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  1. EagleFour
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    Manual mode from V3.0

    What always bothered me was that every time I wanted to put on a spacesuit with the corresponding advantages in dangerous environments, I had to put together the set in the inventory menu first. With the new manual mode, I can now easily change the sets with a hotkey.

    It is now possible to change the outfit at any time using a hotkey. To do this, you have to activate the manual mode in the configuration menu of the outfit slots. The outfits are changed using the hotkeys CTRL-NumPad 1-8 (slots 1-8) and SHIFT-NumPad 1-8 (slots 9-16). When changing the condition type, the last equipped outfit is remembered.

    Each condition type has its own slots. So you can theoretically create 128 (8x16) outfits via hotkeys.
    The hotkeys are permanently programmed and cannot be changed.
  2. EagleFour
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    Cassiopeia Papyrus Extender V2.4+

    Unfortunately, the hotkeys LShift-Numpad1-8 no longer work since Cassiopeia Papyrus Extender V2.4+. The bug has already been reported to
    LarannKiar. V2.3, on the other hand, works perfectly.

    Therefore, I recommend using version 2.3 if you want to access slots 8-16 using hotkeys. Functions are not affected.
  3. MetZwerg
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    this one could really need a good instruction how it works NOW (without alt those  "from version xyz and that from version abc" crap...

    this is (at least if it does what is described) a really great mod...

    with the worst instructions in all of starfield nexus...
  4. nmatsu
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    The mod is very good, but whenever I enter a city it switches to the β€œdefault” clothes and not to the β€œcities” clothes.  Either with my player or with NPCs. It works on the ship, though.

    I've reinstalled it following the steps in β€œclean save” description, but even so it keeps using "default" instead of "cities".

    I could try a new save without any more mods to see if that works, but I'm posting here to find out if this has already happened to other people and if there's any way to solve it without starting all over again.
    1. EagleFour
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      Hi,
      ok, let's get to work then.

      Probably a mod has changed the vanilla city names.I assume that the city names are the same in every localization.Your cities must have these names:

      Cydonia
      New Atlantis
      Akila City
      Neon
      New Homestead
      Hopetown
      Gagarin Landing
      Paradiso
      Red Mile

      This needs to be checked. But first you should make sure if it's a mod conflict or some other oddity going on.
      I always have a fresh save without mods for such cases. I can then add very fast the relevant mods to it. Its a second profile in Mod Organizer 2.

      If a mod has changed the names, they have to be reset to vanilla, as the changed names have probably been burned into the save.
      I don't know how knowledgeable you are. If you can't do it yourself, let me know again. I have already programmed a mod for such cases, with which you can reset the names. 

      In the meantime, I wish you good luck with your debugging. There have been no reports of such a bug so far, if I remember correctly.
       
    2. nmatsu
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      Eaglefour, thanks for the quick reply.

      Your mod is fantastic and I simply can't play SF without it anymore, but unfortunately I can't get the clothes in the cities to work.

      My save was very old, from 2023, so I decided to start a new one.

      I used the mod you recommended here for a quick start.
      Then I closed the game and loaded the save with just your mod and Papyrus Extender, but the change of clothes didn't work in the cities.
      If I have any clothes in β€œdefault” it switches to them and sometimes it switches to clothes configured for outdoor environments (equal, lower or higher than 5 degrees).
      In some places, such as NPCs' houses or stores, the mod switches to the default clothes too.

      It's working in ships and places I add as home.

      I have no idea how to check if, somehow, the names of the cities are being renamed. But since I haven't used any other mods, I don't know if this is possible.
      If the mod to reset the city names is available, I'd like to try it. Or if you have any more ideas about what I could do, I'd be willing to try.
      Thanks again.
    3. EagleFour
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      Hi,

      I have sent you a PM.
    4. nmatsu
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      It's working faultlessly now.

      It was a localization issue
      I play SF with the Brazilian Portuguese language and it was translating some city names.

