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TheOGTennessee

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TheOGTennessee

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  1. TheOGTennessee
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    Big update in Version 1.1:

    Version 1.1 had a lot of work put into it, and adds a lot to the mod. Below are some of the details about the update.

    • The Striker Coat can be worn as a standalone piece on top of other clothing, or turned into a suit addon (it works alright with the Starborn armor, but could work better with other suits).
    • Added a Ryujin Agent Uniform, as an unlock when you complete the Ryujin questline.
    • I added the additional armor bits from some of the UC clothing as separate pieces you can wear with any outfit.
    • I added the extra armor pieces from the various UC space suits as pieces that can added onto other space suits.
    • I added the visors from the UC helmets as pieces that can be added onto other helmets. (A proper fit is not guaranteed.)
    • Added support for NWEF (the New Workbench Essential Framework) mod. Works only on the newest version of that mod.
    • There is now a standalone crafting table in case you don't have WFF or NWEF, and want to keep the clothing recipes separate from other Industrial Workbench recipes.
    • You can find the settings for workbench compatibility in the Gameplay Options menu.
    • A total rework of the Linings mods. As they had been prior, the linings would not stack properly, and weren't designed to be used on multiple pieces of clothing together. I have fixed that, and all linings should now stack properly.
    • I added new linings to the list, including linings for the different social perks, similar to the neuroamps, and better versions of others linings that you unlock as you get higher in the textile perk.

    I have more I am planning still. I want to get all of the ponchos separated, and possibly some other clothing items added as accessories as well.

    Oh yeah, I also added support for Gambit77's Craftable Quality mod as a patch you can get now!

    Version 1.2:
     - Added Gameplay Options header.
     - Removed research requirement from apparel. All apparel now uses the Perk Rank, and mods are the only items using Research levels.
     - Added a new Shattered Space ESM patch. It makes all apparel from Shattered Space craftable and modable, including unlock requirements for completing quests. Many apparel items unlock with Serpent's Embrace as well. Includes separated Varuun Coat, Varuun Mask, and Varuun Scarves.
     - Fixed an error in the RTFP patches from using the wrong keyword.
     - Added additional RTFP patches to the list. There will be more to come.
    1. TheOGTennessee
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      First batch of RTFP Patches!

      The first batch of the patches are up as an optional download. RTFP patching is really useful, I don't have to have an ESM file for every patch. The ones I have put up so far are for a few clothing mods I currently use, or have used recently. This allowed me to play with them and ensure they were working. The patches only add 1 slot per outfit piece. Many of these mods allow you to attach many more pieces than vanilla, so only one a piece seemed more fair.

      The limitation of RTFP are as follows. I will not be able to add 'default' mods to the clothing, so the slots will be empty instead of saying "No Mod", but this is largely cosmetic in the more recent versions of Starfield. The second is that I cannot change the naming conventions, so despite adding legendary slots to all of the clothing, the names will not reflect the legendary effects. The effects will still work though, so again, it is cosmetic. The last one is a bit more severe, I cannot increase any environmental resistances with this method, though I can increase armor values if needed. So far for the mods I have made patches for, this isn't a big deal.

      Lastly, if you want to submit new RTFP patches, I have put up a forum for it, and any that you submit will be added to the list. You can use the patches I have already made as templates.
  2. NeoRazgriz86
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    I don’t suppose Bethesda will let this be “Achievement friendly” will it? It does mod the game (obviously) but I think it just enables you to better tailor your appearance (without spacesuit/armor) and keep the bonuses other outfits would give you.
    1. TheOGTennessee
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      I do not have any plans to make any of my free mods into paid "achievement friendly" versions. Sorry.
    2. NeoRazgriz86
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      That’s a shame, this mod is a feature that should have been in the vanilla game. You’ve made this very well, I wouldn’t be able to tell if Bethesda claimed it for themselves. Well done OGTennessee👍🫡
  3. cosmikkiwi
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    Hi TN, 
    Thanks for all your mods I think I have quite a few of them in my LO these days :) Have a question for you please,
    So I'm trying to use XEdit to patch this mod with the following: 
    Clothing and Spacesuit Fixes
    Craftable Quality Extended
    Craftable Quality Extended - LMR Legendary Qualities
    Starfield Extended - New Outfits
    Starfield Extended - New Outfits - Craftable Quality Patch
    Starfield Extended New Outfits - Legendary Clothing Enabled
    Royal Galaxy, and all the Shattered Space DLC Patches for your ammo, clothing, spacesuit, and weapon patches as well as Gambit77's mods.
    Also wouldn't mind patching the armors for the Creations Starborn Gravis Suit, and Kinggath Creations - McClarence Outfitters and any future custom outfit or weapon mods I run into.

