Oblivion

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Tekuromoto

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Tekuromoto

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About this mod

Companion Wardrobe Manager allows you to configure up to three different outfits for up to six NPC companions and change between them with a simple menu interface.

Permissions and credits
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PLEASE NOTE
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This is a beta release to stress-test the mod with various companion mods; I cannot possibly fully test the mod with all the different companions all by myself.It should be perfectly safe, but I cannot guarantee it until more testing is done. If you use it, please be aware that you may lose items that are given to your companion, especially if you do not follow the uninstall procedure if you remove the mod.

If you want to play with the mod and send me feedback, great! But make a restore-point savegame first, just in case. And please post in the RELz thread on the BethSoft forums if you encounter a bug. Thanks!

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Companion Wardrobe Manager Readme
v0.9 BETA

by Tekuromoto

Don't miss my other mods!

SEE THE README IN THE DOWNLOAD FOR FULL INSTRUCTIONS, CREDITS, ETC.

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Introduction
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Tired of your companions not equipping the gear that you give to them? Are you wearing your best dress for the audience with the count but your friend is still wearing his smelly travelling clothes? Tired of having to choose between carrying a change of clothes for each of your companions or letting them always wear the same clothing? Companion Wardrobe Manager is the answer.

Companion Wardrobe Manager allows you to configure up to three different outfits for up to six NPC companions and change between them with a simple menu interface. If you can access an NPC's inventory, you can manage her outfits and equipment with CWM.

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Requirements
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Oblivon Script Extender version 17. Get the latest version here.
You MUST have OBSE v17 for this mod to work.

Companion Wardrobe Manager was developed with Oblivion 1.2.0416, OBSE v17, and over 200 mods of all sorts installed: Fran's, MMM, COBL, body replacers, All Natural, Better Cities, Unique Landscapes, quests, you name it. I haven't tested it with Shivering Isles or any DLCs (because I don't have them), but it _should_ work just fine with any setup.

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How It Works
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The Basics
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Upon loading the mod you'll be given a misc item and a Lesser Power, both named Companion Wardrobe Manager. The spell is used to perform most of the functions of the mod; the misc item is only used when you add an NPC to the list of managed companions and can safely be tucked away - perhaps in a Storage Sack (bit.ly/SSRelz) - when not needed.

To add a companion to the CWM list, give the CWM misc item to her and then cast the spell on her. She'll be added to the list of companions whose wardrobes CWM is managing, and the misc item will be removed from the NPC and returned you.

When you cast the spell at an NPC that is in the CWM list, you will be presented with a list of options; they will vary depending on whether CWM is managing any outfits for this companion and which outfits are managed:
- If she is wearing an outfit that is not managed, you can store it in one of the Wardrobe Manager's available slots; a total of three slots are available.
- If she is wearing the only outfit that is managed, you can return it to the Wardrobe Manager in its original slot.
- If she is wearing an outfit that is managed and there are other outfits stored in the Manager, you can swap the current outfit with a stored one.
- If there are any outfits stored in the Manager, you can opt to clear one of them. If the cleared slot is for an outfit that is being worn, the items will stay with the NPC; if it is for an outfit in storage, the items will be returned to your inventory.

When you select to store an outfit, all clothing and armour items that the NPC currently has equipped are stored, along all weapons and all ammunition currently in her possession. This allows you to easily set up one or more "combat outfits" that will let the NPC choose her fighting style (sword, bow, whatever) as the need arises.

To remove a companion from the list or to reset all of her stored outfits, cast the CWM spell while not targetting any NPC. A list of your managed companions will come up, and once you select one of them you will have the option to return all of the managed items to the NPC, return all items to your inventory, or return all items to you and remove the NPC from your list. If you remove a companion from the Manager's list, if she is currently wearing a managed outfit it will be stored in the Manager (and thus returned to you) before she is removed from the list.

Your companion must be within speaking range for you to manage her wardrobe.

Summary
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The order of operations to manage a companion's outfits is:

1) Give the CWM misc item to her.
2) Cast the CWM spell at her to add her to the list of managed companions.
3) Ensure that she is outfitted the way you want; the easiest way is remove from her inventory all clothing, armour, weapons and ammo other than what you want her stored outfit to be.
4) Cast the spell at her and store her outfit.
5) To add more outfits to the Manager, repeat steps 3 and 4.
6) Cast the spell at her and select an outfit for her to wear.

Technicalities and Troubleshooting
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The way outfits are stored is simple: all equipped items, all weapons, and all ammmo in the NPCs inventory are removed from the NPC and added to a remote container. I did this instead of using arrays to store data because I don't like the idea of items vanishing into the ether; this way, in the worst case, you can go find the remote containers and retrieve your stuff if you have to. That being said, this also allows NPCs a little "freedom of choice" when they find new items; if they loot a piece of armour that is better than what you set up as an outfit, they may very likely put it on so that it can get stored as part of the outfit next time you manage their wardrobe.

When items are moved from an NPC to storage and back, they lose all their tracking data for item health, enchantment charges, and ownership. This isn't a bug so much as a game limitation due to the way Oblivion stores items in containers (and of course, an actor's inventory is just another container). Until the OBSE team finds some way to overcome this limitation, this is the way it is. I figure that NPCs can be expected to maintain their equipment, so it's not unreasonable that the items are undamaged and recharged when they put them on. It's certainly not a game-breaking thing, anyhow.

To minimize the chance of breaking other mods, the following types of items are not moved hen an outfit is stored: unplayable items, scripted items, or quest items. This means that CWM should be compatible with the multitude of mods that add tokens to actors.

If you want a companion to wear, for example, the same pair of pants but a different shirt for each of three outfits, you'll need to get three copies of the pair of pants. If it's an item you can easily purchase, it's simple. If it's a unique item or something you found in loot, I suggest using RefScope (http://www.tesnexus.com/downloads/file.php?id=21862) to get the item's FormID and using console commands (such as player.additem xx123456) to give yourself another copy of the item. Ask on the forums if you need help with this.

If you lose the CWM item or spell somehow, open the console (hit the ~ key) and enter

startquest DSCWM

and the missing spell or item will be replaced.

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Known Bugs and Incompatibilites
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No known bugs other than what's mentioned above about charges and such, but I've only tested with CM Partners companions. Thus the reason for the beta.

CWM should be compatible with any companion mod that lets you access the NPCs inventory.

CWM should be compatible with any mod that adds scripted or unplayable items to NPCs, as these types of items are not moved in the outfit storage process.

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Changelog
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0.9 - Initial beta-testing release
- 24 Jun 09