      Eagle helped with his mod for city names.
      Such an amazing person. Thanks again.
  5. username88889
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    Is there a way to configure this to simply have a follower change outfits at random instead of tied to certain conditions?
    1. EagleFour
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      Do you mean a random time? 

      I wouldn't want to incorporate it into the mod because a timer would have to run permanently in the background if there is no trigger. This would put unnecessary strain on the system and I also think that it's not that nice when the companion suddenly changes its outfit (maybe even in combat). It could change its outfit in very inconvenient situations, which could cause problems. 
    2. username88889
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      Not exactly, let me ask like this. Say I wanted my follower to change to random outfits each time entering my ship, and only then, other than that no outfit changes.
      First I need to enable outfit management, then I need to set a different outfit for each slot in the "NPC or Player is in Spaceship" section, and if I want them to wear a spacesuit when there is no atmosphere I also need to set a spacesuit for each of the slot that has an outfit, then it should work? I don't need to set outfits for the other sections right? So if they start swimming it won't change anything unless there is an outfit set for that section, it would just ignore?
    3. EagleFour
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      ο»ΏSo if they start swimming it won't change anything unless there is an outfit set for that section, it would just ignore? 

      Exact.
      The other conditions remain unaffected. You equip your companion as you normally would. Each slot of the corresponding environment is then randomly selected. If your companion enters your ship or another ship and you have filled three slots, one of these three slots will be selected. And if you ever want to disable an environment condition, you can set the configuration slot menu to 'disable'. 
    4. username88889
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      Thanks, I'll check it out tonight
    5. username88889
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      Got it to work. Maybe im just dumb, but if anyone is having trouble what i did to make it work was disable each qualifier besides the one i wanted, then set an outfit for each slot in the single qualifier i wanted to trigger an outfit change, then once done as a last step i enabled the outfit management in the main menu, doing it any other way seemed to cause problems for me. I have 300 mods running so probably user error. Thanks eaglefour now i can collect cool outfits without feeling like im playing dress up with dolls lol
  6. willief23
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    I told LarranKiar about the bug of the hotkeys not working so Cassiopeia Papyrus Extender v3.1 should be fixed.
    1. EagleFour
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      Hello,
      I tested V3.1. Unfortunately, the bug is still there. But to rule out that it is due to my system, I uploaded a test script under Optional Files. Maybe you could test it to see if it works for you.

      Open Console:
      Start:
      CGF β€œKBTest.KBTestOn”
      Close Console
      Press Numpad with Shift or Alt or Ctrl
      Alt and Ctrl gives Notification, Shift + Numpad not.

      Stop:
      CGF β€œKBTest.KBTestOff”
      Close Console
      The code is quite simple:

      Spoiler:  
      Show


      ο»ΏScriptName KBTest native


      Import CassiopeiaPapyrusExtender

      Function KBTestOn() Global

      Debug.Notification("Cassiopeia Script Extender V" + (GetCassiopeiaPapyrusExtenderVersion() as Float) / 10)
      Debug.Notification("\nDont forget to switch off: CGF \"KBTest.KBTestOff\"")

      RegisterForNativeEvent("KBTest", "BSInputEvent")

      endFunction

      Function KBTestOff() Global

      UnRegisterForNativeEvent("KBTest", "BSInputEvent")

      endfunction



      Function BSInputEvent(Int aiKeyCode, String asControlName, String asFriendlyName, bool bPressed, Float afHeldTime) Global


      ; Debug.Notification("BSInputEvent received:\naiKeyCode: " + aiKeyCode + "\nasControlName: " + asControlName + "\nasFriendlyName: " + asFriendlyName + "\nbPressed: " + bPressed + "\nafHeldTime: " + afHeldTime)


      ;KeyCode 160 = LShift, doesnt work since Cass 2.4 Keycode 162 = LCTRL, Keycode 164 = LAlt

