SKYRIM
Clothing and Clutter Fixes by kryptopyr
Skyrim » Clothing
Added: 26/11/2013 - 03:06AM
Updated: 19/09/2014 - 02:46AM

5,546 Endorsements

1.3 Latest version

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Uploaded by kryptopyr

Description

Last updated at 2:46, 19 Sep 2014 Uploaded at 3:06, 26 Nov 2013

CLOTHING & CLUTTER FIXES


This mod developed as an extension of and compliment to Weapons & Armor Fixes. In general, Skyrim's clothing and clutter items tend to have fewer real bugs than the weapons and armor. However, there were several major inconsistencies in the way the game treated clothing, jewelry, and other items that I felt needed to be addressed.

SUMMARY OF MAIN FEATURES
  • More consistent values & weights for clothing and misc items.
  • More logical pricing for Glazed, Nordic, and Silver clutter.
  • Some previously unplayable or inaccessible items are now playable or otherwise accessible in game.
  • Almost all instances of hooded robes have been removed from the game and replaced with separate robe and hood combinations.
  • Adds more diversity to the robed outfits worn by NPCs.
  • The strength of an enchantment on a piece of enchanted jewelry is now properly reflected by the quality of the base jewelry.
  • Circlets can now be worn with most hoods.
  • Necklaces and/or rings that were invisible when worn with certain clothing can now be seen.
  • Corrects incorrect keywords on jewelry, clothing, and misc items.
  • Adds keywords that were missing from certain items that prevented them from being sold or properly identified by the game mechanics.
  • Adjusts the loot found in certain furniture containers to be consistent with the both the class and the type of furniture.


This mod was designed to compliment Weapons & Armor Fixes and Complete Crafting Overhaul.
While not required, I recommend using this mod alongside both of those.


REQUIREMENTS & INSTALLATION

The official 1.9 update is required.
Weapons & Armor Fixes Remade is strongly recommended, but not required.

I recommend placing this mod near the top of your load order but after USKP and any other unofficial patches.
Load this mod AFTER Weapons & Armor Fixes, but BEFORE Complete Crafting Overhaul.


UNINSTALLING: Before uninstalling, open the console and enter "StopQuest CCF". Then make a new save, exit the game, and deactivate or delete the mod. This will reset the NPC outfits so you don't end up with naked NPCs after uninstalling the mod. If you are using the separate Dragonborn file, remove it first, then load your game and enter "StopQuest CCF", then save, quit, and uninstall the main mod.


CREDITS
I want to thank the following mod authors who have generously allowed for their work to be used in this mod.
Thank you so much for permitting me to use your work and resources!


The following is a summary of the changes included in this mod. The changes in this mod take several forms. The first type of change are straight-forward bug fixes. These are things that are obviously wrong, such as shoes that have the ClothingBody keyword when they should have the ClothingFeet keyword. Or a necklace that is missing the ClothingNecklace keyword. Or an inexpensive piece of jewelry that uses the JewelryExpensive keyword (or vise versa, an expensive piece of jewelry that is missing this keyword).

The second type of change is more subjective and was made to improve consistency and balance between different items. This mod attempts to bring these wayward items into line with the normal progression of value, weight, damage, and other properties. To get a better idea of what sort of changes are included, here are some examples...

CONSISTENCY & BALANCE
  • Enchanted jewelry now scales in quality similar to the way in which the game treats enchanted weapons & armor. You don't find low-end enchantments on daedric weapons, so why are there low-end enchantments on expensive diamond jewelry? With this mod, the power of the enchantment will be reflected by the quality of the base ring, necklace, or circlet. For example, a "Ring of Minor Stamina" will be a Silver Garnet Ring, while a "Ring of Major Stamina" will be a Silver Ruby ring, and a "Ring of Peerless Stamina" will be a gold diamond ring. Scaling the quality of the base jewelry in this way also allows the base value of the enchanted jewelry to better reflect the quality of that specific item. This also happens to be exactly how enchanted weapons & armor are treated in the game. Another effect of this change is that keywords such as "JewelryExpensive" now align more appropriately with truly valuable jewelry.
  • Circlets can now be worn with most hoods, including those added by the DLCs. Due to clipping issues some hoods were not included. Most of these changes are from Hoods and Circlets by shinytickles. Meshes for some hoods were altered slightly to avoid clipping. Credit for the altered meshes also goes to shinytickles.
  • Necklaces and/or rings that were previously invisible when worn with certain clothing can now be seen. There may be some slight clipping issues, especially with males, and depending on the particular piece of jewelry, it still may be hidden under the clothing. A few examples of this change include: amulets can now be seen when worn with Falmer Armor, and rings are visible when worn with Ulfric's armor. Most of these changes are from Clothing Show Jewelry Fix by softcatsocks.
  • Ulfric's garments are now all considered light armor instead of a mix of clothing & armor and have the appropriate keywords. If you are using Smithing Perks Overhaul, you can improve these items with the Advanced perk.
  • The female version of Ulfric's clothing now appears closer to what the male version looks like. The adjusted texture is from Ulfrics Clothes for women by Sara.
  • Removed the armor rating from the Amulet of Articulation and the Locket of Saint Jiub (Dawnguard). There is no longer any jewelry in the game that grants an added armor rating.
  • DAWNGUARD: Vampire Lord Armor has been changed from clothing to armor.
  • DAWNGUARD: Renamed Serana's Hood to "Vampire Hood," changed it to light armor and made it playable. Versions of this hood can also now be found on random vampires. If using Clothing & Clutter Fixes alongside my Weapons & Armor Fixes, then wearing this hood with the other pieces of Vampire armor will qualify for the Matching Set armor bonus.
  • HEARTHFIRE: Children's clothing no longer weighs more than adult clothing.
  • DRAGONBORN: Miraak's outfit is now entirely clothing instead of the jumble of properties and keywords that it was originally. The strongest indicators in the keywords and the internal naming of the items indicate that they were intended to be clothing not armor.
  • DRAGONBORN: Skaal garments are now clothing. Their name indicates that they were originally intended to be clothing.


