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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Changelogs
Version 1.6.2
UPDATING FROM OLDER VERSIONS ON EXISTING SAVES IS NOT RECOMMENDED!
Fixed:
One-handed weapons that were selected to equip in a specific hand should no longer equip after the weapon has been removed from the Outfit
Tooltip for the "Is in Dialogue with Trader" Condition now displays correctly
Left/Right hand weapon choices not saving for the [Default] Slot
Version 1.6.1
Fixed:
Deleting supported Actors via the Config page
An error popping up when removing Actors despite everything working as intended
Version 1.6
Now Includes a FOMOD installer
New features:
Added optional support for the Survival Mode Creation: - "Cold Stage" Condition - "Hunger Stage" Condition More Conditions will be added at a later time.
Version 1.5.1
Fixed:
The same Outfit being constantly re-equipped
Misc:
Added [All] button to the "Remove Managed Actor" menu
Added [Full Reset] button to the "Remove Managed Actor" menu
Version 1.5
Fixed:
Colors for missing files in the Assignments page are now displayed correctly after selecting an Actor
Misc:
Added "Add Actors Inventory to Whitelist" button to the Whitelist page
Added "Replace with Actors Inventory" button to the Whitelist page
Added "Clear Whitelist" button to the Whitelist page
Added PapyrusUtil validation check during the first initialization of the mod
Version 1.4.1
Fixed:
Right-hand weapon will no longer be moved to the Wardrobe if one is set, if its slot is not selected to unequip
Version 1.4
New feature:
It's now possible to assign One-Handed Weapons to assigned Outfit Pools on a per-Outfit basis using the "Edit Equipment Slots" button of the "Assignments" page
Misc:
Assigned Outfit files that are missing due to being removed or renamed will now appear red in the "Assignments" page
Assigned Outfit Pools that have all their Outfit files missing due to being removed or renamed will now appear red in the "Assignments" page
Assigned Outfit Pools that have at least one Outfit file missing due to being removed or renamed will now appear yellow in the "Assignments" page
Version 1.3
Fixed:
[Major] Load Order changes will no longer cause Assignments and Whitelists to disappear - Condition files that use any FormID Condition will still have to be manually re-adjusted for now.
Items already worn won't be forcefully re-equipped
Multiple minor fixes
Version 1.2
New feature:
Specific / Global Whitelists - Items added to these Whitelists will not be Unequipped or moved out of Inventories under any circumstances. - However, they may end up swapped if a newly applied Outfit has an item of the same body slot. - Whitelisted items can still be moved or Unequipped by other scripts/mods.
Fixed:
[More Testing Needed] Actor Assignments disappearing
Ammo not being unequipped under certain circumstances
Incorrect / Broken Default Outfits being applied on Actors removed from the Managed List via the MCM Config page - If your save already removed an Actor prior to this fix, this system will remain broken on this save file.
Blank / Empty / Unassigned Outfits in the Assignments page are no longer re-applied on every scan
Misc:
Added Mod Version at the bottom of the MCM Info page
Version 1.1.3
Fixed:
Swapping and copying Assignment slots using the "Manage Assignments" button between a Default Slot and a numbered slot now works correctly - If one of the selected slots is a Default slot and the other isn't, only the Outfit file and Equipment Slots are copied/swapped.
Swapping and copying Equipment Slots using the "Manage Assignments" button now works correctly for the [Blank/Empty] Outfit
Equipment Slots are now Saved to file and Loaded to file correctly for the [Blank/Empty] Outfit
Outfits can no longer be saved if the provided Outfit name is exactly [Blank/Empty]
Version 1.1.2
Fixed:
Saving Assignments to file now warns if there already is a file with the same name
Saving Assignments to file no longer allows a blank filename
Copying Player Outfit via Hotkey now warns if there already is a file with the same name
Copying Player Outfit via Hotkey no longer allows a blank filename
Version 1.1.1
Fixed:
Removed Debug popups whenever "Is Player In Dialogue with a Trader" Condition was active
It is now possible to use "Wilderness" as a value for the "Location" condition. (Previously the value would have to be blank)
If the "Location" Condition was a part of a Condition, and the location name returned as none/blank then that condition would not evaluate as expected under certain circumstances
Version 1.1
Misc:
Added [Blank/Empty] as an option to select in Equipment Slots of the "Assignments" page. - If no Outfit is assigned in the Outfit slot - left as blank, that slot will unequip whatever slots are configured in the Equipment Slots section. This allows to easily unequip selected pieces via Conditions. For example, now it is possible to easily unequip helmets from any Outfit without the need of creating a second helmet-less version of each Outfit, because if you configure the slot that is not blank to not unequip any Equipment Slots when last worn was blank, then the Outfit will only be equipped with nothing unequipped.
