Hi Everyone! Version 2.0 is up, featuring redone textures made by Xavbio! Be sure to give thanks and kudos to Xavbio for generously sharing their talents.
If there are any issues do open a bug report, but please check the links for matters on compatibility and troubleshooting (short articles) first.
Enjoy the update!
Edit: IMPORTANT if you are updating from 1.0 and was NOT using the Skypatcher version (i.e. you were using the esp edit version) please remember to REBUILD BASH/SMASH PATCH. If you were using the Skypatcher version, you can ignore this.
Thank you for the mod! ... I have some others of yours too!!! ... So sadly, I ave naked feet n latest version too!?! ... Withot SkyPatcher it returns to default (Vanilla) without the variations!?! ... Do you have a solution please? ... Thank you!
Thanks for your suggestion! I did experiment with a cleaner apron texture (for females) but due to my limited skills the results are not so good in my opinion. I will upload the test files if anyone prefers it :)
Please forgive the ignorant question, but I want to use this (and your other similar mods) but don't understand something. I have mods that add clothing, like other barkeep outfits, for example, that sometimes appear, but don't replace the vanilla outfits. Will those outfits still be used sometimes if I install this mod? Like, will this mod basically just alter the vanilla outfits when those are randomly selected for an NPC, and then the other mod outfits still be possible choices as well? Or will the only options now be the ones from this mod?
Again, apologies for an ignorant (and convoluted) question; I can't think of a clearer way to ask it. :/
were you in the room when you added the mod? if so the inventory may need to be updated... try this: target the npc and type in console: 'ResetInventory' or if the command did not work: try typing 'Resurrect' instead or load a save before entering the cell where the npcs are in... theys 3 options is all i can think off, hope you get it to work
Does this use the original .nif files and simply update the texture used? I'm curious because I use 3BA. If your mod only alters the texture, then I think this mod should work with all body replacers.
You might also be interested in trying SkyPatcher to change the outfit data, since it means no vanilla edits. But to be fair I don't think much is going to conflict with that particular edit.
SkyPatcher lets you create .ini files that activate its various patchers. You can download a starter setup file that has the directory structure you'ld need to follow (e.g., SKSE\Plugins\SkyPatcher\outfit) and then you can put an .ini either there or in another subfolder named for your mod. The articles section under SkyPatcher shows how to use whichever patcher it is.
I'd actually recommend downloading a bunch of mods that use SkyPatcher so you can check it out, even if you don't decide to use it for your mod, because it does some pretty cool stuff. The outfit patcher was recently used in an update to No More Barefoot Sailors so you can check out how it was used there. In that case, it just modifies a single outfit by adding one item to it.
As per your suggestion I have tried my hand at SkyPatcher and replacer esp with no vanilla edits. Hopefully it works! (it did in my testing) I would like to seek some advice if possible. I want to use SkyPatcher to distribute the outfits to mod added inn owners but exclude vanilla and DLC npcs (similiar to the SPID version). Can this be done?
IMO SkyPatcher isn't as useful as a "distributor" of things, since SPID can use randomness and its own keywords. But if the goal is just to give your three brand-new outfits to all NPCs not part of the vanilla game, SkyPatcher can possibly do that.
The NPC patcher for SkyPatcher has filterByModNames. It doesn't mention having filterByModNamesExcluded, but if it does then you could possibly do an NPC patcher file like this:
But it's really questionable whether SkyPatcher can do that, and if so it can't do so randomly. So I'd suggest using SPID for the distribution part instead.
Thanks for your suggestion! Unfortunately I am unable to get the desired results working. In any case I think the existing coverage is quite sufficient :)
Amazing work. I really like how, rather than just making a selection of random recolors, you effectively made two variants each for the already existing variants, matching them and keeping the respective 'light' and 'dark' color schemes. It feels very well thought out. These definitely have a permanent place in my load order. Hope to see more like this from you in the future. I would especially love to see your handiwork on variants for the tavern clothes if you have any interest in them.
Thank you so much for your kind words! I may be making similar mods for widely used clothing (thinking of miners clothing or fine clothes next). My next release will likely reflect my strange taste and obsessions :D
24 comments
If there are any issues do open a bug report, but please check the links for matters on compatibility and troubleshooting (short articles) first.
Enjoy the update!
Edit: IMPORTANT if you are updating from 1.0 and was NOT using the Skypatcher version (i.e. you were using the esp edit version) please remember to REBUILD BASH/SMASH PATCH. If you were using the Skypatcher version, you can ignore this.
I am using most of your mods without issue.
would you be making a cleaner variant also maybe :-)
Again, apologies for an ignorant (and convoluted) question; I can't think of a clearer way to ask it. :/
if so the inventory may need to be updated...
try this: target the npc and type in console: 'ResetInventory'
or if the command did not work: try typing 'Resurrect' instead
or load a save before entering the cell where the npcs are in...
theys 3 options is all i can think off, hope you get it to work
You might also be interested in trying SkyPatcher to change the outfit data, since it means no vanilla edits. But to be fair I don't think much is going to conflict with that particular edit.
It should technically work with any mesh replacer of both male and female barkeeper meshes (screenshots are CBBE and Vanilla Male).
I may look at how SkyPatcher works but my coding experience is zero, so this will be interesting ^^
I'd actually recommend downloading a bunch of mods that use SkyPatcher so you can check it out, even if you don't decide to use it for your mod, because it does some pretty cool stuff. The outfit patcher was recently used in an update to No More Barefoot Sailors so you can check out how it was used there. In that case, it just modifies a single outfit by adding one item to it.
I would like to seek some advice if possible. I want to use SkyPatcher to distribute the outfits to mod added inn owners but exclude vanilla and DLC npcs (similiar to the SPID version). Can this be done?
The NPC patcher for SkyPatcher has filterByModNames. It doesn't mention having filterByModNamesExcluded, but if it does then you could possibly do an NPC patcher file like this:
filtefilterByModNamesExcluded=Skyrim.esm,Dawnguard.esm,Hearthfires.esm,Dragonborn.esm:outfitDefault=...
But it's really questionable whether SkyPatcher can do that, and if so it can't do so randomly. So I'd suggest using SPID for the distribution part instead.