Please report bugs in the "Bugs" tab of the mod page.
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ngl, this seemed daunting at first, so i tried 2 other simpler looking mods first, both were a disappointment tho :7
So here we go and surprise this is the one that works! :D
Only thing i haven't been able to figure out is how to ignore weapons on my player character when the outfit gets changed?
So when i have a bow and arrows equipped and the outfit changes due to the conditions set, the bow gets reeuipped, but the arrows do not (only one type of arrows in my inventory). But even more so, is there a way to ignore the weapons althogether? Im not sure i wanna walk into bad weather and when my outfit gets changed (thats the conditions i set: Rainy, Snowy, Ashfall and not inside), i kinda dont want to change from my sword to my bow or vice versa. I saw theres a whitelisting feature, maybe thats what im supposed to use, but i the list for the actors is empty and i dont know how to add the player character to the list?
Anyway, so far very good, thx for the mod! :)
EDIT: Woo! Figured it out, had to put ammo management to Slot Based in the config and then uncheck the weapon and ammo boxes in Assignment- Edit Equipment slots. - One happy traveller :)
Player weapons are ignored if A) There is no weapons in the defined Outfit file. (To be honest this is how I always play, I just assign weapons to hotkeys and swap them that way since you can't really make conditions for every single possible scenario where different weapons would be useful anyways. Weapon equipping feature is more useful when using on NPCs.)
and
B) Equipment Slots are not selected to unequip for weapon slots in the Assignments page.
If both of the points above are true and Weapons still get unequipped then there might be a bug.
As for arrows, they should automatically equip if they are defined in the Outfit file along with the bow and other items. (Or you can switch from Automatic arrow management in the Config page to Slot Based.)
Oh, hi! Seems the page had not updated when i wrote my little Edit in my post, didnt see your reply until after i finished editing :)
Yeah so that worked!
As for the arrows, i had originally set them to be a part of the outfit, but then on outfit change they didnt equip properly, but this way, where weapons are ignored is much better anyway, since i have my weapon(sets) keybound as well.
I did try both sets without weapon, but when i had the bow and arrows equipped and the outfit got changed, it put on the bow but didnt equip the arrows, so there might still be a bit of a bug, not sure (i didnt try that with slot based arrows)
Good to know, Automatic Arrow Management has always been a bit of a nightmare for me to get to work properly. I'm currently working on a 2.0 version so unlikely there will be any hotfixes anytime soon.
If you ever need help with creating Condition files feel free to ask here, or even better on Discord and pinging me. Would also make uploading files much easier if such need arises.
Hey, so for some reason I am unable to reply in the BUGS section (when I click "submit" to post my message it just hangs indefinitely... I've tried everything).
So here is my reply to your last post in the bugs section under "Conditions not firing correctly":
Then honestly I've no idea, I've swapped files many times before helping other people and I've never encountered a bug like this. Everything always loads correctly for me as well. Didn't touch the system in a long time either, so unlikely something suddenly broke.
Either way, this version won't be updated anymore since I'm slowly working my way up to 2.0. Hopefully this doesn't happen for that version.
Alright, fair enough! Thank you for taking the time to look into it regardless, I appreciate your efforts. Hopefully version 2.0 can be updated mid-save... 😜
I probably changed a property or something, or maybe has to do with the optional addon. Tried to have it work but to no avail. Anyways, the difference from the previous 1.6.1 version is just some fixes that aren't super important to have.
As for your bug report, I'll check it out some time later. Recently I've upgraded my PC replacing most of it, formatted all drives and will have to setup the modding environment again.
I read in a post that you are thinking about a 2.0 version which is excellent news. if you accept ideas what do you think about the following: I assign a follower a city outfit consisting of a top and a thong, but when creating the outfit I put 4 thongs and so CE chooses one at random when entering the city. So in one city he wears a red one, maybe in another one he wears a white one, etc.
Hey, any chance you can add an auto equip function for "best in inventory"? Like we could select maybe what type of items like light armor or whatever is considered best arm rating etc. then the PC auto-equips whatever enters their inventory based on this. There's ones just for ammo and "pre-defined" outfits, but not "best in inventory". If you find one or wanna make one that'd be so lovely. Or even if it just chooses the best equipment that enters inventory to equip based on the little diamond you see next to the item in SkyUI signifying it's the best arm & dam rating would be a lovely start.