Version 1.0
New features:
New Condition "Is In Dialogue with Player"
New Condition "Player is in Dialogue with Anyone"
New Condition "Player is in Dialogue with a Trader"
Fixed:
Set Wardrobe not saving/loading correctly - Saved Wardrobes will have to be set again
Items not moving to the Wardrobe even when they were supposed to
Blank Outfit Assignments would not follow selected Equipment Slots and thus would always unequip everything
Misc:
Separators can no longer be chosen as a Condition in the "Condition Blocks" page
Version 0.15-Beta
New features:
Ammo management: - Player can now select whether Ammo should be managed Automatically, or on a slot-basis like any other item. (Automatic is set as default, if you are updating from a previous version of the mod, you may have to select one of the options for Ammo management to work.) - Added Ammo slot for "Equipment Slots" options
Partial soft support for some of /those/ mods. (Anything related to these will only show up if you have supported mods installed.)
Copy equipped items as an Outfit from an Actor under crosshair
Ammo is now being copied when creating an Outfit using "Copy equipped items"
Duplicate Outfit as a new Outfit
Fixed:
Player Gender showing gender of an Actor, not the Player
Misc:
Items that are also used in the next worn Outfit are no longer moved to the Wardrobe, if one is selected
Every time a save is loaded or fast travel finishes the Outfit wearing process resets, hopefully minimizing Outfits being mixed up on load/fast travel
Version 0.14-Beta
New features:
New Condition "Parent Location Keyword"
New Condition "Has Perk"
Added new Config setting for Wardrobe functionality - Set any Container as a Wardrobe, which will be used to store Player Character items. Only items unequipped via "Unequip Slots" in the Assignments page are moved, and only if they are a part of a previously worn Outfit. Swapped items will not be moved unless they are unequipped first. Armor and Weapons only.
Misc:
Renamed "Gold Amount" Condition to "Has Gold Amount" - Condition Blocks with "Gold Amount" will have to be updated with the renamed "Has Gold Amount" Condition to continue working as intended.
Added new information to the "Info" page
Version 0.13-Beta
New features:
New Condition "Has Magic Effect (FormID)"
New Condition "Gold Amount"
New Condition "Light Level"
New Condition "Race"
New Condition "Race Keyword"
New Condition "Gender"
New Config Toggle "Remove unwanted consumables in Inventory"
Fixed:
Player Cheat Mode does not require Actor Cheat Mode to be enabled anymore
Misc:
Condition "Has Magic Effect" renamed to "Has Magic Effect (Name)". - Condition Blocks with "Has Magic Effect" will have to be updated with the renamed "Has Magic Effect (Name)" Condition to continue working as intended.
Keyword check popup window will now display information if there are no Keywords to be displayed
Changed how Conditions are Stored, Saved and Loaded under the hood
Rearranged Conditions List
Version 0.12-Beta
New features:
A single consumable item (Food, Potions, etc.) out of a stack of this item in an Outfit will be consumed automatically on Outfit wear. (Also applies to NPCs.)
Misc:
Any item will stay in an NPC's inventory, if it is defined in the currently worn Outfit, in the defined quantity. (Or less if Cheat Mode is not enabled.)
Other things that I did and forgot to write down the changelog for.
Version 0.11.1-Beta
Fixed:
Notification for saving Outfit no longer appears a second time after closing any container, after using the Copy Outfit option.
(Hopefully) Two Handed Weapons / Bows will no longer equip on Actors as if they were using fists.
Misc:
Improved Arrow management. Now the difference of ammo between what is in the Inventory and defined in the Outfit is moved or spawned (If cheat mode is enabled) to the Actor, instead of the full amount defined in an Outfit when inventory quantity falls below the Outfit value.
Version 0.11-Beta
Misc:
Completely rewritten part of the code that deals with Copying Equipped Items as an Outfit.
New features:
Select Equipment Slots to copy when using Copy Equipped Items as an Outfit.
Add Items to an existing Outfit.
Remove items from an existing Outfit.
Fixed:
Copying Equipped Items as an Outfit should be much quicker even with large inventories.
Bow & Arrow Management is the bane of my existence. Hopefully they will behave now.
Version 0.10.2-Beta
Fixed:
The second white Operator (Between Beige and Blue) wouldn't work with the Blue segment if an "OR" option was selected after the rewrite.
