Fallout 4

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  1. registrator2000
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    Outfit Switcher 2.0 is now available!

    Outfit Switcher has been completely rewritten from the ground up.
    The menus are the same as before, but the underlying code has been overhauled.

    You no longer need to specify which slots you want to place equipment in, nor do you need to select each individual piece of equipment you want to store into a loadout. 2.0 will automatically detect everything you have currently equipped.

    If updating from 1.0, you NEED to make a clean save before installing 2.0. To do this, remove 1.0, load your game, then make a save without the mod installed. Please ensure that there are no loose files left behind.

    If updating from v2+, simply replace the files - no special upgrade procedure required.

    Changelog:
    2.2:
    - Armor overlays and toggling
    - Ability to exclude loadouts from the outfit cycler
    - Ability to rename your dedicated loadout activators

    2.1:
    - Improvements to third-person outfit switching
    - Improvements to loadout saving
    - Fixed issue with full-body outfits that also occupy the headgear slot (i.e. Hazmat Suit and Hooded Rags) being auto-unequipped in third-person.
  2. registrator2000
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    Outfit Switcher is compatible with FO4 Hotkeys!

    You will now be able to hotkey ANY loadout to any keyboard key!

    Add this line to your Hotkeys.ini file:
    NumPad1=cqf outfits applyloadout <loadout number>

    Example - To activate loadout 1:
    NumPad1=cqf outfits applyloadout 1

    Replace NumPad1 with whichever key you want to bind to that loadout.

    To cycle through loadouts:
    NumPad0=cqf outfits advanceloadout

    To toggle helmet on and off (with the optional Helmet Toggle mod):
    B=cqf HelmetToggle toggle

    Personally, I like to have outfits on my scroll-wheel, so I have the following lines in my Hotkeys.ini:
    Shift-MouseWheelUp=cqf outfits advanceloadout
    Shift-MouseWheelDown=cqf outfits previousloadout
  3. registrator2000
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    COMING SOON NOW AVAILABLE:

    2.2:
    New: Ability to rename loadout activators. Existing users, please craft new loadout activators at the Chemistry station. Instead of "Loadout 1" you can now rename your loadout to something like "Fancy Glasses Outfit" or "Armor Overlay".

    New: Ability to exclude loadouts from the loadout cycler.

    New: Armor overlays and toggling! You will now have a new option to set a loadout as an "overlay" loadout, and optionally make it an on-and-off toggle when activated.

    Overlays do not unequip your other pieces of equipment, meaning that you can now store just your bandana, eyewear, and other "add-on" items and they'll be equipped right onto whatever you're already wearing at the time. Toggle mode also means that if you activate that overlay again, it will unequip the overlaid items.

    Overlays are great for addon pieces (eyewear, masks) and armor pieces, as well as headgear, allowing you to toggle your headgear and other accessories on and off anytime with any loadout.

    You can access these new options via the new Loadout Options menu item.

    To save an overlay, set the Overlay mode to On in Loadout Options, equip just the items you want to have in your overlay, then hit Save Loadout.
    1. heirflick
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      How do you Rename loadout`s, no option in Chem station. Can rename them in outfit station, like I changed loadout 5 to outfit 7 but when activating still says loadout 5.
      Please Help
  4. hottt3
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    Please delete this post.
    1. killermouse1974
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      did you get it to work?  if so, how?  please
    2. hottt3
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      Tbh, I can't tell exactly why it didn't work for me for the first time. It might be some mod conflict with a mod that I had uninstalled before I decided to give it another try; and it worked.(and I did uninstalled some mods, most notably Wheel Menu). Noteworthy, I don't use hotkeys to switch outfits (I mostly play with controller),I use holotape. Maybe you should try to play with the load order and place this mod at the very end of the list.
  5. andrewpayne
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    This mod appears to be dead unfortunately - since I changed my PC and reinstalled Fallout and my mods - this mod installs but doesn't appear on my pip boy or anywhere in order to use. Such a shame as I absolutely loved it.
    1. mred1602
      mred1602
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      Check your installation. It still works fine for me. (And exactly how does a mod "die" when it hasn't been changed for 5 years?)
    2. RencePlays
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      Perhaps its the game itself that updates and that the mod misses out on most of it,thats probably what he meant I think.
      Either way I'd think this mod will still work even though it hasn't updated for five years.
    3. nmnm242
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      Try entering this into the console

      stopquest outfits
      startquest outfits
    4. Gavither
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      It worked nmnm242!! Thank you
    5. Fabnormous
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      Bruh, wtf , nmnm242 is a f*cking legend. This should be stickied, ASAP. It actually works. I was so annoyed when I realized this mod wouldn't show up in my Pip-boy, so I tried these console commands.

      First, enter this command:

      "stopquest outfits"


      Then, enter this command:

      "startquest outfits"


      ... both (the switcher and configurator) should instantly be added to your inventory.

