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DrMonops

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DrMonops

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  1. DrMonops
    DrMonops
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    I'm actively working on Clothing Craft 2.0 and hope to release it soon. In the meantime, if you're using Clothing Craft alongside Clothing and Clutter Fixes 1.6, please download the hotfix. Unless you're fond of bald warlocks.

    2016/02/29 - HOTFIX: Clothing and Clutter Fixes 1.6 made some changes to the Black Cowl which are not present in the current version of Clothing Craft (and are being overwritten). Consequently, not only does the cowl not show, but any NPCs wearing one will appear bald. So if you've upgraded to CCF 1.6, please download the hotfix to address this (or, if you're proficient with TES5Edit, simply delete the Armor record for the Black Cowl from Clothing Craft).

    2015/11/02: Added two new optional files. The first replaces my Northern Flax texture with one that's much darker. The other file, Clothing Craft Placeables, leverages Chesko's Campfire mod to add craftable, placeable Sewing Baskets and Spinning Wheels so that you can take your clothing crafting anywhere. Sewing Baskets can be crafted at the Tanning Rack, while Spinning Wheels can be crafted at the Forge. Be careful where you point your fire spells; both are quite flammable. In the next release of ClothingCraft I plan to incorporate this into an optional version of the main file, but for now it's a separate esp. (It should merge fine though.)

    Any feedback on Clothing Craft is greatly appreciated and will help me improve it, so please let me know what you think.
  2. DrMonops
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    I have a few ideas for future enhancements and additions, and I would appreciate feedback or suggestions if anyone cares to offer them. In no particular order:

    MCM: I'd like to add more toggles in the ClothingCraft MCM linked to new globals. I envision being able to toggle clothing recipes based on quality (poor, common, fine, noble), color, and embellishments (fur, jewelry, armor, chain, bone). I also plan on adding toggles for mods that I've patched to work with ClothingCraft (currently just Bandanas of Skyrim and Blindfolds of Skyrim, but more to come).

    Cloak Recipes: There is an excessive amount of recipes in the Clothing category. I can mitigate this to some degree with crafting conditions, but I'm also thinking about moving all the cloak recipes to the Accessories category to spread things around a bit.

    Racial Restrictions: CCOR includes a Racial Restrictions toggle which is currently only used by the aMidianBorn Content Add-On. I plan on adding restrictions to appropriate clothing recipes (Al'Akir clothes, Dunmer clothes, Thalmor robes, etc.).

    Armor and Items: I'm going to add ClothingCraft materials to the recipes for non-clothing items, if appropriate. As an example, if a particular armor included a half-cape, I'd add a couple pieces of appropriate colored cloth to the recipe. I'd also like to add craftable (and possibly placeable) rugs, blankets, towels, etc.

    Children's Clothes: I previously tried to make these craftable but didn't have much luck, presumably because they're flagged as non-playable. I plan on revisiting this and trying to figure out a workaround.

    Crafting Sewing Baskets/Spinning Wheels: I'm going to make these craftable and also add the sewing basket to vendor lists. They'll also be placeable, but I'm not sure to what degree yet.

    Simplified Recipes?: I haven't really had any feedback on the materials or recipes in ClothingCraft. I feel pretty satisfied with how I've set everything up, but I'm curious if others think it overly complex. There are ways I could streamline the system; for example, I could remove the colored cloth entirely and have the recipes just require white cloth + appropriate dyes. Or maybe I could trim number of colors. If there was enough demand for simplified recipes, I could add a toggle to the MCM. (My original thought was to tie this to CCOR's Recipe Complexity toggle, but I now think it should probably have it's own).

    I don't have any sort of solid timeframe for implementing these changes. I've completed a small project that I still need post (if I can get motivated to write a description), and now I'm back to Common Clothes. Once that's done, I intend to make a patch for zzjay's Wardrobe. After that, I'll come back to ClothingCraft and my Hunterborn patch, and bounce back and forth between them.


    1. AngieLady
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      Rugs...blankets...towels...Yes please!
    2. Avastgard
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      Something that I have never seen be addressed by any mod is to make those rolled up carpets and rugs be pickable. You could then use them to harvest materials, sell, dye, etc.
  3. Mionikoi
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    Awesome mod. Still trying to find a way to make my first sewing basket and spinning wheel. xD Hunterborn is making it difficult.
  4. Amicoletto
    Amicoletto
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    Hello. This mod heavily conflicts with the current version of Clothing and Clutter Fixes. In the doubt, which one's edits to Armor records should take precedence, prices aside?
  5. Jena84Plissken
    Jena84Plissken
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    Endorse this mod god work
  6. Carboniac
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    Hi DrMonops, it's been a while =p

    Any chance of seeing an update/port of this for SSE? I'd really, really hate to miss out on this fantastic mod on my SSE playthrough.