I'll look into it, however it's not as easy as it sounds. Papyrus doesn't have a function to find whatever is considered the best item. Technically I could go through all items in the inventory and find the best one in category this way, but considering inventories can be huge it would cause major performance issues to the script engine.
Maybe you can achieve this effect by creating a weighted pool with all outfits you want available and disabling the spawn missing items option? Would not guarantee use of the highest rated armor, but does give a higher chance of selecting better armor.
friend....Thanks for the help in my previous post..
however... An error appears with the latest version (1.6.2): "The save game is corrupt and cannot be loaded."....Or something like that I know it can appear when uninstalling mods with scripts, but that's not the case for me. I only updated this mod
I'm sorry if the problem isn't because of your mod
Would you consider adding Slot 51 to the Equipment Slots that you can unequip, please?
I know it's a reserved special slot for decapitations, but some armor mods do use it, and it would be nice to be able to control it with your mod as well. Couldn't hurt.
I did, but I'm not sure whether it will be included in a next update, or the 2.0 total overhaul of the code which I've been starting to plan out. If the latter, it will be a long time before it's released.
Hello! I don't think I quite understand how to use this mod. I went through the tutorial video and maybe I'm just clueless.
So I'm in Whiterun for example. I want a City outfit (doesn't have to be specific to Whiterun, that's just where I'm currently at)
I set Location Keyword "LocTypeCity" and whatever outfit I have saved I place that under assignments. Everything works. My default outfit comes back on after entering The Bannered Mare. So I set an "or" condition "LocTypeInn". My city outfit now works inside The Bannered Mare. Great. I walk outside the Whiterun gate and my city outfit is still present. I walk to Honningbrew Meadery and my outfit switches to my default. I get a short distance down the road from the meadery towards Riverwood (I'm talking barely taking the right after Honningbrew) and my outfit reverts back to my city outfit. I'm not sure if I'm using this right or if its a game thing, but it seems that Whiterun as a whole is basically everywhere around Whiterun? I'm not sure if I'm explaining what I'm seeing right. Sorry if I am confusing.
Basically I walk out of Whiterun gate and my City outfit stays on for a good distance from Whiterun "city".... How can I make it where as soon as I leave that gate my default outfit comes back?
Thanks in advance! Sorry again if I'm not explaining it well.
Walking a bit of a distance with the City outfit still on is normal, the game has areas around the city also tagged as LocTypeCity Keyword. The Bannered Mare is a separate location and Whiterun becomes its parent instead, hence no keyword and the Outfit change. You can see Keywords for the location you're standing in on the "Info" page (Scroll down to the Environmental section). Mind not the entirety of Whiterun Hold is marked as a City, mostly the area around walls and the section you're talking about.
The only way I can right now think of preventing this is to add Conditions that use the NOT (!) operator and check for Cells. That's a lot Cells that would fill your Condition real quick though.
Unfortunately Skyrim has plenty little quirks similar to this.
Oh okay! So that's normal then. At least I can utilize the AND "Is Weapon Drawn" False just in case something comes up and my traveling armor comes back. I will get this mod set back up today! Thank you for the reply!!!!
278 comments
After reporting a bug on the modpage consider joining the Discord server for more convenient assistance - click the Discord button in the description tab.
So here we go and surprise this is the one that works! :D
Only thing i haven't been able to figure out is how to ignore weapons on my player character when the outfit gets changed?
So when i have a bow and arrows equipped and the outfit changes due to the conditions set, the bow gets reeuipped, but the arrows do not (only one type of arrows in my inventory). But even more so, is there a way to ignore the weapons althogether? Im not sure i wanna walk into bad weather and when my outfit gets changed (thats the conditions i set: Rainy, Snowy, Ashfall and not inside), i kinda dont want to change from my sword to my bow or vice versa. I saw theres a whitelisting feature, maybe thats what im supposed to use, but i the list for the actors is empty and i dont know how to add the player character to the list?
Anyway, so far very good, thx for the mod! :)
EDIT:
Woo! Figured it out, had to put ammo management to Slot Based in the config and then uncheck the weapon and ammo boxes in Assignment- Edit Equipment slots. - One happy traveller :)
A) There is no weapons in the defined Outfit file. (To be honest this is how I always play, I just assign weapons to hotkeys and swap them that way since you can't really make conditions for every single possible scenario where different weapons would be useful anyways. Weapon equipping feature is more useful when using on NPCs.)
and
B) Equipment Slots are not selected to unequip for weapon slots in the Assignments page.