NAME CHANGES
  • Some items have been renamed for easier sorting or in order to better distinguish different items. For example...
  • Lower-class clothing items are typically prefixed with "Common." Middle-class are prefixed with "Fine" and upper-class with "Noble."
  • Many pieces of clothing have been given more specific names instead of having a dozen different items using the generic name "Clothing" or "Boots." Not everything has a unique name, so there is still some repetition but not nearly as much as before.
  • The various types of tableware, which were all named "plate," "cup," etc. and are now named "Silver Plate," "Glazed Cup," "Silver Ewer," and so on.


WEIGHT & PRICE CHANGES
Please understand that I am not attempting to change the weight of items to conform to any sort of absolute real-world scale. My values are not intended to be pounds or kilograms. Rather, I've merely attempted to make the relative weight of items internally consistent when compared with other items in the game.
  • All amulets now weigh 0.5 or less. Most necklaces already weighed 0.5 but some, like amulets of the divines, weighed twice as much. Their weight will now be consistent.
  • Decreased weight and increased value for bugs in jars (also added proper keywords to allow these to be sold to alchemists or given to children as gifts).
  • Fixed inconsistent weight for Moth in Jar
  • Increased weight for troll skull (x3 human skull)
  • Changed Dragon Claws from 0.5 weight to 1.0
  • Corrected weight, value, and keywords for basic fork & knife (also made weaponized versions of these items match and gave them proper keywords so that perks that apply to daggers would also apply to these "weapons"). The basic fork & knives that were found in furniture have been replaced with weaponized versions.
  • Corrected weight, value, and keywords for Glazed, Nordic, and Silver clutter. Silver items should be valuable enough to make it worthwhile for a beginning thief or petty criminal to steal them, but not nearly so valuable that they become a quick and easy way to get rich. I tried to price these items so that things like silver objects would be appealing to low-level thieves who have next to no money, but probably would not be worth the effort for higher-level characters or wealthier thieves.
  • Many clutter items that were worth 1 gold before are now worth more. Most clutter items still have a rather poor weight-to-value ratio, but it's ridiculous to think that plates, buckets, baskets, tools, etc don't have some sort of intrinsic value in Skyrim's economy.
  • Repriced unique jewelry items to be consistent with the new values I've set for the generic jewelry (which is now based off of the cost of their crafting components).


FURNITURE AND CONTAINER CHANGES
  • Cupboards, Dressers, End Tables, and Wardrobes will now respawn. Also, they now use custom leveled lists so that the items they contain will be more appropriate for the apparent class-ranking of the furniture, as well as the type of furniture (i.e. cupboards contain dining and food related items, dressers contain clothing, etc).
  • Pots now have a high likelihood of containing some type of cooked food.


OUTFIT CHANGES
  • Almost all instances of hooded robes have been removed from the game & replaced with separate robe and hood combinations. This will not affect any items already in your inventory or which have already spawned in the world. The hoods used are from Craftable Monk Hoods by Jadak. NOTE: Thalmor, Archmage, Mythic Dawn, and Dunmer (Dragonborn) outfits still have attached hoods.
  • Because I was adding in separate robes & hoods, I was also able to create some additional variation to the outfits found in the game. For example...
  • Necromancers and Warlocks have a 50% chance of having a black, grey, or brown hood.
  • Necromancer or Warlock Bosses have a 50% chance of having a black hood, with a chance that the hood will be enchanted with Fortify Magicka or Fortify Magicka Rate.
  • Hoods & enchanted hoods have a small chance of showing up in loot.
  • Vaermina's Devotees now have a 40% chance of having a matching purple hood.
  • Unique NPCs will have a much more diverse range of robes and robe/hood combinations. Court wizards in major holds generally wear brown robes with various hoods, while court wizards in smaller holds may wear plain robes rather than the slightly fancier brown robes. Priests of Talos now wear blue robes with either white or blue hoods. Priests of Arkay wear plain robes with brown hoods. Priests of Mara wear plain robes with a yellow hood.
  • The appropriate divine amulet has been added to the priests' outfits.
  • A few of the unique children now have clothing that better fits their role. Babette wears black robes. Fjotra wears brown robes, and Aeta (from Dragonborn) now wears Skaal clothing. The unique children clothing is from Little Caravans and More Children Wears by hl84.
  • DAWNGUARD: Vampires will now occasionally spawn with Vampire Gauntlets and/or a Vampire Hood (playable version of Serana's Hood).
  • DAWNGUARD: Vampire Bosses now use a separate boss outfit and will always be wearing armor & gauntlets. They will no longer be found wearing clothing or robes. Nightmaster Vampires will occasionally spawn with Vampire Lord armor.
  • DAWNGUARD: Vampire Mages are more likely to wear robes than Missile or Melee vampires (though missile & melee can still be found wearing robes).


AND FINALLY...
I added a unique keyword to any gloves or gauntlets that don't fully cover the hand and/or fingers. This keyword can be used by other mod authors who might wish to distinguish between these items in order to apply various effects (or for whatever other reason). Mod authors: follow the steps mentioned here to use this keyword in your mod.


ALSO CHECK OUT MY OTHER MODS...