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I'd like to ask a few questions: 1) When creating the outfit, should the different parts be given to the follower or placed in the replacer chest, or either of the two? 2) I don't know if I changed something in the settings, but parts of a follower's armor are placed in my inventory and not in the replacer chest when they change outfits. For this reason I ask question 1. I think it only happens with one follower, with the others I think it doesn't happen. 3) Is there a limit to the number of parts an outfit can have? 4) There are many keywords whose functions I don't know, for example "cwfort" and others. It would be possible to add descriptions of what each keyword does?
1) Either. If you have "Spawn missing Outfit Items" enabled in the Config page, you don't even have to provide items. 2) That should never happen. How many followers? What mod version? (If beta, which revision?) 3) No more than 128 items per Outfit, should be more than enough, 4) Too many Keywords for me to do that. It doesn't really matter what they do, just that they're there. For Location Keywords, you mostly will want to use: LocTypeCity, LocTypeTown, LocTypeDungeon, LocTypePlayerHouse, LocTypeCastle, LocTypeDwelling.
1) No, I don't have that feature enabled. I think I had it enabled for 5 minutes, but then disabled it. I also disabled remove unwanted consumables in inventory for 4-5 minutes, but then re-enabled it. 2) It happened with the 4th NPC controlled by CE. Version 2.0. I started a new game with the revisions and updated to 2.0. I haven't updated since 1.6.1 or 1.6.2. 3) I say this because an outfit has 8-9 pieces, and some don't equip. 4) Thanks anyway.
the mod is: https://www.nexusmods.com/skyrimspecialedition/mods/145126
An outfit has 8-9 parts: ankles, legs, arms, thong, neck, etc., etc. and there are some parts that are not equipped; I thought there was a limit.
edit: Yes, it happens with the same follower, when she arrives in city part of her "default" outfit is placed in my inventory (sometimes one part, sometimes 2 and sometimes all 3 parts), along with part of her bikini and the heels that obviously belong to another outfit of this follower :((
Friend... I've noticed something, although I don't know if it's supposed to be this way... When looking at a follower's inventory, I notice they have the corresponding stage pieces (equipped), but also outfit parts from other stages (unequipped), but in some situations, they put on a piece that doesn't belong. Wouldn't it be a good idea to force all the pieces that don't belong to the current stage to be placed in the replacement chest?
That is what is supposed to happen already. Is it a modded or vanilla follower? Does it happen with any follower in that 4th spot or just that follower in particular? You could try removing the follower via the Config page and re-add them.
Edit: Does the same Outfit File work normally on other followers? Also, can you send me the .json file of that Outfit?
I first saw it on Vilja by chance (I haven't checked it on other followers yet), and while it's supposed to happen, sometimes it puts on a part of another outfit that doesn't belong. I already did what you suggested with the 4th follower (from a mod that no longer exists on Nexus) and it seems to react better. I'll keep watching. How can I send you the .json?
In my humble opinion, all parts of an outfit (that are not in use) should be sent to the replacer chest to avoid confusion (of the script?)
Is there any way to make 2h weapons persistent through outfit changes? Issue: Follower with a smithed and enchanted warhammer. Adding it to any outfit results in the base form (unsmithed and unenchanted) being part of the outfit. Not putting it in an outfit and selected the option to disallow uneuipping a weapon results in the smithed/enchanted warhammer disappearing.
Unfortunately I haven't been able to have Enchanted items equip consistently unless they are pre-enchanted. Best option is to not have it in an Outfit and de-select the Assignment's Equip Slot to not unequip weapon slots which would keep it equipped.
Sorry, I've just re-read that point. Do you mean that de-selecting the slot to unequip weapon slots makes it un-equip anyways?
I may have misunderstood the function. I think I understand re: the problem with outfit management and player enchantments, I assume the outfits are stuck with the base ID of an outfit item. I was hoping that by having followers keep their player-enchanted/smithed weapon equipped, I could keep those weapons out of outfits entirely. Give them a player-enchanted weapon through trade dialogue, and have them use that weapon across outfits. What happens instead is the weapon disappears when they switch outfits.