Version 0.10.1-Beta
Fixed:
Color coding for some string inputs in Condition Blocks page was using the old format
White [Empty Operator] options now correctly evaluate after the rewrite
Version 0.10-Beta
New feature:
Added a Config toggle to spawn in missing Outfit items for the Player
Fixed:
Actors will now correctly receive and hold the amount of arrows specified in an Outfit.
Rewritten a part of the code which handles comparing Condition Segments in a Condition Block. (The two white Operators in the Condition Block in-between colors.) Now is more consistent and predictable, groups up the first two segments (Beige color) and compares to the third (Blue). Essentially like this: ([Condition1 AND/OR Condition2] AND/OR [Condition3 AND/OR Condition4]) AND/OR (Condition5 AND/OR Condition6) -- Note the parentheses.
Misc:
Color coding in the Condition Blocks page changed to account for the Operator rewrite.
Unequip slots are now continually unequipped even after the Outfit is worn, removing equipped items in selected Equipment Slot for an Outfit. (If those are Enabled). Does not apply to [Unspecified].
Arrows are now unequipped automatically on Outfit change.
Version 0.9.1-Beta
New feature:
New Condition "Is Underwater"
Fixed:
Outfit Pools can now be used in the Default Assignment slot
Actor name in the "Info" page would not display correctly for already managed Actors if the MCM was re-opened when looking at a different or invalid Actor, then looking at the managed Actor again.
Version 0.9-Beta
New features:
Save Outfit Pools to file. (Single file, can be overwritten)
Save Assignments to file. (Multiple files that can be named)
Misc:
Various tweaks and fixes to the MCM Menu
Version 0.8-Beta
This version requires a new save if you are updating from 0.7
New features:
Assignments Management - Swap slots, including equip slots. Works with the same or between different Actors.
Assignments Management - Copy/Paste slots, including equip slots. Works with the same or between different Actors.
Fixed:
Reset to default button in equip slots now properly resets to the default settings.
Version 0.7-Beta
New features:
New Condition "Is Arrested"
New Condition "Is Naked"
New Condition "Has Weapon Equipped"
New Condition "Has Spell Equipped"
New Condition "Has Magic Effect"
New Condition "Parent Location"
Misc:
Improved polling. If your Outfits got mixed up with followers, this should fix the issue. (Mostly seen in heavily modded instances)
Empty Values in Condition Blocks now automatically fill as [Empty Value] (Not retroactive)
Changed minimum and maximum slider values for Scan Delay in the Config page.
Version 0.6.1-Beta
Fixed:
Arrows in an Outfit stay equipped on the Actor. (As long as the Actor has a Weapon that can use the ammunition type). Only Outfits defined in version 0.6.1 or later, not retroactive.
Fixed Operators being labeled wrong in the Condition Blocks page.
Health/Magicka/Stamina Percentage Conditions and Info now take Buffs/Debuffs into account.
Version 0.6-Beta
New features:
Added support for Non-Unique Actors
New Condition "Is In Water"
When multiple Assigned Conditions return true at the same time, only one that has the lower number slot will be equipped.
Condition Block B and C can now be used without having to fill in their previous Condition Block.
Fixed:
(Hopefully) Fixed Outfit parts being applied to wrong Actors. Usually happened on Player Fast Travelling or the Actor being suddenly teleported from a large distance/interior to the player.
Fixed Player Outfit parts randomly not equipping
Player Weapons won't be re-equipped if the Weapon that is part of an Outfit is already equipped
Weapons in defined Outfits will now always equip last, to minimize Actors re-drawing weapons whenever items are moved into their inventory. (Only Outfits defined in 0.6 or later, not retroactive)
Version 0.5-Beta
New Features:
Added a Config toggle to spawn in missing Outfit items for Actors
Added a keybind to Enable/Disable the mod
Added a keybind to Copy Player equipped items as an Outfit
Fixed:
Assignments Actor Selection start index
(Hopefully) Compatibility with Skyrim Souls RE
Version 0.4-Beta
Fixed:
Weather type Ashfall is now detected in Solstheim
New feature:
Create new Outfit by copying equipped items on the player
Version 0.3.2-Beta
Fixed:
Assignments sometimes working incorrectly or missing completely for random NPC's. NPC's affected by this bug should be removed from being managed via Config page and re-added to restore full functionality.
Misc:
Moved Save and Reset buttons to the top of the page in the "Condition Blocks" page.
[Unspecified] now selects almost all slots by default. (Not retroactive)
Version 0.3.1-Beta
Fixed ! (Not) operator not working for certain Conditions
Health, Magicka, Stamina Percentages Conditions now work as intended
New Condition: Is In Faction
Version 0.3-Beta
New feature: Outfit Pools
Fixed Is Actors Home Condition
Fixed [Computer] Month Condition
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.
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)