      ;1
          if aiKeyCode == 97 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 97 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 97 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;2
          elseif aiKeyCode == 98 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 98 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 98 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;3      
          elseif aiKeyCode == 99 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 99 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 99 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))        
      ;4
          elseif aiKeyCode == 100 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 100 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 100 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;5
          elseif aiKeyCode == 101 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 101 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 101 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;6
          elseif aiKeyCode == 102 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 102 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 102 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;7
          elseif aiKeyCode == 103 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 103 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 103 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
      ;8
          elseif aiKeyCode == 104 && !bPressed && IsKeyDown(162)
              debug.Notification("LCTRL + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 104 && !bPressed && IsKeyDown(160)
              debug.Notification("LShift + Numpad " + (aiKeycode - 96))
          elseif aiKeyCode == 104 && !bPressed && IsKeyDown(164)
              debug.Notification("LAlt + Numpad " + (aiKeycode - 96))
              
          endif
          
      EndFunction




      By the way,
      I had the discussion with @LarannKiar in the Cassiopeia thread (from 26.11.24). Unfortunately, nothing has happened in relation to this problem.
      On my repeated request on 8.1.25, @LarannKiar did not respond. 
    2. willief23
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      Hi Eagle, I would talk to him again. He does get busy.
    3. EagleFour
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      Have you tried the KeyTest? Previously needed an independent test by someone else to make sure it isn't my system.
  7. xRCx
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    Maybe I'm missing something but I can't make any single slot to be filled with an outfit for my player. I already looked through the comments section, but none of the answers worked for me. Any help is appreciated. Here is the process that I follow, step by step:

    1. I start with nothing equipped on my player (no apparel, no spacesuit), just to be sure
    2. I go to my inventory, go to Misc, then select "Outfit Changer Player Authorization Keycard"
    3. I close the inventory, then the mod's main window appears
    4. I select "Configure Outfits" (already have the "Enable" option turned on)
    5. I go to, let's say, the "NPC or Player is in spaceship" option
    6. All the slots are 1:0, 2:0, etc. I select Slot 1
    7. The inventory window opens in the container tab, displaying all my spacesuits and apparel
    8. I press back to go to the "categories" menu, and then press Q to change to "My Inventory" tab
    9. I go to the apparel menu, and press B to equip any of my apparels there, which is now shown on my player
    10. After that, I long press TAB to exit to game
    11. My player is now equipped with the apparel I selected
    12. I open my inventory again, go to Misc, select "Outfit Changer Player Authorization Keycard", the mod's window opens, then go to "Configure Outfits", then to "NPC or Player is in spaceship" to check if Slot 1 is now shown as 1:1 instead of 1:0... but no. Slot 1 remains as 1:0. And this happens for every category, doesn't matter which apparel or spacesuit I select.

    Any help is appreciated. Thanks!
    1. EagleFour
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      Hello,
      just a short answer for now. If it doesn't work, I'll be more detailed tomorrow. I don't have much time today.

      Point 8? Why back?
      As soon as the container opens, press q to get into the player inventory.

      Do you have Cassiopeia Papyrus Extender installed? I recommend V2.3, because from 2.4 the manual mode with shift-numpad (slots 8-16) no longer works.
    2. xRCx
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      Huh... 

      Yes, I have the Cassiopeia mod installed, but I had version 2.6. I downgraded to 2.3 and now your mod works like a charm! Thanks for the help.

      Talking about point 8: I need to press back once because from the first window that is prompted, the one that shows all my spacesuits and apparel items, if I press Q I can't change to the "My inventory" tab. I need to press back once to go to the "Categories" window, and then I can change to my inventory tab from there
    3. EagleFour
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      Glad it works now. It's strange though that it didn't work at all with V2.6. Normally, the only limitation is that the hotkey Shift-Numpad1-8 doesn't work because there's still a bug in the Cass mod that LarannKiar hasn't fixed yet.
      I tested V2.6 again just to be sure, though. It works for me except for the limitation mentioned above. You could try going back to V2.6 (if it's quick), it should work with V2.6. But that's just a suggestion.

