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About the bug I reported: Version 2.0.1 is not working properly. Now I know why. My Skyrim version is 1.5.97, install Backported Extended ESL Support to support the new esp version.
I am unsure this can achieve what I'm trying to do for a moment now, but is it possible to assign a specific outfit for my character when going to jail? The reason is, I play as a wood elf, and wear some faun hooves and tail. And every time I get arrested when failing a theft, I get the hooves and tail removed. I have been looking for a mod like yours that would either prevent some objects from being removed or unequipped from inventory, or either detect a specific condition and then replace the default jail outfit with a custom one. But I don't know if this is possible, I don't know if there are specific keywords for such locations as jails. So do you know if this is doable?
Possible or not, your mod is very interesting and sure is pretty handy! So thanks a lot! :)
I believe there is an "Is arrested" condition or something like that. If the items you want are completely removed from your PC on arrest, you can enable a setting to spawn them in when the Outfit is equipped. Keep in mind that when you get your items back, you'll end up with duplicates though.
You also would have to set up a second Condition/Outfit combo, the Outfit can be left out Blank, just un-check all Equip Slots to not unequip anything. This has to be done because internally your worn Outfit doesn't change when you equip stuff manually and the same Outfit file isn't equipped again until a different one is worn.
Thanks for your answer. Yes, I tried the "Is arrested" condition, but even when in jail we are not considered as arrested. I checked player statut under info tab and it clearly shows false at arrested line. Still, I can register an outfit and apply it with a keybind, so it somehow does the work!
It could be because I fail at following instructions though ahah, as English isn't my native language. But if that's indeed because it only affects NPCs as of now, so that might explain why.
Hi, I'm a bit lost with this. I'm not interested in doing outfits for NPCs, I just want to do outfits for my own character. Can someone maybe please list some steps I can follow to:
1 - Have my character auto switch outfits when I enter and leave any of the great cities (ones with loading screens such as Whiterun, Solitude etc)
2 - Have my character auto switch outfits, or more specifically, put on a hat/helmet when it's raining (only when it's raining), and also unequip the hat/helmet when the rain stops or it's not raining.
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.
324 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.
Now I know why. My Skyrim version is 1.5.97, install Backported Extended ESL Support to support the new esp version.
The reason is, I play as a wood elf, and wear some faun hooves and tail. And every time I get arrested when failing a theft, I get the hooves and tail removed.
I have been looking for a mod like yours that would either prevent some objects from being removed or unequipped from inventory, or either detect a specific condition and then replace the default jail outfit with a custom one.
But I don't know if this is possible, I don't know if there are specific keywords for such locations as jails.
So do you know if this is doable?
Possible or not, your mod is very interesting and sure is pretty handy! So thanks a lot! :)
You also would have to set up a second Condition/Outfit combo, the Outfit can be left out Blank, just un-check all Equip Slots to not unequip anything.
This has to be done because internally your worn Outfit doesn't change when you equip stuff manually and the same Outfit file isn't equipped again until a different one is worn.
Still, I can register an outfit and apply it with a keybind, so it somehow does the work!
please list some steps I can follow to:
1 - Have my character auto switch outfits when I enter and leave any of the great cities (ones
with loading screens such as Whiterun, Solitude etc)
2 - Have my character auto switch outfits, or more specifically, put on a hat/helmet when it's raining (only when it's raining), and also unequip the hat/helmet when the rain stops or it's not raining.
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