by the FOMOD
Version 0.1
First Beta uploaded
This mod is currently BETA!
Testers reports needed please.
Version 8 is a partial rewrite to add more NPCs to a total of 40. This required moving from formlists to arrays. Any outfits stored in the exisiting version will not be recognised by this new version. Likewise any items in hidden containers will be lost unless recovered and the NPC reset (unmanaged) in the MCM menu.
This mod changes the player and managed NPC outfits according to changing conditions. The events that prompt an outfit change are: weather changes, combat starting, swimming, sneaking, sleeping, crafting, going indoors and entering one of the five city worldspaces. Open Cities Skyrim users are supported by a second method in the mod for detetecting when one of the five cities is entered. There are global options to include weapons in outfits or not, exclude jewellery from being removed, auto-change when in combat. There are hotkeys for turning sleep changing off and to turn just the player changing off for when quests require the player wear a particular outfit. Auto-changing can be turned off/on per character without deleting stored outfits. Outfits consist of gear that is obtained in the game, I know similar mods provide gear, this mod does not.:( At the moment there is only one of each kind of outfit stored per character. If, when an outfit is changed the actor no longer has the item then the actor will be equipped with nothing in that slot. There are MCM menu pages for ten characters plus the player.
There is an issue with player homes that have auto-stripping for bathing incl. my mod here: Diziet's Player Home Bath Undressing there is a manual outfit check hotkey for this occurrence while I try to find a solution. For now, this mod does not activate the swimming outfit if indoors. This is fine for the player if you have Diziet's Player Home Bath Undressing as that mod takes note of what the player is wearing and restores it upon redressing. Unfortunately NPCs in my other mod - and as far as I can tell, in all undressing mods - are undressed with a spell that casts 'unequipall'; when the spell is dispelled the game engine dresses the NPC according to its rules, and that might not be the same as the NPC's indoor outfit.
In making this mod I found myself vacillating between opinions about immersitivity, in the real world no-one carries 4 outfits around with them unless they have a horse, cart or very big bag; on the other hand the game lets you carry around multiple armour sets, so why not have a way to auto select them?
It is important to note that this mod is NOT a follower framework. It has menu pages for NPCs, but they will only work to the extent that you, the gamer, can dress them in various outfits; that means using other mods to equip NPCs with particular gear. And even then, the game engine has its own criteria for what followers and other NPCs should wear and can interfere. I make no attempt to fiddle with the game's management of armour (see ver.0.5x note below).
The mod has some configuration options that are global to all managed characters. In the future I may break this down to individual options if I get feedback suggesting it is worth the time. - I have made headgear removal indoors an individual option now.
The MCM menu comes with attempts to provide language files, but some constructions of sentences that have the character's name inserted will almost certainly by grammatically wrong, not to mention that using Google Translate in the first place is hardly conducive to good translation of a video game! Also the mod uses messageboxes and notifications in a few places, which are outside of the MCM localisation system, and so will be in English whatever.
A recent addition is the option to mute SFX sounds while the player is dressing/undressing. the duration of this muting can be altered via the MCM.
As with all my mods, if anyone has translation input I shall add it with grateful credit.
Japanese translation file for the MCM menu provided by rolaw60 - many thanks, current as of ver 0.4.8.1 German translation file for the MCM menu provided by rore58 - many thanks, current as of ver 0.3.5
Code for opening the MCM menu courtesy of MaskedRPGFan - many thanks!
This mod has been greatly improved by the involvement and feedback of users. I could not have done it without you - thankyou!
step9372 has contributed revised code to the scripts and made them more robust.
Ver 0.5x - this is an attempt to provide the ability to dress NPCs that are added to the mod. However, it does so by using a hidden chest/container for each managed NPC that stores any items that aren't being worn. This is so to prevent the game engine from overriding the equipped outfit. Any mod that touches NPC/Follower equipping etc WILL CONFLICT! and you should continue to use the ver 0.4x
The 0.5x series requires the following mod: UIExtensions.
Upon adding an NPC to the mod, the default outfit for the NPC is stored, a new empty default outfit given and the items in the old default outfit are now added back to the NPCs inventory. When an NPC is removed from the mod these items are removed from the inventory if they exist and the default outfit returned to the original one.
When an NPC is added to the mod and the first outfit stored, all non worn items are placed in a hidden container for that NPC. This means that IF YOU REMOVE THE MOD BEFORE USING THE MCM MENU TO REMOVE THE NPC THEN YOU WILL NEVER GET BACK THOSE ITEMS. Since this is still a mod in beta, you should be careful.
This version has a hotkey to retrieve all items from the hidden container to the NPCs inventory. Then you can initiate trade via dialogue, alternatively, hold down the hotkey for a second and the NPCs inventory opens automatically. These items stay in the inventory until the next outfit change.
The hotkey for adding a new NPC will now also open a dialogue on already managed NPCs to choose an outfit to store, all hidden container items are placed in the inventory. Upon selecting an outfit a menu using the mod UIExtensions will appear which I use to fake an equipping menu. This makes that mod a requirement.
There is now a hotkey for selecting and equipping the player using the normal player inventory menu. The MCM menu no longer prompts to store outfits, but can be used to deselect outfits from being used.