      Point 8 is probably because I use the StarUI mods. I can't remember what the vanilla behavior is.
    4. xRCx
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      Thanks. Yeah, I'm going to try again with 2.6 but with a different load order, but I'm having another problem now: outfits save on the slots without problem, but... they don't change automatically when I change cells.

      For example: I selected outfit "X" to be the one my player wears when in the ship, and outfit "Y" when visiting a city. So, when I'm in the ship, I'm wearing outfit "X" (that I selected manually from my inventory), and when I land in a city and leave the ship, it stays the same, it doesn't change to "Y", and viceversa. I already selected "Enable" in the mod's main menu, so I don't know what it might be. Any ideas? Thanks.
    5. EagleFour
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      Hi,

      Just a quick follow-up question: are you using Landing Animation Reloaded or another mod that affects landing? And does it also happen when you travel from one planet to another via fast travel, i.e. not from space to the planet?
    6. xRCx
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      Yes, I'm using Landing Animation Reloaded, and yes, it happens when I fast travel from planet to planet too
    7. EagleFour
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      There was an update from LAR to V2.3, so that it works, the Outfitchanger must also be updated to V3.43. So LAR V2.3 only works with NOC V3.43 (see changelog).
    8. EagleFour
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      Oops, almost forgot. NOC must come after LAR in the loading order, otherwise the LAR script will not be overwritten.
    9. xRCx
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      Yep, I just double checked. I have both LAR 2.3 and NOC 3.43, and also NOC after LAR in my load order. Deactivated all my other mods (I just have 12) to see if there was any conflict, but no, problem persist 
    10. EagleFour
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      ok, thank you. Further procedure.

      We now need to find out the following:

      1. Problem in the save (I hope not)
      2. Problem related to LAR
      3. Problem with operation
      4.Mod conflict (rather unlikely, since you have already deactivated all? other mods)
      5. Bug (under certain conditions).

      1. Please create a new profile (without LAR or other mods).
      I use Skk Fast Start new Game for this.

      It's best to configure and save without mods (except: SKK Fast start, if you use it) first. This will give you a clean vanilla save.
      Keep this first save. You can then use it again and again for other mods too, if you have problems later on.This step ensures that the mod works on its own and that the problem is not inherent in the save.

      2. If the mod works as expected, you can enable LAR. NOC works without LAR. Additional script functions are only activated when LAR is installed. Unfortunately, LAR has implemented some very time-critical functions. I have optimized the LAR code to such an extent that it should now work on most modern and fast systems, but I can't rule out 100% that there are still problems on one or the other system.

      3. If you did step 1., all settings should be on default. You wrote that you manually equipped your outfit on the ship? Does that mean you used manual mode for the ship or did you just open the inventory and equip the outfit, i.e. vanilla procedure?
      Do the NPCs (i.e. companions) change their outfits when they change cells?
      I ask because I am trying to trace the script in my mind.

      4. Should be answered after step 1.

      5. We'll take a closer look at this when the previous steps have been completed.



    11. xRCx
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      Sorry for the late response, was unable to play these past days.

      Alright, I just tested the mod in a new MO2 profile with just 3 mods:

      Address Library for SFSE
      Cassiopeia Paryrus (2.3)
      NOC (3.43)

      After starting a new game, I activated the 3 mods and filled a couple of slots in your mod: when in starship and when above 5Β°C outside. Both appeared as 1:1 so that part worked well. Then, I equipped another random outfit and went outside (with a 25Β°C temperature) of my ship to see if the outfit changed to the one I filled in "above 5Β°C", but unfortunately, it didn't. Then I went back to my ship to see if the outfit changed to the other slot I filled up, but no, it always remained the same. 

