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martions

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martions0

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About this mod

A flexible inventory manager for both NPCs and the player, where the player defines conditions and outfits that are equipped when those conditions are met. Supports armor, clothing, weapons and consumables.

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Conditional Equipment is my very first Skyrim Mod - I've been learning both CK and Papyrus as I developed it, so pardon any jank.

I started creating it due to me finding other Outfit/Inventory managers either unreliable or lacking features that I wanted. As I was developing CE, those got updated as well, however I feel CE does things differently enough to justify its existence.



Skyrim Script Extender
powerofthree's Papyrus Extender ➞ powerofthree's Tweaks ➞ Address Library
PapyrusUtil SE - Modders Scripting Utility Functions
SkyUI
SkyUILib (Included)


Nether's Follower Framework 
- Conditional Equipment will make storing items in
a follower's vanilla inventory impossible.
(Unless the follower is not being managed by CE.)
It's developed with NFF's additional inventory in mind.
Equip Enchantment Fix - Fixes various engine bugs related to equipping
Player-Enchanted items.










- Define Condition Blocks with many conditions to choose from
- Automatically equip outfits when those conditions are met
- Possibility of managing just about any biped NPC that is not a creature
- Define Outfits
- Define Outfit Pools with previously created outfits.
Choose whether Outfit Pools are equipped randomly or by weighted probability.
- 21 Slots to Assign (20 For Condition blocks + 1 Default)
- Define which inventory slots to unequip per outfit slot
- Define which inventory slots to unequip dependent on last worn outfit
- Define which one-handed weapon goes to which hand (With possibility of dual-wield)









Conditional Equipment gives the user ability to create user-defined "Condition Blocks", where there are 3 Condition Blocks per file, and each Condition Block contains 6 possible conditions to define.
Those are split into segments of two. Inside each segment, the user can choose a logical operator: AND, OR.
Then, in-between segments those logical operators can be assigned to compare those segments of two.
On top of that, they can also be used to compare the other entire Condition Blocks in the file.


I promise this is not as complicated to use as it might sound.

Ready Condition Blocks should then be saved as a JSON file with a custom name. Those can be used across saves.




A lot of different conditions to choose from - From Health %, to Weather, Location, Equipped Weapon and Time of Day. Even using your computer-based clock is an option if you wanted it.
Set any value you want, they can even have operators on their own where it makes sense, such as: ! (not), <, <=, >, >=.




Outfit sets are created via the MCM Menu. An Outfit can contain just about any item in the game, technically does not have to be an outfit consisting out of armor or clothes.
Outfits are saved as a JSON file with a custom name. They can be used across saves.

Define Outfit pools. Assign previously created Outfits into a pool (The same outfit can be used in multiple pools) and set whether outfits in this pool will be equipped randomly, or by weighted probability.




NPCs are not managed by the mod automatically. They can be added easily via the MCM Menu. Both Unique and Non-Unique NPC's are supported and there is no limit to how many NPC's are managed.
(However adding lots of NPCs will slow down the script.)




Assigning Outfits and Condition Blocks to work together is easy. There are 21 Assignment Slots (20 Custom Condition Blocks, 20 Custom Outfits + 1 Default Outfit) per NPC.

Each Assignment Slot also has the option to select what Equipment Slots to unequip individually, either for all or specific previously worn Outfit. This allows for mixing and matching.




New Conditions will automatically be added if you have certain supported mods installed and active, while some will require to install an additional plugin selectable during the installation process. All additional plugins are ESL-Flagged.








  • Saved JSON files cannot be deleted via MCM. (At least as far as I know, if there is a way please do tell me.) However they can be overwritten by using the same filename when saving. To delete them, open MO2's overwrite folder, Plugins, SKSE, StorageUtilData, ConditionalEquipment.
  • Conflicts with other mods. (Nether's Follower Framework) - NFF and this mod include SkyUILib. This resource is not meant to be modified therefore
    it does not matter which conflict will win.
  • Player-Enchanted Items do not unequip enchantments properly unless the items Equipment Slot is selected to unequip via Equipment Slots in the "Assignments" page of the MCM menu. (Likely fixed by installing Equip Enchantment Fix)