    I'd try porting it myself for my personal use, but it seems like a really daunting task!
    1. Carboniac
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      Well, it would appear that I managed to convert the mod's esp files to SSE format, optimize the nifs, remove the master dependency of both of Kryptopyr's non-SSE mods, install both Clothing Craft and the Campfire crafting stations addon onto my SSE load order, as well as test it in game, being able to use both crafting stations to craft all the recipes, harvest flax etc etc. So it would appear I managed to get it to work in SSE after all, I even flagged both esp files as esl to save space. Thanks again for the great mod =)
    2. Teabag86
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      LOL Carboniac. Welcome back to Skyrim. Googlepox has released ClothingCraft Redux as an interim SE release whilst DrMonops works on a major SE update and full release. Cheers
    3. DrMonops
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      Hey Carboniac! I was wondering if you were still around; good to see you are! :)

      Glad to hear you were able to port Clothing Craft okay. Like Teabag said, I’m working on a pretty substantial update, at which time I’ll also be porting it.
    4. Carboniac
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      Good to be back. So much has changed, now it's SE, esl files and everything. I got it to work yeah, the other SE file ported by GP still had loads of masters, also Immersive Weapons which I don't use, as well as a perk system I didn't really want. But porting it wasn't as hard as I imagined, I'm right now patching/integrating it with my other mods and Krypto's SE version of Clothing Fixes. Which means I probably won't be able to use your ported mod when it comes out, since I have this version baked into my other esps and such, but that's ok. I just wanted your pretty models, crafting stations and flax, and I got those =p
  7. Aurabelle
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    This is a lovely mod, thanks so much! Quick question though: are the northern flax plants plantable? I'd love to be able to grow them myself, but they don't show in the planter menu for me.
    1. DrMonops
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      Thank you! The flax was supposed to be plantable, but I may have botched something. I've recently returned to modding and am actively working on an extensive overhaul and update of this mod, so I'll make sure that it's properly plantable in the next release. Cheers!
    2. Aurabelle
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      So glad to hear you're back into modding! Looking forward to seeing what comes out of the next dev cycle :)

      I had an amateur look around the mod in TES5Edit - thought maybe it was conflicting/being overwritten by another mod which adds more plantable ingredients (figured I could maybe patch it if so?) but I couldn't see any conflicts. The other mod did edit the FormID lists for plantedFlora and PlantableItem and this one did not - would that make the difference?
    3. DrMonops
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      That would definitely be part of the problem.; I thought I had added it to those formlists. Try adding it to both those lists and hopefully that will let you plant them. Good luck! :)
  8. DiazExMachina
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    Hello everyone.
    I can't create the Sewing Basket. Everytime I add a Handle Basket - requested from the recipe - to my inventory, it becomes a simple Basket, which is no use to create a Sewing Basket. Also, to create the Linen Cloth required to craft the Sewing Basket I need that very Sewing Basket, which is kind of absurd since I don't have one in the first place. Can anybody help me at least with the first issue?
    Thank you in advance for your help.
    1. DrMonops
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      Do you have Hearth Craft installed as well? When you pick up a basket with Hearth Craft, it gets replaced with a placeable basket; you can turn that off in the Hearth Craft MCM, which should let you craft a sewing basket.

      That's a good point about requiring Linen Cloth to craft the Sewing Basket; I'll look at removing that in the next update. Cheers!
  9. Gabrielzavadski
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    Too bad is outdated...
  10. Durso
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    the sewing basket doesnt have meshes on and shows up violet, anyone know why?

    edit: i replaced instead of merging, its fixed now, all meshes show up :D
  11. LifeMasterTony
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    Does this mod edit any exterior cells near holds? I'd like to know if this is compatible with Open Cities.
    1. Sceadugengan
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      In exterior cells should only be the flax plants.
      I'm not sure if Open Cities shares cells with any flax plant but it isn't much of a loss to overwrite those since there're more plants in other places.
  12. Avastgard
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    There seem to be many different colored robes, but no white robe. Is that correct? I was trying to craft my character a set of all white apparel, but there seems to be only a white cowl and no other white clothing to go along with it. Am I missing something?