      But... talking about my companion, I almost never use any, so I hadn't tested that side of the mod. So, to test it, I went back to my main MO2 profile, my main game save, and made Sarah my follower. Equipped a couple of her slots (above 5Β°C outside, and when inside the starship), AND IT WORKED PERFECTLY ON HER! Outfits changed as intended, both of them. So, looks like the problem is just with my player that refuses to do it, and, since I just tested it in a new, non-modded save too, it made me reassure it isn't a mod conflict.

      Edit to answer your question in point 3:

      Yes, by "I changed my player's outfit manually", I meant the vanilla procedure (open inventory, equip it, close inventory)
    12. EagleFour
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      Ok, no problem.

      So let's take a look at the last point. Maybe it's a misunderstanding with the handling.

      I have made a video here. New game, no mods, except StarUI and the requirements.
      At the beginning I add a few clothes using a batch file.
      Please try to do the same. You can of course use other clothes.

      If you want to make a batch file, you can use this one.
      player.additem 1466F0 1
      player.additem 9cc8 1
      player.additem 2619FE 1
      player.additem 15CA8 1
      player.additem 18E260 1
      player.additem 7B2B9 1
      player.additem 10A25D 1
      player.additem 10A25E 1
      player.additem 4008C 1

      Just make a .txt file and copy it into the game folder and start it in the console with 'bat Outfits', but I'm sure you know how to do that. 

      NPC Outfit Changer Demonstration


    13. xRCx
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      Maaaan. First of all let me thank you from the bottom of my heart for all the help you provided to me (even a video!), and for your patience. You are an incredible person that deserves only the best.

      So... yeah, everything that is shown in the video is the exact same thing, step by step, that I was doing (except I haven't configured the hotkeys yet). Thing is, I were still unable to make it work, even after I copycat all your movements and locations. But... something at the beginning of the video was the clue I needed: when you are about to configure a new outfit for your character, he un-equips everything automatically first, and my character was not doing that, clothes remained worn. That made me think it was bug-related or script-related, so... I disabled the automatic outfit change to free the script from that action, went to configure a new outfit for "Cities" (overwriting 1:1), and magic happened: my player un-equipped the outfit (even tho I had it disabled). Right after that, the player equipped an outfit that I had previously saved for "above 5Β°C" even tho I was at the same spot as you in new atlantis (??), so, it was a wrong outfit, but at least it was an indicative the script was finally working on the character. After a good full minute or two, inventory finally opened (when it always takes just like 3 seconds or so), I selected a new outfit for cities, closed inventory, player equipped it, then opened NOC main menu, forced refresh, enabled auto outfit change, entered my ship, and it worked! Then went outside again, and it worked! (right outfit this time), then made some tests in other planets, and all outfits now change as intended. So, in the end, something reeeally weird was happening with the script and I don't even know what may have triggered it since the only thing I touched in the main menu, aside of the slots config, was to enable the auto change.

      Anyway, thank you so much for all your help, I really, really appreciate it. Just one more question: what's that outfit in the first image, the one for cold weather? Thanks
    14. EagleFour
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      Hi,

      at first, thank you for the kind words. Words like that are my reward.  And I'm really glad that it's working for you now.

      I read it carefully and remembered some strange behavior I had twice recently.
      Suddenly, the player outfit change no longer worked for me either. But I hadn't changed anything. But I noticed that the sales inventory only opened after a few seconds for a seller. Something triggered a strong delay in the scripts.

      So NOC no longer worked either. Unfortunately, I don't have tools in Starfield to check active scripts in the save. In FO4 there were tools to check this.

      The first time, the only thing that helped was to load an earlier save game. But since I save automatically very often (every 5 minutes), this was not a problem.

      The second time it happened, I traveled to various lonely planets and made several cell changes to unload the engine. After a short time, the behavior was back to normal. I suspect this is a rare vanilla game bug that sometimes causes scripts to run very slowly or causes the script buffer to overflow.

      Please make sure you remember your steps exactly. The problem could come up again. If it does, you could try switching cells a few times to see if that helps. I also recommend this autosave mod to be on the safe side in case you do have a corrupted save. Nothing is more annoying than losing many hours of game progress, and with Bethesda Games, this can always happen (with or without mods). The risk increases with every mod you add.

