Simple Outfit Manager provides an intuitive and immersive way to manage the player's different outfits without jumping into menus every few minutes to change and edit outfits. Simply create an outfit basket, active it in your inventory and place items inside to create an outfit.
Mod originale. Tecnicamente non richiesta, scaricatela e installatela comunque per dar credito all''autore.
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Author notes
I'm happy for people to create translations of the mod with correct credit added to their mod page, linking to the original mod.
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Fixed the FormID for the global variabal SOMGlobalNaked which was causing a major LOOT error.
Version 2.2
Added the ability to disable or enable Nudity Prevention feature in the MCM. May not function on existing saves.
If an item goes "missing" it should now be added to your inventory rather than left in the outfit container.
Renamed new outfits to "Empty Outfit".
Fixed some lowercase letter issues in the MCM.
Fixed an issue where some debug notifications were displaying in-game.
Fixed an issue where outfit weights were not being stored correctly, causing death or loading saves to add the original weight back onto the outfit.
Version 2.0
You can now add weapons to your outfits, and the system will attempt to handle dual wield weapons when equipped based on the order they are added to the outfit.
You can now select an outfit to be equipped when it begins to rain or snow.
When changing between outfits, a new undergarments item will be equipped to the player to prevent brief nudity. This item is removed when unequipped to prevent item cloning.
This has been increase from 15 to 20. This is now possible due to improved script efficiency.
Outfit items now have a description thanks to the Description Framework by Nightfallstorm.
For those using a mouse and keyboard, the favourites menu will close and re-open to reflect name changes to outfits based on whether they are equipped or not.
All the mod’s scripts have been completely refactored and, in some cases, re-written to provide a much more efficient system, fetching data more quickly and avoiding unnecessary checks.
The mod configuration menu layout has been overhauled, bringing it more in line with my most recent projects in terms of visual style and navigation. See further down for a full MCM changelog.
You no longer need to steal baskets from your neighbours house to craft a new outfit basket. This now requires some linen wrap (found in many dungeons) and straw (sold by local general merchants).
Previously, when equipping an outfit whilst not wearing a current outfit, the system would attempt to unequip items in specific item slots. This is now an option in the MCM that can be toggled. This is disabled by default.
Location changes and manners have been placed under the Automation feature with their own individual pages to controls different automations.
The mod does a better job of guiding you through crafting and managing your first outfit.
Notifications are now disabled by default for a more immersive experience out of the box.
Keywords for each item in a container are no longer stored, previously known as “Restrictions” as these made it too frustrating to add and remove items from containers, especially when dealing with custom armour and clothing mods.
Removed the option to toggle favourites, as this was completely unnecessary. If you have Favorite Misc Items installed, it just works.
The file paths for each model have now been moved into strings on a property, allowing for modders to easily add additional outfit model options in the Mod Configuration Menu, without changing the script.
The esp is now flagged as an ESL by default, rather than it being a separate option in the mod page files.
Outfit information such as item count and weight is now retained, regardless of whether an outfit is currently equipped or not.
Changing outfit while inside an interior cell interacting with the Manners feature will now prevent pending manners items from being equipped when leaving the cell.
Location changes look out for changes between interior and exterior cells, preventing random outfit changes when crossing over exterior cells, making for a more reliable and immersive experience.
Enchantments should now have no issue being applied to the player when equipping outfits due to the change over to using the SKSE equipitemEx function.
The dropdown in the MCM options for outfits should be far more responsive now, also allowing for the maximum number of outfits to be increased beyond the original limit of 15.
The MCM pages have changed name and options have been separated out to provide a cleaner and more intuitive experience.
The new maintenance section provides version info and also offers the option to stop the mod, stopping all quests and ending any rollover scripts from running for safe uninstallation and debugging.
There should now be more consistency in options and dropdowns for the outfit names. For example, “Outfit Name” + Outfit.
The various descriptions for MCM options have been updated to better explain each option.
You no longer need to close the MCM for changes to outfit names to update. The page will now refresh itself.
This no longer provides a selectable option if an outfit is on your person.
When viewing the list of items in an outfit via the MCM, they are now displayed in lists and separated into pages where necessary.
Updated the renaming system to use UIExtensions as this provides more consistency with UI mods.
Version 2.,2
Tutorials wording has been updated slightly.
Version 1.2
Added support for having items such as shields part of your outfit if you disable Restrictions.
