A shame that makes the option of generic outfits disappear and only leaves the customizable ones. It works to solve one thing and ruins the other. It came so well with this playtrougth without having to use resaver, I hope the original mod is not ruined by having to remove yours. anyway thanks for the attempt to fix the other one
Could you make a version that is not dependent on "Simple NPC Outfit Manager" and that only makes the NPC toggle between the default outfit or the armor you have given them?
if you use unlocked version, do not install this mod, why??
it remove the ability to change serana outfit....but why right, the original mod has new version and utility version that already remove ability to change serana outfit
the only way to change serana outfit by using unlocked version which is the first version, why mod author remove that ability is unknown, im using that unlocked version and never had any crash
Hi, does this mod clean the connection between simple npc outfit manager and the npc? as in the mod pretty much ties the outfit to npc and will this mod untie that? if I use this mod to roll npc back will they wear new outfit in inventory normally now?
I don't know what you mean. You can set up outfits globally with the original mod. The items are collected in hidden chests, you can apply each to any NPC. This mod gives an option for the NPC to return to their vanilla outfit. This doesn't change their inventory. This doesn't change the outfit setup.
So uhh, this is gonna be weird, but I've asked this on the original mod thread to no avail so here's nothing... Do you think there would be any way at all to purge the custom outfits list of the assigned clothes? I've been getting this issue lately that the outifts I've already removed persist on the actors, or well, more specifically the mod's function containers...
I'm not sure I entirely understand the problem. - Is it that if you remove the items from the underlying container (retrieve all), the previously handed out Outfits stay equipped on the actors? That's precisely the problem of the original that my mod fixes. But an NPC is only reset if you use my mods dialogue on them. Currently you have to reset them one-by-one, there is no "reset all" function. I guess I could implement one, but that would reset all of them at once. (So not just those belonging to one outfit slot, but every npc you ever gave an outfit to). - Or is it that after you use my mod to reset an NPC, the outfit items are still in the Outfit slots of the underlying containers? That's normal, since those are your items, they shouldn't be lost. Also, you can apply one Outfit to any number of npcs, so just because you reset one, why should the set up Outfit be dismantled?
If this is not what you meant, then can you please clarify what is it that you do exactly, what you expect to happen, and what happens instead?
So what happens is, for example on Outfit 1, I put a Dress there and equip it on an NPC. The NPC now has the Dress. But I update it later, perhaps even remove the Dress from the Outfit 1 selection for something else and say I put an Armor instead on Outfit 1. Now when I try to equip it, the NPC now has a persistent mash up of the Armor *and* parts of the Dress(considering one doesn't conflict in armor slot). I was mostly referring to the "Outfit 1" container not completely clearing up for some reason... (Now I know its weird because its not really in the sphere of this particular patch, but man...) Maybe something that resets the "Outfit" things contents entirely to a default state, but hmm... thanks for the time btw
So you set Outfit 1 with items, npc equips it, you then open it again, remove all items, and put in just 1 armor, but the npc the retains the items that were removed? Sounds like a bug to me, but I've never seen it happen (nor have I heard about it before), so I don't have a strong idea about what's causing it or how it could be fixed.
Maybe the items that appear as retained, are actually in the NPCs inventory for some reason? Keep in mind that these mods only set the NPCs base Outfit - so if they have an item with a higher armor rating for the same slot, they will prefer that. If the outfit doesn't contain items for a slot, they will of course equip what they have in their inventory. Do you use other follower manager mods? Maybe it's possible that when the npcs receive the outfit from this mod, those mods duplicate the items in their inventory. Therefore when the items are removed from the outfit, they just equip the duplicate from their inventory, thus creating the illusion that the items are retained. (But the problem thus lies elsewhere).
I don't know about non-uniques, I don't have any that are in ally status with the player or are followers So unless you find a non-unique who is your ally-or-above (relationshiprank >=3) or your follower, then clearly no. If you do find one, it's tough to say whether setting an outfit will work or not. My guess is that it should work. But since this is related to the functions provided by the base mod, maybe it's better to ask there (or maybe scan those posts, someone may already have an answer. Just guessing, didn't check).