    But I'm running into that whole "small masters can't be added as masters for patches" deal.  I see some other people have asked you about patching options I'm more than happy to make my own but am I correct in understanding that you're suggesting we use RTFP patches? I have no clue how to make those but I'm certainly happy to take a look if I don't have another choice.  Is there any way you might consider giving the option of a downloadable master of some of your small master only mods, please? I understand if that's not okay with you but I thought it at least worth asking. Thanks for reading my essay, lol.  Hope you are doing well!
    1. TheOGTennessee
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      If you simply want to use it for personal use, you can bitflip the master file into a full master. It is the 9th byte, just change it from 01 to 00 in a hex editor, and it is now a full master. (Easy enough to do for one that has been compiled as a small to be turned into a full.)

      As for additional patches, I do not believe I will be doing too many of those. RTFP patches can be made using the tutorials on RTFP's page.
  4. Jormundagiir
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    Just a quick question. Is the Akila security uniform available to be crafted? I just started a new playthrough with this mod so I don't know what I need to do to make the outfit yet.
    1. TheOGTennessee
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      It should be. You may unlock the uniform as you play and level up the textile perk, or if you complete the Freestar quest, or if you have the background perk for being freestar born.
  5. ajacks01
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    TheOGTennessee - thanks so much for the Space Mining and Tailoring Skill mods!

    Have you heard of the Starfield Training Manuals mod? I LOVE the concept and requirement of studying a manual to achieve a Skill RankI’ve installed your two mods that adjust the Geology and Tailoring skills - and the Training Manual mod - and it’s created a conflict you may be able to resolve (I hope!)TNs Space Mining - Does not require the Training Manual as other Skills do when this mod is included TNs Textile Clothing Skill - Does not require the Training Manual as other Skills do when this mod is included I am going to touch base with the creator of Starfield Training Manuals mod if I can find their contact - BUT - if you are able to update your mod with compatibility with their mod, that would be incredibly appreciated!!
    1. TheOGTennessee
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      I am not likely to do any work with this, sorry. I typically do not make patches unless I myself use the mods. Each patch comes with an ongoing workload to keep it up to date, and I just cannot add more than I can keep up with.

      I do give my utmost blessing to anyone who wants to work on patches like these. They always have my permission to make them.
  6. Vetaro
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    Kinda feels stupid you don't get to see the outfit while crafting so you don't even know how it looks unless you check it somewhere
    1. TheOGTennessee
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      I mean, that's how the crafting menu works. Don't look at me to fix it.
  7. OfficerDonNZ
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    Okay dumb question, where is the 'standalone' workbench if you chose that option because so far I haven't found it.
  8. BigFAFO
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    Bro OG TN...  I have a question... Do u think this conflicts with McClarence... on CK?  
    I have u loaded after/below McClarence (as its CK, no name on mod)  But IDK. Ill finish this playthrough and update you on NG+ ... (or Ill go to NG+, test, and reload my old save)


    I ask because I am maxed out on your mod, but cannot change my linings on Zone's Crimson outfits...  maybe ???  I just checked on Vanilla... still cannot change lining..  Not sure what, but Ill keep checking. 

    Keep up the GREAT work. 

    (only thing I dont like is CK vs Nexus... no way to consolidate control of mods/load order.)
    1. TheOGTennessee
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      It shouldn't, but I don't have McClarence. I don't know what all it adds, but it shouldn't "conflict".