Ammended the way that items are checked for their base type. This should greatly improve support for custom armour mods.
Added the ability to remove the popup menu when activating outfits from your inventory or via favourites hotkey. This can then be re-enabled via the MCM at any time.
Added a new Default Outfit option to have a specified outfit equipped when moving into a new location nthat doesn't have an outfit assigned to it.
Moved Outfit Recovery to the Outfits page of the MCM.
Added an ESL version of the plugin, however this will not work with existing saved games using version 1.1 or lower.
Version 1.1
Added an MCM option to disable duplicate item type restrictions. This should help comtability with mods that have incorrect keywords or introduce additional body slots.
Simple Outfit Manager provides an intuitive and immersive way to create and manage player outfits without jumping into menus every few minutes to change outfits and settings. Simply create an outfit basket, activate it in your inventory and place items inside to create an outfit. Give your outfits names and appearances, opting to make full or partial outfits for your character.
Outfit baskets can be created at a tanning rack using any vanilla basket in the game. You can craft up to 15 outfit baskets to contain your various outfits. Editing an outfit will require you to unequip it first and activate it via your inventory. Creating addon outfits allows you to equip additional outfits over the top of the main outfits without equipping everything else you are currently wearing.
Official Trailer
How it Works
Simple Outfit Manager provides the player with an object to activate in their inventory, in this case, a basket. Once activated, a basic menu is displayed for wearing, editing or renaming your new outfit. When editing an outfit, a container menu opens allowing the player to put various items inside. Once the menu closes, all items are added to a tracking form list and stored inside a hidden-away container.
When prompted to wear an outfit either from within your inventory or through the favourites menu, all items stored in the container are transferred to the player and equipped one by one after unequipping all currently worn items. The current state of the outfit is tracked along with the previously equipped outfit.
There's a lot more to it than that, but that's a brief explanation as to the logic behind the mod's functions.
Compatibility
Overview
Simple Outfit Manager has a check system to ensure that items of the same type are not being added to an outfit, preventing multiple items of the same type from being equipped randomly, such as two hoods for example. Item keywords are used to determine if an item has already been added to an outfit and it will throw the item back if it doesn't accept it. Although not a perfect system, it ensures outfits remain clean and avoids issues with item equipping. This can however be disabled in the mod configuration menu under the Restrictions option in Features.
If you have any modded items that contain incorrect or multiple keywords, this can result in them being thrown back and rejected by an outfit if Restrictions are left enabled. Vanilla Skyrim even has some incorrectly assigned item keywords that are fixed by Weapons Armor Clothing and Clutter Fixes, which I strongly recommend you use in conjunction with this mod. Any mods with incorrect keywords can be corrected in the Creation Kit or by using xEdit.
Ideally, I would have checked against item slots being used on the player actor, however, I was unable to find any scripting functionality to efficiently check against equipped items in slots. Alas, item keywords were the best method to use here.
Guidance
If there are new items in your game utilising their own keywords that take up specific item slots, you can amend Simple Outfit Manager's script properties to include custom additional keywords using the below guidance.
Spoiler:
Show
If you wish to support additional item types, you must add their keywords to the
itemKeywords property on the SOMOutfitController script attached to the SOMOutfitController quest. In addition, add their biped object slot numbers to the itemSlots property in the same place. Each Alias will also require an additional bool added to itemBools on the script SOMAlias.
Recommendations
If you wish to utilise the Favorites Menu functionality, adding outfits to the quick menu and switching outfits quickly, you will need to install Favorite Misc Items, allowing you to favourite miscellaneous items in the game, including outfits. You will also need to enable the function via the mod configuration menu.
To go alongside this functionality and to see changes take effect immediately after activating an outfit in the favorites menu, I recommend using Skyrim Souls RE, allowing for unpaused or slowed-down menus. This makes the entire outfit system flow nicely. Do be aware, however, that Skyrim Souls doesn't play nicely with every mod list and it's your responsibility to ensure there are no conflicts or issues.
Special Thanks
As always, a special thanks to my partner in crime simsim899 as she helped keep my sanity in check and get over a few bumps in the road. She has a good few mods of her own I strongly recommend you check out.
Eribees for helping test the new version 2.0 of the mod before firing it out for public release.
For various resources used in the mod, special credit goes to Oaristys and Lolicept.