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Wardrobe Manager V2.2 by Qeezer
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V2.2 Changelog and release notes
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Summary:
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Faster and more reliable changing of outfits.
Multiple changes to reduce the incidence of wrong items (or optionally, additional items) being equipped.
Reduces the amount of visible item changes arising from the native AI equipping non-outfit gear. (see notes at end)
A number of changes to improve responsiveness of dialogue.
Improvements to debug of output of outfit probabilities, which has enabled a number of bugs in this area to be identified.

Details:
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New optional feature: outdoor gear. Will detect items that are consider 'outdoor gear' (hoods, cloaks, gloves, backpacks). If included as part of an outfit which you have configured they'll only be worn when conditions indicate it (outdoors and in bad weather). If 'disallow equipping of additional items' is NOT set, you could leave one set of outdoor gear on your follower for all occasions and allow the AI / 3rd party mods to equp them (eg Wet and Cold). With this mode set, backpacks are permitted indoors only if adventuring gear or custom2 gear is also worn.

Other: new event based checks for worn items means corrections to worn gear are promptly applied. Previously these would have been left until the scheduled check caught the problem.

Other: improved dress / storage code further reduces the chance for the vanilla AI equip code to affect the process (potentially before it could sneak an item into an outfit, or leave wrong items equipped)

Other: when you change certain options in the menu, followers are prompted to re-evaluate their outfit to make sure it meets the new rules.

bugfix: when deleting the last outfit of its type, the dialog will now leave the WM dialogue properly rather than returning to the 'catwalk' portion of the dialogue.

bugfix: an error state could have been triggered where individual followers stopped changing outfits if outfit items were removed unexpectedly, and the maintenance routine would have had to be run to fix it.

bugfix: under certain conditions leaving the 'catwalk' dialogue wasn't properly clearing a lock, meaning the follower would not reassess their outfit until certain housekeeping / maintenance actions occurred.

- bugfix 'hide weapons' will no longer apply when wearing the adventuring outfit (previously shields and weapons were hidden or periodically being equipped or unequipped)

-bugfix: the 'beta' disable outfit changes wasn't really working too well and now (apparently) does. Beta status removed as it has had some attention and testing now.

-bugfix: the position fix markers weren't filed under 'Miscellaneous' quest sectiion (pesky upstarts).

- other: if there is a problem finding a valid outfit, followers should now be prompted to find something suitable from their current inventory.

- bugfix: followers' mouths sometimes were stuck open. This seems to be a vanilla game bug and would happen in any dialogue especially when you interrupt them in mid speech (by clicking through dialogue etc). Some followers were more prone than others, and would work approx 50% of the time if you reloaded Skyrim completely (otherwise were usually stuck for that game session even if you reloaded).

-bugfix: dialogue not progressing automatically. This now seems to have been related to the stuck mouths issue: fixing that issue seems to have eliminated this issue too.

-bugfix: the bug addressed in 2.1 regarding new follower adds getting naked wasn't 100%, and so further changes have been made to the routine in question that now actively tests for nakedness :P

-bugfix: where an outfit was being added without a preference weighting to an outfit type which had exactly one outfit already present, probabilities of the new outfit were being incorrectly set to zero (do not wear)

-bugfix: when trying to instruct the follower to "wear more" for an outfit currently set to zero chance of wearing, an error was preventing the change being completed.

-bugfix: the automated 'forget' which occurs if outfits are missing their items may potentially have been unable to clear probabilities for the affected outfit, which in turn may have resulted in incorrect probability calculations for new outfits to that category.

-bugfix: forgetting an outfit made a minor error in recalculating probabilities (if another outfit in the same category had been 'preferred' it might have gain a slightly higher relative preference weighting).

-other: improvements to the maintenance routine: as part of this, followers will now undress to enable certain settings to be safely flushed. They will be prompted to dress again after maintenance completes.