If both of the points above are true and Weapons still get unequipped then there might be a bug.
As for arrows, they should automatically equip if they are defined in the Outfit file along with the bow and other items. (Or you can switch from Automatic arrow management in the Config page to Slot Based.)
Yeah so that worked!
As for the arrows, i had originally set them to be a part of the outfit, but then on outfit change they didnt equip properly, but this way, where weapons are ignored is much better anyway, since i have my weapon(sets) keybound as well.
I did try both sets without weapon, but when i had the bow and arrows equipped and the outfit got changed, it put on the bow but didnt equip the arrows, so there might still be a bit of a bug, not sure (i didnt try that with slot based arrows)
Thanks for your mod and your reply anyway! :)
I'm currently working on a 2.0 version so unlikely there will be any hotfixes anytime soon.
If you ever need help with creating Condition files feel free to ask here, or even better on Discord and pinging me. Would also make uploading files much easier if such need arises.
So here is my reply to your last post in the bugs section under "Conditions not firing correctly":
Either way, this version won't be updated anymore since I'm slowly working my way up to 2.0. Hopefully this doesn't happen for that version.
Hopefully version 2.0 can be updated mid-save... 😜
As for your bug report, I'll check it out some time later. Recently I've upgraded my PC replacing most of it, formatted all drives and will have to setup the modding environment again.
I read in a post that you are thinking about a 2.0 version which is excellent news.
if you accept ideas what do you think about the following:
I assign a follower a city outfit consisting of a top and a thong, but when creating the outfit I put 4 thongs and so CE chooses one at random when entering the city. So in one city he wears a red one, maybe in another one he wears a white one, etc.
all the best
however...
An error appears with the latest version (1.6.2):
"The save game is corrupt and cannot be loaded."....Or something like that
I know it can appear when uninstalling mods with scripts, but that's not the case for me. I only updated this mod
I'm sorry if the problem isn't because of your mod
all the best
For now use 1.6.1 again.
Would you consider adding Slot 51 to the Equipment Slots that you can unequip, please?
I know it's a reserved special slot for decapitations, but some armor mods do use it, and it would be nice to be able to control it with your mod as well.
Couldn't hurt.
Thanks! :)
If the latter, it will be a long time before it's released.
can you help me to configure the following situation?
I created 2 “outfits "
1 serana hair
2 serana hood
I want Serana use her hair in any interior (no sun) and in outside between 19 and 7 (since there is no sun).
I created the conditions:
is interior true
or
hour >19, < 7
I want him to wear the hood in outdoors and between 7 and 19 (there is sun), like this:
in interior false
and
hour >7, <19
but it doesn't work, I don't know what I'm doing wrong
PD
this setting causes the default suit not to be dressed, as the script thinks that the scenario conditions are already met
So I'm in Whiterun for example. I want a City outfit (doesn't have to be specific to Whiterun, that's just where I'm currently at)
I set Location Keyword "LocTypeCity" and whatever outfit I have saved I place that under assignments. Everything works. My default outfit comes back on after entering The Bannered Mare. So I set an "or" condition "LocTypeInn". My city outfit now works inside The Bannered Mare. Great. I walk outside the Whiterun gate and my city outfit is still present. I walk to Honningbrew Meadery and my outfit switches to my default. I get a short distance down the road from the meadery towards Riverwood (I'm talking barely taking the right after Honningbrew) and my outfit reverts back to my city outfit. I'm not sure if I'm using this right or if its a game thing, but it seems that Whiterun as a whole is basically everywhere around Whiterun? I'm not sure if I'm explaining what I'm seeing right. Sorry if I am confusing.
Basically I walk out of Whiterun gate and my City outfit stays on for a good distance from Whiterun "city".... How can I make it where as soon as I leave that gate my default outfit comes back?
Thanks in advance! Sorry again if I'm not explaining it well.
Mind not the entirety of Whiterun Hold is marked as a City, mostly the area around walls and the section you're talking about.
The only way I can right now think of preventing this is to add Conditions that use the NOT (!) operator and check for Cells. That's a lot Cells that would fill your Condition real quick though.
Unfortunately Skyrim has plenty little quirks similar to this.