I love the granular control of the mod, but weapons and outfit systems have always been problematic.
I think I just realized the obvious: I'm using NFF and have the option in the MCM toggled to unequip weapons when not in use. I think the NFF script is forcing the unequip, not sure why it disappears from inventory entirely, but I'll test without that.
keeping an eye on this as looks very promising. the only thing that, for me, would make it perfect is if you could add items to an ignore list or have it so it will equip a cloak and hat bot not touch anything else being worn.
Player equipping already works like that, just select what slots to unequip. Same for NPCs, and they have a whitelist for specific items you can set up as well.
Unequipped slots can be selected for each Assigned Outfit, and even based on what CE has equipped previously.
Well, they've always been in top left by default, so no idea. If it's colored messages it could be because they're using UILib instead of the default notification system.
Hey, thank you so much for this mod it is absolutely fantastic! I've been struggling to find a good outfit manager for both NPCs and my character and your mod offers all the functionalities I wanted!
If I may, here's a couple of suggestions just in case you're bored (just kidding I read the other posts I know you're already busy ^^): - would it be possible to add more triggers to the conditions such as specific animation or events ? For instance if I activate a crafting station or open a door to a new cell --> fires conditions checking. I know that with the frequency slider you can basically get it to work without any hitch but I do wonder whether having the frequency being set to 1s might have an impact on script load? - regarding the outfits and pools functionality, I find myself having a lot of variants for a same outfit (mostly city and home clothes) ie the same item in a different color (because I love my immershhhhhhhhhhhion) but this does result in the tiny message box becoming rather crowded. Would it be possible to make it so that when an outfit contains several items sharing a same slot it randomly select one instead of always selecting the same one?
That being said these suggestions are really minor QOL improvements for what is and remains a great and overwhelmingly satisfactory addition to the game! Thanks again for it!
- Script load issue heavily depends on how modded the game is and what mods are used. Personally I always play with polling set to 1 second and never had issues because of it. I mod a fair amount, including some script heavier mods. Though I've also seen some crazy modlists that I don't know if this would work as smoothly. Wouldn't hurt to try, you can always just make it longer again. As for animation conditions, I remember I've looked into it at some point before but wasn't able to implement for some reason. I'll see if I can add Event based Conditions for 2.0, that's a maybe though.
- There was a similar suggestion posted before, the idea is to have an Outfit file with multiple items that go into the same slot pick one at random every time the Outfit is equipped, no Pools needed. Should be implemented for 2.0.
Awesome, thanks for the reply! And yeah for the script load I also have it set to 1s and have had no issues with it on my 1200 LO, it was more of an academic interest so to speak ^^ Thanks again, looking forward to v2 :)
316 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.
First, thanks for this mod and your work.
I'd like to ask a few questions:
1) When creating the outfit, should the different parts be given to the follower or placed in the replacer chest, or either of the two?
2) I don't know if I changed something in the settings, but parts of a follower's armor are placed in my inventory and not in the replacer chest when they change outfits. For this reason I ask question 1. I think it only happens with one follower, with the others I think it doesn't happen.
3) Is there a limit to the number of parts an outfit can have?
4) There are many keywords whose functions I don't know, for example "cwfort" and others. It would be possible to add descriptions of what each keyword does?
2) That should never happen. How many followers? What mod version? (If beta, which revision?)
3) No more than 128 items per Outfit, should be more than enough,
4) Too many Keywords for me to do that. It doesn't really matter what they do, just that they're there. For Location Keywords, you mostly will want to use: LocTypeCity, LocTypeTown, LocTypeDungeon, LocTypePlayerHouse, LocTypeCastle, LocTypeDwelling.
2) It happened with the 4th NPC controlled by CE. Version 2.0. I started a new game with the revisions and updated to 2.0. I haven't updated since 1.6.1 or 1.6.2.
3) I say this because an outfit has 8-9 pieces, and some don't equip.
4) Thanks anyway.