      I searched for winter clothes for a long time, the only thing I found comes from this mod:

      Star Wars Classic Hero Collection

      These are the outfits worn on the ice planet Hoth.
    15. xRCx
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      All right! Notes taken. Yeah, if it happens again I will go back to this thread, and you can point anyone having the same problem to it, too!

      I did another test just this morning and it worked perfectly. And, actually, I forgot to add that the inventory's 1-2 minutes delay through your mod was just one time, after that it went back to 2-4 seconds and remains the same, but yeah, looks like both of us encountered a very similar problem then. Hopefully Bethesda releases the tool soon to check this kind of bugs. In the meantime I'll remain on the loop for any updates you make, and to check how it behaves with Cassiopeia 2.6. Thanks a lot, again.
    16. schmid1985
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      Just wanted to say thank you for your detailed explanation of how you got it to work, I hate when people say "nevermind figured it out" and dissappear.   I'm having the same exact issue as you and it was driving me nuts.  I'm gonna try this when I get home and hopefully we're all good so thank you both again.
  8. CozyToby
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    do you think it would be possible to add outfit slot items? ones that can be favorites? kinda like a mod in Skyrim I've seen (it was something from Nolvus I don't remember exactly what, but it created a ring or something triggered it would equip the saved outfit if you had the items in your inventory)

    as I play on a controller and I only have a 70% keyboard it would be really nice to have something like this,

    if it's not possible I completely understand
    1. EagleFour
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      If I understand you correctly, you think that weapons, chemicals, etc. should also be part of the outfit package? That's not a bad idea. However, I would have to make extensive changes to the mod. Unfortunately, I don't have the time for that at the moment. But I have that on my radar. I can't promise if and when I can incorporate it, though.
  9. IM3KONI
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    It is now possible to change the outfit at any time using a hotkey. To do this, you have to activate the manual mode in the configuration menu of the outfit slots. The outfits are changed using the hotkeys CTRL-NumPad 1-8 (slots 1-8) and SHIFT-NumPad 1-8 (slots 9-16)

    Is it possible to change these bindings, I am using a TKL keyboard.

    Thanks

    EDIT: NM read it cannot be changed, I have tried using a numeric pad that connects via Bluetooth but the hotkeys still don't work, even with manual mode enabled.

    EDIT2: Ok, the numeric pad do seem to be working, if I press Ctrl-NumPad1 or NumPad2, the outfit does not change, but if I use the debug option then "Outfit has not changed, force refresh", the outfit then changes.

    so it seems to be some reason the outfits are not changing manually even when manual mode is enabled.
    1. EagleFour
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      Hmm, strange.

      What version of Cassiopeia Papyrus Extender are you using?
      Shift-Numpad doesn't work anymore from V2.4, so I recommend using V2.3.
      But CTRL-Numpad should still work.
      All numpad keys work for me and so far no one else has reported it. Unfortunately, I can't reproduce it. That makes it difficult. Do you have the option to connect a normal keyboard with numpads to test it? Just to see if it's the hardware or keyboard driver.
      I don't know how Cassiopeia Papyrus Extender reads the keys. My guess is that it has to do with Cassiopeia Papyrus Extender. I could program a test mod for you to show you whether the keys are being recognized.

      Do you get the message that the outfit has been set in slot x when you press the corresponding key without the outfit changing?
    2. IM3KONI
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      Using the latest version of CPE but I didn't even try with the Shift-Numpad keys, only added max of 3 outfits to try the mod.

      I don't have another keyboard here to try, it seems to be something to do with not recognising the Bluetooth numeric pad though, as you said nobody else has had this issue so it must be my end. just strange that it did recognise the keypress, but just wouldn't change the outfit, as when I used the option in the debug to refresh it then changed outfit fine, I did get a message on the screen but only after using the refresh option, not when the keys were pressed.