- other: a few tweaks to debug to keep level 1 as 'overview + warnings + errors' , a few items moved to a 'developer' debug level as they were just log spam otherwise.

-bugfix: deleting a position fix while a follower is in that position would not take effect until they left the old trigger zone.

-bugfix: the dialogue option to wear the currently worn clothing with no preference ("its nothing special .." ) was not storing the outfit for a few race / voice type combinations.

General note / clarification:
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- No changes have been made to the vanilla AI clothing process in any version of WM to date.
- The basic AI is triggered by any change to equipped items, and will try to find the highest armoured gear and fill any empty slots from the inventory.

As a result of the above, if you leave equipment in the NPC inventory, you will potentially see those items briefly equipped during any WM outfit change process. You now have options to remove items the AI adds (which should now occur much faster), and to treat "outdoor gear" as a special case.

If you are running multiple followers you may still find that some followers take about 30s or more to complete their outfit changes. . The reason for this is down to the way that the script engine allocates processing time in order to keep the game engine responsive to normal gameplay, and I have been very careful to code WM in a way that would not interfere with that or impact gameplay. This phenomenon is most likely going to be seen on slower CPUs (like mine, being an old dual core thing), and I have an idea to mitigate this which I'll be investigating for the next version.






V2.1 Changelog and release notes
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Other - updating a position for the sleep or swim outfits will prompt the Skinny Dipping mod (if installed) to immediately check the area and undress if appropriate.
bugfix -adding new followers to be managed by WM: sometimes NPCs are already wearing a 'real' item from their inventory, so this step can be skipped.
bugfix - when followers were added to the mod sometimes they would end up naked and not wearing their new 'real' clothing items. This would mostly occur when the follower was not yet 'following' the player.
other - improved success-testing and reporting when adding new followers to assist troubleshooting.





V2.0 Changelog and release notes
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New feature: Custom Locations
You may now set your own locations and associate them with specific outfits.
Two new 'custom' outfit categories are added to the category list (each with eight outfit choices).
Will share sleep and swim location settings with Skinny Dipping v2.2+ (if installed).
Examples of use:
have your follower equip a blacksmith's outfit around a forge
dress for dinner around your dining table.
have your followers undress to use your hideouts spa pool
set an adventuring outfit to be worn in a combat arena inside a town

Note: previous keyword triggers have been added as defaults which you can edit. Defaults are replaced when bulk -deleting.
Note: all keywords are currently exposed, not just the "LocType" ones. I may offer an option to filter this in future, but didn't want to restrict custom content using keywords that may not have followed the "LocType" naming convention.


Installation
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This has been designed (and tested!) to upgrade over existing v1.0 installations and preserve your outfit settings.
If you do run into problems, try enabling the maintenance dialog and choose the dialog option "Time to tidy your wardrobe --> maintenance".


Details
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There are four main ways of triggering outfits which are prioritised as follows (higher wins out over lower):
Special events: eg Sleeping, Swimming, Combat
Position fixes: coordinates and area method
Named places: named (Bethesda) Locations are checked before named interior Cells
Keywords: only one keyword needs to match

For each location trigger type, the checks are made against outfit types in the order they appear in the menu, so if a location (set using the same method) matches a home outfit and also a town outfit, the home outfit will be equipped. Any "adventuring" outfit will be equipped if no alternative matches are made or if there is a problem.

Outfits are checked against locations:
when changing location
on a timer for each follower (interval adjusts depending on results of last check plus user option)
when entering a position fix area

Note: Named locations are either a proper "Location" (in Bethesda terminology) or an interior (i.e. dungeon or building). Since interiors can also be designated as locations, the "Location" name is used in preference over the interior's cell name. Exterior cells often share non-unique names (eg "wilderness") so it didn't make sense to include these. Currently 'child' and 'sibling' locations are not automatically included (but I may add this in the future).

"changing location" can be moving from an un-named location to a named or vice versa, or moving between two named locations.

