Hello, I really like the mod you made, but I have a question. I want to collect the acquisition methods for every clothing item. I noticed that the mod's description page has a URL that seems to record these, but every time I click it, it fails to load. Is it because I'm in China?
Hey, thank you for this great revamp! But is it possible to disable to toast notification in the bottom left corner? It is really annoying when switching between affected locations a lot. Like my whole left side is full of "Effect is disable, effect is enabled, disabled, enabled..." notifications. Would be amazing if that could just be turned off! ;)
It is actually possible. Go to the config file of this mod SkillfulClothes > config Then set the option DisableWhenActiveAlerts to true. Then the notifications shouldn't appear anymore. Either that way or with the Generic Mod Config Menu. Either of that works.
Love the mod - but whats the point of the 'magic hair dye' effect if you have to wear emily's magic hat, covering your hair, to achieve it?!?! I want this effect soo baddd
Alternatively (as opposed to being able to retexture or hide hats), making the magic hair dye effect achievable with a combination of the prismatic pants and the prismatic shirt - without a hat - would not only look v cool, but make it able to be seen!
Again, love the mod, really hope this small change can be slotted in!
Hi! That's a fair point to make haha, I might add this change in, however if you wanted to change this yourself look for the clothing pieces in the custom_x.json files and change the hat to empty when it references the set bonus.
Thanks so much for getting back to me on this, I'm giving it a go now - a few questions though to make sure I've got this right:
• I can't find any lists for trinket effect IDs, but I think I've gathered that the magic hair dye effect is {"TrinketEffect": {"Trinket": 1}}, right? Also, in setBonusReal where each clothing is referenced by its itemID, where can I find the itemIDs for vanilla clothing? (the list of trinket IDs would also be cool) • For adding the hair dye effect to the "Prismatic" set bonus, I've added it per item in custom_x.json, then also to SetBonusReal found in the custom_hats.json; removing the hat ID from as to keep my sick rainbow mohawk out - is this the intended way to go?
• On a separate note, I agree with another commenter on the idea of increasing Mystery Box drop chance with the mystery clothing set. On the wiki, at [Mystery_Box] (reference [2] identifying {Utility : : tryRollMysteryBox} in the game code), it seems increasing the drop chance would largely be increasing the chance of a spawn attempt made by the game per activity - with increasing chance of the success per attempt being somewhat unnoticeable. Do you have any thoughts on a way to uniformly increase the chance of a spawn attempt with a setBonus, instead of the success rate? Would be very interested in working out a way of doing this - if you have any thoughts on where to even start with something like this, I'd be down to take a go at it :)
Aside from the mystery box thing I'll test my changes out in game now, but just want to check the process is right going forward - thanks again
Edit: Oh, and is there a way I can add 2 extra sets to the wardrobe menu?
Is it normal that the Oasis Gown and other clothing that usually gives a discount at Sandy's shop, doesn't work properly? Because in the custom_shirts file for example, it says Sandy in the file but in the game it just says to give me a discount from "someone" and doesn't give me the discount at all. It still gives the health from her with the Oasis Gown because you talk to her directly, but the shop discount doesn't apply. I didn't change anything in that file. I only know that the effects can be edited there.
when wearing a clothing with negative effect, configuring the ""LessImpactfulClothes": " option has an "opposite effect" where the punishment is less important. For exemple wearing the muscle shirt and talking to alex gives you +2.75 instead of +5 attack and lose not 200 gold but 110 gold.
Is this an intended effect?
Also can you please elaborate on what this means??
The less impactful clothes is meant to make clothes both help less and hurt less, so this is intended yes. Also lewis will kill you when you talk to him wearing that set.
Yes :) I tried to document any changes to manufacturing methods in the documentation. These changes were made on purpose to allow for some "late game" clothing.
339 comments
Would be amazing if that could just be turned off! ;)
Go to the config file of this mod SkillfulClothes > config
Then set the option DisableWhenActiveAlerts to true.
Then the notifications shouldn't appear anymore.
Either that way or with the Generic Mod Config Menu. Either of that works.
Alternatively (as opposed to being able to retexture or hide hats), making the magic hair dye effect achievable with a combination of the prismatic pants and the prismatic shirt - without a hat - would not only look v cool, but make it able to be seen!
Again, love the mod, really hope this small change can be slotted in!
• I can't find any lists for trinket effect IDs, but I think I've gathered that the magic hair dye effect is {"TrinketEffect": {"Trinket": 1}}, right? Also, in setBonusReal where each clothing is referenced by its itemID, where can I find the itemIDs for vanilla clothing? (the list of trinket IDs would also be cool)
• For adding the hair dye effect to the "Prismatic" set bonus, I've added it per item in custom_x.json, then also to SetBonusReal found in the custom_hats.json; removing the hat ID from as to keep my sick rainbow mohawk out - is this the intended way to go?
• On a separate note, I agree with another commenter on the idea of increasing Mystery Box drop chance with the mystery clothing set. On the wiki, at [Mystery_Box] (reference [2] identifying {Utility : : tryRollMysteryBox} in the game code), it seems increasing the drop chance would largely be increasing the chance of a spawn attempt made by the game per activity - with increasing chance of the success per attempt being somewhat unnoticeable. Do you have any thoughts on a way to uniformly increase the chance of a spawn attempt with a setBonus, instead of the success rate?
Would be very interested in working out a way of doing this - if you have any thoughts on where to even start with something like this, I'd be down to take a go at it :)
Aside from the mystery box thing I'll test my changes out in game now, but just want to check the process is right going forward - thanks again
Edit: Oh, and is there a way I can add 2 extra sets to the wardrobe menu?
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Because in the custom_shirts file for example, it says Sandy in the file but in the game it just says to give me a discount from "someone" and doesn't give me the discount at all. It still gives the health from her with the Oasis Gown because you talk to her directly, but the shop discount doesn't apply.
I didn't change anything in that file. I only know that the effects can be edited there.
Is this an intended effect?
Also can you please elaborate on what this means??
Do you mean health goes to 0 and teleport to the clinic cutscene or stamina goes to 0 and end of day happens? Or save is straight up deleted?
but it seems like the mod doesn't load my files
so I translate my language
in default file so my language works fine