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- Outfit Manager
Outfit Manager
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OsmelMCUploaded by
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219 comments
Please check there first.
1. Allow copy the Advanced Behaviors. STATE: WIP
2. Allow more actors. STATE: WIP
I think i have figured out how the advanced bahavior works despite the confusing tutorial. I recently even uninstalled the nether follower framework so it wont conflict with this.
What im trying to do is quite simple, i just want my followers to wear something different when they are in locations that count as "player home". So i assign them same outfit for "city" "town" and "wild", check every strip slot. And i assign them one outfit for "player home" and also check every slot for stripping. I make sure they have the outfit pieces. And half of the time it doesnt not work. I walk in and out of my house several times and they wont switch outfit.
i have no issues with outfits the issue is weapons.
ok the issue is that i want them to remove weapons in the city. i have the wilds setup with the 2h, crossbow and ammo. then for city i have them set to unquip weapons and ammo and equip a invisible dummy weapon so they always have a weapon on them.
the issue i have is that they often will keep the ranged weapon and/or ammo instead of putting it in the bag.
There is a general issue of Outfit Manager not updating somewhat randomly but only for one or two NPCs in an interior/cell (the MCM will not allow you to access it until you leave the area or can update the outfit some other way.) Guessing this is just Papyrus being Papyrus despite increasing the operation limits and unlinking from frame rate.
NPCs also do not like to strip parts using empty outfits when you find them sleeping. Standing there for a (long) while, they eventually will, so there might be an issue here.
Seems to have a lot of trouble with modded Serana unfortunately but so does everything else that touches those records. Mostly got it working with her by matching one outfit with SDA and deleting her hood from the inventory. Sometimes it still gets stuck in Vampire Royal or Nude when trading could cause equipment changes. Rarely Outfit Manager will take Serana's equipped inventory clothing and move them to the clothing satchel; then Outfit Manager thinks she doesn't have the outfit anymore with Immersive Mode. Not sure why this happens as Outfit Manager still "sees" the parts in her satchel with MCM with Treat as Follower enabled. They are definitely there as I end up taking them out of the satchel and putting them back into her inventory. Then Outfit Manager goes on working as it should.
Requests/suggestions:
- Unselect/Select All in Strip Options
- Clear All Scenarios button/option in Advanced Behaviors
- Save as Default option for all Advanced Behaviors, as well as Load/Export Default Advanced Behaviors (excluding Default Scenario, using Empty Outfit)
- Save as Profile option for all Strip Options under Stripping Items, as well as Load/Export Strip Profiles
- options to hide "Show me your clothing satchel", "Put on some clothes!" in dialogue menu
- enable user to set Delay under 5 to 0 (with a warning about potential issues if needed)
- toggle logging option for Debug so non-logging features are available to user. Or, add additional options for individual features like Treat As Follower, current conditions of satisfied scenarios, data on targeted NPC, etc.
- add additional Scenario setting that combines City and Town into one option
- some more context/article about Player and NPC Scenario choices (ie an example of what to type when checking a condition of the player that would trigger NPC's outfit change)
I am still having issues after such a long time.
1)
After creating advanced behaviors for a follower for the first time, everything *seems* to work as intended, except occasionally their outfit simply wont update, but i think plenty other users already reported this. So sometimes i will just have to force their inventory to update by taking away items and giving them back again.
( And whats the difference between putting the outfit directly into their inventory and using their clothing knapsack??? )
2)
After creating advanced behaviors for a follower, and then later change some outfits to different ones, the changes wont be saved, my follower will still put on the old outfits i gave to them at the first time, even when they no longer have the outfit in their inventory. Is this a "conflict" with NFF?
The outfit bag work's keeping on the inventory just the items to equip, that way the Skyrim outfit system can't equip something else.
Set the Empty Outfit on the Default Outfit property is the natural way to disable the Skyrim outfit system or at least cripple it. The Default Outfit property can't be settled to None once a outfit was assigned so the alternative is set some outfit without items instead. This is because the Skyrim outfit system will try to equip the items of the default outfit every time the actor is loaded or you change location, even add these items if there are not on the actor inventory.
So for the followers you have to set the Empty Outfit on the Default Outfit property and enabled the Clothes Satchel option.
Observations sofar:
They only equip one outfit in advanced behavior, and that is whichever is the highest priority. If i set one outfit for wilderness as custom outfit 0, and a different outfit for player home as custom outfit 1, they will just wear the wilderness outfit no matter where we go.
Test 2:
Tried to give the follower one outfit for wilderness and one outfit for player home. The first location got the right outfit, then after that, when arriving at the location for the 2nd outfit, both outfits just got equipped all together. No fixing it no matter how i tinker with the strip slot setting. Everything just doesnt work as expected, its all unpredictable.
The solutions are:
1. Place upper the "OutfitManager.esp" on the plugin's load order.
2. Flag it as ESM if isn't flagged already.
3. Use the Reset options of Mods like "Menu Maid 2" or "MCM Resort"
setstage SKI_ConfigManagerInstance 1
This reloads the MCM menu and should add any missing MCM menuGive it some time and change location just to be sure.
if u will,add the option that your outfit will be removed when sexlab animations start.
The Animations Scenario is for SexLab and Ostin. You only have to set the animation name or tags to filter out. For example on the custom scenario parameters select the option for animations and write some tag. You can set more than one animation scenarios for example one to strip the clothes in general and another to equip plugs on some animations or leave the SexLab deal with the general stripping and use outfit manager to make sure that some items be equiped or unequipped on some animations types.