      There could be some issues with Zone's Crimson outfits though. I do not know if I have those specific ones added to the RTFP patches, or if you are using RTFP to begin with. A link to the specific mod could help though, as there's a TON of zone outfit mods.
    2. fardriel
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      I've got a bunch of zone's outfits and a few of them don't have keywords added. If you could gimme a short rundown of what the RTFP patches mean, I can probably put together some patches and post them in the forum you've got for it. Like, I looked at your patches and they look pretty simple to make, but I'm not sure how things are getting the correct slots based on what they are - does `plugin_incl()` just run the pipe for every single thing in the esm that it can?
    3. TheOGTennessee
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      It is best to take a look at RTFP's page for the tutorials on how the keywords work and everything. It's essentially just looking for all entries of a certain type in the mod that it is using in plugin_incl(). It then uses that as a filter to add the proper keywords to them.
    4. fardriel
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      I tried looking at the page, but I figured the documentation was outdated when I saw nothing about the NPC section being completely removed from the current version, so there's obviously big differences. But I'll give it another look and see if I can figure it out.
  9. fardriel
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    I've noticed that you added Persuasion +15% (And also +10%? I forget if that existed in vanilla) but don't have any of the Instigations

    Also, Persuasion +15% requires only Textiles 4, while the other Social-skill-based +15% linings require Textiles 4 plus rank 3 of their respective skills. Feel like that should be brought into line (especially since it totally trivializes the persuasion minigame)
    1. TheOGTennessee
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      What perk would you tie the Persuasion one to? Is there a perk that ties into persuasion like the others do? If so, I missed it during my original perusal and setting those up. That's why it doesn't have a perk requirement extra.

      As for instigation, it is there. It is called Provacative. However, both Provacative and Deceptive require that you have completed the Crimson Fleet and Ryujin quests at least once respectively. (Crimson Fleet for Provacative and Ryujin for Deceptive.) That may be why it doesn't show up.
    2. fardriel
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      Aha. I could've sworn that Deceptive was available to me before I'd finished the Ryujin line, but I could be wrong. Haven't started the Crimson Fleet line again since I had to start a new character cuz my old one got to 17.5 days of playtime and the game would just fail to load all saves with a longer playtime than that.

      As for Persuasion perk, there's the... Persuasion perk/skill. 10/20/30/50% increased chance of success when persuading someone. Tier 1 of the social tree, center of the 5 tier 1 socials, right under the word "social" on the perk menu.
    3. TheOGTennessee
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      I cannot believe I missed it and totally ignored it. It's been forever since I was in the Social tree doing anything. I must have seen it once upon a time, and passed on it, and never looked back.

      Lol, but alright. I think I will have to change the requirements. I am a doofus.
    4. fardriel
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      Lol, I do this way too often, myself. Glad I could point it out for you XD
  10. Chupacabra010405
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    Thanks for a great mod, making clothing more than just an accessory. I’ve recently installed UC Military Overhaul - Navy Fatigues Skin Pack from MonkeyChief1170 for Xbox from CK, but I can’t see the skin options in the armor workbench. So, I thought there might be a potential conflict between these two mods. Do you know if it’s possible to change the skins of apparel made in your mod? Would an update or patch be needed to do so? Thanks again for your great mods!
    1. TheOGTennessee
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      There probably is. A patch might be necessary. Are you on PC or Xbox?
    2. Chupacabra010405
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      I’m on Xbox. Thanks for checking. I loaded the UC overhaul after yours, and I can change skins, but there are no slots for the outfit now.
      Additionally, whenever I craft the SY-920 heavy armor, it shows I’ve done it, and says it added it, but it isn’t in my inventory. However, I am able to craft the UC Navy armor and it shows in my inventory. Any thoughts on what may be causing this?
    3. TheOGTennessee
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      Alright, unfortunate. If it was PC, I could at least recommend an RTFP patch to resolve it. However, the issue is caused because we're both modifying the same entry.

      A solution you can try, is to put their mod after mine in the load order, make your changes to the skin, and then switch back so that my mod is lower in the load order. The skin should still be present because my mod has the skin slot there still. You just won't be able to change it freely. This could solve your immediate problem at least.
  11. Zellio2009
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    TheOGTennessee, do you have the command id for leveling up the textiles rank?  No matter what I do I'm stuck at level 1 and 6/10, and I'm way too far in the game to start disabling mods.

    Unless clothing items means different types of clothing?  But I'm pretty sure I've modded at least 10 different types of clothing as well...
    1. TheOGTennessee
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      Craft the clothing, not mod it. New clothing pieces at the industrial workbench.

      As for a console command, player.addperk 0027DF8D