New behaviour: followers now go into a 'suspended' state (for the purposes of this mod) when they aren't around the player and ignore most of the usual triggers with the exception of 'dress for combat'.

note: Bethesda Locations and keywords are set for a variety of game purposes, so you may find a trigger in the middle of nowhere. A good example is on the road from Whiterun to Dragon Bridge, where there is a small patch (just past the road running back up into the mountains) desginated via keywords as a "town" type location. (If this sort of thing bothers you, you may now set a position fix for that area to override it with "adventuring" )

Performance note:
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In summary: if outfit changes for multiple followers aren't 'instant', its the price of not having a slide-show gaming experience :P There are some optimisations that I may introduce in a minor update in the near future.

I have tested against "worst case" scenarios where I've tried to generate the maximum load for the scripts as I can. This is part of my effort to code this mod so that 'live' gameplay is not impacted: the VM is very forgiving if you code in such a way that it can suspend threads when it needs to, then scripts don't interfere with the responsiveness of the game engine. With this in mind, if you are running eight followers with a load of coordinate-based position fixes, with alternative outfits enabled, with the 'check' multiplier set to minimum, there are a great many decisions that need to be worked through by each follower at frequent intervals. In this situation (especially on a 4+ year old CPU like mine) you may find it takes up to 30s for all of your followers to complete outfit changes. I could potentially program this in such a way that the change happens much faster but some of the things I'd need to do would cause the game to slow / freeze, so I won't be doing that :P The good news is that although it won't be instant, even on my slow system the changes all occurred correctly in spite of my best efforts to mess it up by continually running around firing off triggers.



Skinny Dipping synchronisation
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I have some some work in progress on the Skinny Dipping end to enable it to receive updates from WM which will be be made available in SD 2.2. See the Skinny Dipping disccusion forum for the latest information. I also plan to release a minor update to Wardrobe Manager around the same time as I release SD 2.2, since I haven't yet completed the full synchronisation functionality in WM. WM 2.0 has a non-destructive merge routine which currently adds location settings to SD. WM 2.1 will add the ability for the merge routine to delete those same items from SD if they are deleted from WM. Synchronisation will be optional.

Bugfixes
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Custom races can now be used with this mod.
All equippable slots are now included, including circlets etc. (except a couple of slots I believe are reserved for special use)
The AI would equip items from their inventory to empty slots. You may now choose to check for this and unequip extra items.
Followers were sometimes not being triggered to change into adventuring outfits (other than during combat).
'Naked' outfits were sometimes being forgotten shortly after use / being added.
Offering a new outfit or editing an existing outfit would leave the follower wearing that outfit even if not apropriate to the location until the timed check ran.
As as result of some buggy skyrim behaviour, empty quest aliases were sometimes being temporarily filled by combat targets etc. Although in theory this was harmless (aside from creating confusing log entries), I've added a number of checks to ensure that aliases that should be empty remain in a dormant state.

Other
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Temples are now included in the 'Town' category keywords by default.
Debug logged output is now consistent with triggers more easily visually identified. As before, I recommend you do not run with Papyrus logging enabled, or set this mod's logging level to 0 (off except for errors) since it can produce a LOT of output.
When you change the "check outfit interval" the random interval is now reset immediately for all followers. This is mainly useful if you have set a long delay and don't want to wait potentially several minutes for the existing timer(s) to expire.
Outfits are now only 'forgotten' automaticaly when ALL items are missing. Previously outfits were invalidated if at least one item was missing.
An issue has been reported where followers mouths sometimes are stuck open - I've seen this (rarely) myself during this mod's dialogue but I I've seen it in the vanilla dialogue previously. As a precaution I have made an initial change that may improve the situation - any feedback is welcome. At the time of release I don't believe this is fully cured.
.... and since this update involved re-working the core trigger response mechanism, there are a great many tweaks and improvements to ensure things work as expected, and keep on working.