      Hopefully, this helps. I also have outfit switcher near the bottom of my load order, if that counts for anything.
    6. the1holy
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      Fabnormous thanks captain obvious
    7. Bmtphoenix
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      Helped me in November 2023. Thank you nmnm242.
    8. DavidsFallout4Mods
      DavidsFallout4Mods
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      Shame he's not around to pin this.  I have a problem with mine where it will not swap rings or backpacks.
    9. teratism
      teratism
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      degens
    10. FlipKnife
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      Uuuhhhh??? 
    11. killermouse1974
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      did you get it to work?  if so, how?  please
  6. N3ur0m4ncer
    N3ur0m4ncer
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    I somehow lost the outfit switcher item. any way to regain it through console, or do i need to uninstall then re-install the mod?
    1. achekery83
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      Have you tried

      https://www.nexusmods.com/fallout4/mods/56922
  7. ShrekFan1010
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    NVM
  8. aonach
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    I've run into an issue- when I click the config option in the Aid section, I am "consuming" it and the dialog box doesn't open. I'm looking into this now, but wanted to post here in case anyone knows of a mod that causes this- I have quite a few that could be the reason, so it might take awhile.

    Thank you.
    1. Moonwolf95
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      I don't know if this will help but - If you're in God Mode (~ tgm), this would happen. But it could be a bunch of other things too, I think.

      One thing you might want to try is, instead of opening your inventory and clicking it, assign it to one of your favorites buttons, and launch it using that instead of direct.

      Hope this helps!
    2. SquidPunch
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      I too am encountering this same bug. If anyone having issues opening the configurator could post their L.O. I can cross reference mine to see which specific mod it is. So far for everything working but this, and it's a staple of my playthroughs. 
    3. DocFallingApart
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      I'm having the same issue and no luck with figuring it out.  I also noticed that any config menu item like "ECO Manager" for example with also be consumed when I click on it.  Also, using a favorite key bind to activate the "Outfit Configurator" will also just consume it.  I'm worried that all pop-up menus might be effected but sure how to test that.

      So if anyone has any insight on this I would greatly appreciate it.
    4. mkh97
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      I had the same problem. Using this console command solved it for me:
       
      player.setghost 0

      Hope it helps.
    5. breckenridgeprice
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      MKH97, you're a freaking legend man. That totally solved the problem for me. 
    6. pleasetryme
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      LEGEND it fixed it was about to remove wow
  9. modifieda4
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    for reference: i use this awesome mod with smart mannequins in the player home to manage outfits so i dont have to carry extra outfits around.
    Spoiler:  
    Show

    load 1: empty (nude) with outfit switcher options on unequip slots for armor and accessory slots
    load 2: outfit + armor + accessories with no unequip slots

    cycling load 1 and load 2 with a hot key will unequip and equip only armor and accessories

    to use with smart mannequins:

    • cycle load1 (armor and accessories unequip)
    • "swap" on mannequin (outfits swap from and to mannequin)
    • cycle load 2 (armor and accessories equip)
    since i use invisible armor and keep accessories for every outfit, all i need swapped (and not carried) is the actual outfit. hope this helps someone.
  10. barthotymous
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    I can't find how to make loadouts/hotkeys? It's not in Pipboy, settings, or the MCM menu. 

    Help would be appreciated

    Mb, it's in the aid section. Could you add that to the description of the mod info for other people? It's not very clear,
  11. dribblingmaster
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    Not show on pipboy
  12. Khundiann
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    Great work on the mod! (on all your mods btw, I use alot of them )

    Would it be possible to add the option "pin to top" to the Outfit Configurator and Switcher created in the inventory same as the "Hotkey Manager" item? I know when bound to hotkeys, I do not have to search for them in the "Aid" list, its mostly to keep my inventory clean. I tried renaming them myself with your "Rename Anything" mod, but they keep renaming themselves when I use them. The loadout items created in "Apparel" are fine, when I rename those they stay renamed.

    Big thanks regardless of adding this feature or not, you have really enhanced my Fallout 4 games!
  13. Augoeides
    Augoeides
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    So, I used this on one playthrough for 80 hours, and I think it still works fine there, but once I started a new game (using Start Me Up Redux), I don't see the 2 items in my Aid section, and there doesn't appear to be a way to craft them?

    The "Loadout" items are still craftable, but the main 2 items don't appear anywhere. Did I not get them, because I skipped the tutorial through an alternate start? Or maybe FallUI Item Sorting has dumped them invisibly somewhere?

    Edit: I managed to get the 2 items through In Game ESP Explorer, but it seems that if you use an alternate start mod, the game doesn't assign them to you naturally. Having them added to the chem station to be crafted alongside the Loadouts would be a great way to fix this.