No new save needed? I was trying to change raiders, activated mod, selected standard jumpsuit to replace raiders, saved\loaded and spawned them using console. I reloaded the game many times and tried to coc here and there to make them change outfits, still nothing. I changed mod loader order and still nothing.
PS Looks like ClothingSwap_MainScript does nothing, I tried to add debug messages in it but they never appear (I suck at scripting but I recompiled it). Menu and ClothingSwap_Settings script works fine.
Ok, thanks. THAT description I can work with. I'm a little slammed right now so it may be a bit, but I'll check it out. Out of curiosity, do you have the script extender installed? Also are you using any race mods?
I used clean save with mcm and your mod only + SE dor testing, still doesnt work. Maybe I have race mods on my main modlist, Im not sure, havent played bethesda games for years.
Thank you for your mod. It works perfect after enabling 'ignore race restrictions' in the MCM. I like your mod. btw, normally, It doesn't work for custom race, it only works for the human race. I’ve installed multiple races, and the NPC’s race is different from mine. Maybe it's because, in the code below . Bool Function RaceOK() if CS_Settings.CS_IgnoreRace return true endIf Race PlayerRace = Game.GetPlayer().GetActorBase().GetRace() if ActorRace == HumanRace || ActorRace == PlayerRace return true endIf return false endFunction
Like, The menu open up normally but when I click on the button nothing happens. For example, I click on the "Activate Mod", nothing happen. I click on "Set to player outfit", nothing happen. Like in the tutorial video there's supposed to be like a Dialog pop up, but for me nothing happen, I tried to Save/Load like in the tutorial and it's still not working.
Hi. Please tell me what I'm doing wrong, using the example of the brotherhood of steel, I change their clothes in a certain outfit without being in the cell, let's say I do it near shelter 101, then I move to Prydwen they are first in their clothes and when I get closer they update the equipment, I leave the cell, I come back, and they are back in their standard outfit and when approaching it updated, is there some way to avoid it?
So the outfits swap like they should, then swap back? I think I had an issue like that once for a follower mod or something. Try dropping this mod to the end of your load order and let me know if it persists.
I tested this mod without follower mods. And yes, the equipment applies, I leave the cell, come back, and for example the brotherhood of steel again in their vanilla clothes, and when I walk up to them or just stand a few seconds, they again update their equipment to equipment from the mod. And here are those few seconds that break the immersion a bit...
You once said: "The way it works is that your player is essentially casing a spell within a certain radius of him / her while the mod is on. This spell adds scripts to characters that check what they're wearing, compare it to a list, and check if you have set a substitution for them. If you have, the outfit swaps to the substitution. The reason for the save and reload is that if you set the outfit after the npc has the script, it needs an event to tell it to check again, which is the save and reload." Is it possible that this radius is small for me? Or maybe it's the slow operation of the script? Since my computer is a 1050ti\ryzen 1600?
The radius will be the same, but if you're concerned about a lag in the outfit swap, it's probably just papyrus lag, which I believe is more related to the amount of scripts you have running than your setup. Also the script has to do a lot of work checking the npcs outfit, making a new outfit, then equipping it for multiple slots with the potential of multiple mods on an outfit. The way around this is to just modify the levelled lists so they spawn with the outfit, less flexible though.
I don't have a lot of scripting mods, but not too few either, so I think you're right. I'll still try to play with your mod, a very good idea really, maybe the script over time will be able to handle NPCs, since I'm not strong in the knowledge of editing the level list.
absolutely amazing mod, literally searched for 3 days for a mod like this until i stumbled on yours. i have one question. i want to re adjust some of the sets i made since i literally spent 2 whole days remaking more than half the outfits in the game with over 10 clothing mods like wtav's and i dont want to start all over again. my question is how can i make the mod affect my character too so i can just see what outfit adds which sets or if i can just add set to my inventory so i can adjust it. for some reason i cant use my followers since their inventory gets bugged with this mod.
Thanks for the praise. I'm not sure I understand the question but it sounds like you want to check which outfits are part of which sets? ?I'm pretty sure the MCM lets you click a button that will tell you if the items you're wearing are part of another set, and conversely I think you can click on a set and it will tell you what is part of it. If I ever get back into FO4 (probably in a while), I may explore some sort of mannequin option as well.
I'll check into the follower thing in the future. I don't have FO4 installed right now so it'll be a while.
yes i noticed mcm did tell me what items were part of the set but problem is i have like 20 mods like "Clothes Pack 2 by DonEb14n" and wtavs wardrobe and going tru chem station is tedious so i just want a button in mcm, whenever i click it, it adds the set to my inventory. example: i made a set that changes the womans casual outfit that has 4 different items when i click the button it adds new set to my inventory since i changed the colors or mods in the specific set i dont want to do that all over again. But typing all this made me realize it will also be tedious for you to make it so dont worry. i guess ill just start over, again thanks for the mod.
But if you are serious about the mannequins i may suggest you to use this mod as an example "NPC Clothing Replacer", instead of changing the specific outfit this mod adds new outfits to factions pool. and it has a kick ass outfit showroom just like what i wanted. take care man.
Well i installed a mod called "Look at me institute edition" thing is that mod apperently used its own meshes for the armors from other mods. So its using vanilla body. ?t kinda fucked up my save files since i cant uninstall it midgame. But i do like the changes that mod has done( like giving different outfits to different divisions) so i just want to swap the outfits with from my modlist. But i already used up the 8 custom sets. So i am looking for a way to increase it but to be honest i only have some limited experience with F4edit and no experience with scripts.
Absolutely amazing...only downside for me is that you cannot give npc`s any sort of headgear, so for example, i can give them glasses, masks, balaclavas (facewear) etc...but no headgear such as hats or helmets, would be cool to complete the gear set with helmets for fully tactical look for factions like minutmen or brotherhood of steel.
I’ll look into how easy it is to implement and if it’s not a nightmare for all those armor sets, I’ll give it a go. No promises though, I hate holotapes.
80 comments
PS Looks like ClothingSwap_MainScript does nothing, I tried to add debug messages in it but they never appear (I suck at scripting but I recompiled it). Menu and ClothingSwap_Settings script works fine.
btw, normally, It doesn't work for custom race, it only works for the human race. I’ve installed multiple races, and the NPC’s race is different from mine. Maybe it's because, in the code below .
Bool Function RaceOK()
if CS_Settings.CS_IgnoreRace
return true
endIf
Race PlayerRace = Game.GetPlayer().GetActorBase().GetRace()
if ActorRace == HumanRace || ActorRace == PlayerRace
return true
endIf
return false
endFunction
From the mod page:
- If using unique player or human race, toggle ignore race for better success
I install with the Nexus Mod manager.
Here is the link to the screenshot.
For example, I click on the "Activate Mod", nothing happen.
I click on "Set to player outfit", nothing happen.
Like in the tutorial video there's supposed to be like a Dialog pop up, but for me nothing happen, I tried to Save/Load like in the tutorial and it's still not working.
i want to re adjust some of the sets i made since i literally spent 2 whole days remaking more than half the outfits in the game with over 10 clothing mods like wtav's and i dont want to start all over again. my question is how can i make the mod affect my character too so i can just see what outfit adds which sets or if i can just add set to my inventory so i can adjust it. for some reason i cant use my followers since their inventory gets bugged with this mod.
I'll check into the follower thing in the future. I don't have FO4 installed right now so it'll be a while.
I use NPC clothing replacer too, it's where I got the idea.