I had that problem when I gave my guards on duty in Skystone Castle mod new armor.
What I did was take them as followers via AFT and enabled the option that allows me to edit their gear. Problem was solved.
Of course there's a bit of as minor bug of sorts; when I enter the cell the guards look naked temporarily for 1 to 2 secs. Ditto for my actual followers vanilla or modded.
Besides that, the problem was more or less solved.
I see. Well, then even if this bug appears, there are solutions.
Also, the items you put into an outfit are stored in invisible containers, not on the npc. So even if an npc takes it off for whatever unforseen reason, you can just ask them to reequip without problems, the outfit and its items won't get lost.
19 comments
SE/AE port: https://www.nexusmods.com/skyrimspecialedition/mods/118323/
Can confirm this mod works with SE :)
it remove the ability to change serana outfit....but why right, the original mod has new version and utility version that already remove ability to change serana outfit
the only way to change serana outfit by using unlocked version which is the first version, why mod author remove that ability is unknown, im using that unlocked version and never had any crash
You can set up outfits globally with the original mod. The items are collected in hidden chests, you can apply each to any NPC.
This mod gives an option for the NPC to return to their vanilla outfit. This doesn't change their inventory. This doesn't change the outfit setup.
Do you think there would be any way at all to purge the custom outfits list of the assigned clothes? I've been getting this issue lately that the outifts I've already removed persist on the actors, or well, more specifically the mod's function containers...
- Is it that if you remove the items from the underlying container (retrieve all), the previously handed out Outfits stay equipped on the actors? That's precisely the problem of the original that my mod fixes.
But an NPC is only reset if you use my mods dialogue on them. Currently you have to reset them one-by-one, there is no "reset all" function. I guess I could implement one, but that would reset all of them at once. (So not just those belonging to one outfit slot, but every npc you ever gave an outfit to).
- Or is it that after you use my mod to reset an NPC, the outfit items are still in the Outfit slots of the underlying containers? That's normal, since those are your items, they shouldn't be lost. Also, you can apply one Outfit to any number of npcs, so just because you reset one, why should the set up Outfit be dismantled?
If this is not what you meant, then can you please clarify what is it that you do exactly, what you expect to happen, and what happens instead?
Sounds like a bug to me, but I've never seen it happen (nor have I heard about it before), so I don't have a strong idea about what's causing it or how it could be fixed.
Maybe the items that appear as retained, are actually in the NPCs inventory for some reason? Keep in mind that these mods only set the NPCs base Outfit - so if they have an item with a higher armor rating for the same slot, they will prefer that. If the outfit doesn't contain items for a slot, they will of course equip what they have in their inventory.
Do you use other follower manager mods? Maybe it's possible that when the npcs receive the outfit from this mod, those mods duplicate the items in their inventory. Therefore when the items are removed from the outfit, they just equip the duplicate from their inventory, thus creating the illusion that the items are retained. (But the problem thus lies elsewhere).
Can you use this on non uniques as well as unique actors??
THANKS!
I don't know about non-uniques, I don't have any that are in ally status with the player or are followers
If you do find one, it's tough to say whether setting an outfit will work or not. My guess is that it should work. But since this is related to the functions provided by the base mod, maybe it's better to ask there (or maybe scan those posts, someone may already have an answer. Just guessing, didn't check).
What I did was take them as followers via AFT and enabled the option that allows me to edit their gear. Problem was solved.
Of course there's a bit of as minor bug of sorts; when I enter the cell the guards look naked temporarily for 1 to 2 secs. Ditto for my actual followers vanilla or modded.
Besides that, the problem was more or less solved.
Well, then even if this bug appears, there are solutions.
Also, the items you put into an outfit are stored in invisible containers, not on the npc. So even if an npc takes it off for whatever unforseen reason, you can just ask them to reequip without problems, the outfit and its items won't get lost.