Can you send me the Outfit file that only equips partially?
the mod is: https://www.nexusmods.com/skyrimspecialedition/mods/145126
An outfit has 8-9 parts: ankles, legs, arms, thong, neck, etc., etc. and there are some parts that are not equipped; I thought there was a limit.
edit:
Yes, it happens with the same follower, when she arrives in city part of her "default" outfit is placed in my inventory (sometimes one part, sometimes 2 and sometimes all 3 parts), along with part of her bikini and the heels that obviously belong to another outfit of this follower
:((
????
I've noticed something, although I don't know if it's supposed to be this way...
When looking at a follower's inventory, I notice they have the corresponding stage pieces (equipped), but also outfit parts from other stages (unequipped), but in some situations, they put on a piece that doesn't belong.
Wouldn't it be a good idea to force all the pieces that don't belong to the current stage to be placed in the replacement chest?
Edit: Does the same Outfit File work normally on other followers? Also, can you send me the .json file of that Outfit?
I already did what you suggested with the 4th follower (from a mod that no longer exists on Nexus) and it seems to react better. I'll keep watching.
How can I send you the .json?
In my humble opinion, all parts of an outfit (that are not in use) should be sent to the replacer chest to avoid confusion (of the script?)
Edit: It might take a few minutes after the update for the fix to kick in properly.
Best option is to not have it in an Outfit and de-select the Assignment's Equip Slot to not unequip weapon slots which would keep it equipped.
Sorry, I've just re-read that point. Do you mean that de-selecting the slot to unequip weapon slots makes it un-equip anyways?I may have misunderstood the function. I think I understand re: the problem with outfit management and player enchantments, I assume the outfits are stuck with the base ID of an outfit item. I was hoping that by having followers keep their player-enchanted/smithed weapon equipped, I could keep those weapons out of outfits entirely. Give them a player-enchanted weapon through trade dialogue, and have them use that weapon across outfits. What happens instead is the weapon disappears when they switch outfits.
I think I just realized the obvious: I'm using NFF and have the option in the MCM toggled to unequip weapons when not in use. I think the NFF script is forcing the unequip, not sure why it disappears from inventory entirely, but I'll test without that.I love the granular control of the mod, but weapons and outfit systems have always been problematic.
I've just tested it myself and it seems to work correctly regardless of movement.
Either you have a mod interfering with movement somehow or it is a bug that I happened to fix in the upcoming 2.0 update.
Any news about version 2.0?
I wouldn't like to start a new game without CE
all the best
It's meant for testing though, I don't recommend starting a proper game with it.
amazing work by the way looks great
Unequipped slots can be selected for each Assigned Outfit, and even based on what CE has equipped previously.
I am going to start a new game, with your mod of course, do you think that when version 2.0 arrives it will be possible to update in a saved game?
thanks for your work
If I may, here's a couple of suggestions just in case you're bored (just kidding I read the other posts I know you're already busy ^^):
- would it be possible to add more triggers to the conditions such as specific animation or events ? For instance if I activate a crafting station or open a door to a new cell --> fires conditions checking. I know that with the frequency slider you can basically get it to work without any hitch but I do wonder whether having the frequency being set to 1s might have an impact on script load?
- regarding the outfits and pools functionality, I find myself having a lot of variants for a same outfit (mostly city and home clothes) ie the same item in a different color (because I love my immershhhhhhhhhhhion) but this does result in the tiny message box becoming rather crowded. Would it be possible to make it so that when an outfit contains several items sharing a same slot it randomly select one instead of always selecting the same one?
That being said these suggestions are really minor QOL improvements for what is and remains a great and overwhelmingly satisfactory addition to the game! Thanks again for it!
I'll see if I can add Event based Conditions for 2.0, that's a maybe though.
- There was a similar suggestion posted before, the idea is to have an Outfit file with multiple items that go into the same slot pick one at random every time the Outfit is equipped, no Pools needed. Should be implemented for 2.0.
And yeah for the script load I also have it set to 1s and have had no issues with it on my 1200 LO, it was more of an academic interest so to speak ^^
Thanks again, looking forward to v2 :)