      I also seemed to have issues with companion spacesuits (tried Sarah and Adoring Fan) not equipping when outside on Cydonia, when I used "showinventory" on the companion via console, their spacesuit had disappeared completely, also had this issue with apparel missing when they would change instances (from New Atlantis to inside the Frontier), checking their inventory parts of the apparel were gone and I had to add another one for them to equip.

      The only thing I can think of for most of this is a mod conflict, I was using Linked companion spacesuits & Auto Spacesuit Hider, but I followed the uninstall instructions on the mod and loaded a fresh save without it installed to try.

      I have uninstalled the mod for now as not sure what else I can do to get it working in my current game, but want to give it another try once I get into NG+.
    3. EagleFour
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      ο»ΏI don't have another keyboard here to try, it seems to be something to do with not recognising the Bluetooth numeric pad though, as you said
      nobody else has had this issue so it must be my end. just strange that
      it did recognise the keypress, but just wouldn't change the outfit, as
      when I used the option in the debug to refresh it then changed outfit
      fine, I did get a message on the screen but only after using the refresh
      option, not when the keys were pressed.

      This indicates that the keys are not recognized and that the Outfit Changer routine is working properly.


      I also seemed to have issues with companion spacesuits (tried Sarah and Adoring Fan) not equipping when outside on Cydonia, when I used "showinventory" on the companion via console, their spacesuit had disappeared completely, also had this issue with apparel missing when they would change instances (from New Atlantis to inside the Frontier), checking their inventory parts of the apparel were gone and I had to add another one for them to equip.

      Is this only on Cydonia? This may be related to:
      Changelog V3.4


      • Bug in SF Update V1.14.74 worked around. Since Starfield V1.14.74, the LocationChange
        event is no longer triggered when the player enters Cydonia. As a result, the player no longer automatically changed outfits in Cydonia. In my opinion, this is a bug that was added with the update to V1.14.74. V3.4 fixes this problem, so that the player in Cydonia changes his
      ο»Ώ outfit automatically again.

      But it shouldn't make items disappear, and it should only happen when changing player outfits.

      (And very important, make sure that you are in the inventory of the NPC when configuring, and not in the container inventory. This has already happened to someone here. He was in the container inventory and wondered why the outfits of the NPCs did not change. I only mention it because it has happened to me too. When you open the inventory, you first end up in the container and then have to switch to the inventory of the NPC/player using Q.)


      In such a case, I would first start a completely new game without mods, only with NOC installed. Then test whether everything works as expected. This ensures that everything is ok with the mod. This also rules out the possibility that the problem is not β€œburned” into a save. Which can also be the case.
      If that works so far, you unfortunately have to go through the process of switching off mod after mod one by one. This is very time consuming. I always proceeded by deactivating entire blocks of mods (if there are a lot installed). Sometimes 10-20 at a time. And so I was able to approach the conflicting mod relatively quickly. I really started from the last mod without regard, I deactivated everything below it. For some, the save cannot be loaded because the mod has been burned into the save. I then left that one out. It is also better to do such an action in an empty test cell. You can first deactivate the mods that seem to touch the area, such as all companion mods. But from years of experience, I can say that there are often mod conflicts with mods that have nothing at all to do with the problem. So I proceed systematically, one after the other in order.

      I'm sorry I can't be of more help. It's a miracle that you can run hundreds of mods at the same time. Unfortunately, we have to deal with these problems from time to time. That's the price.
    4. IM3KONI
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      ο»ΏThis indicates that the keys are not recognized and that the Outfit Changer routine is working properly.
       Yeah I figured it was something to do with the Bluetooth keypad, I will try get my hands on another keyboard and try it with a proper numerical pad.

      ο»ΏIs this only on Cydonia? This may be related to:
      Changelog V3.4


      • Bug in SF Update V1.14.74 worked around. Since Starfield V1.14.74, the LocationChange
        event is no longer triggered when the player enters Cydonia. As a result, the player no longer automatically changed outfits in Cydonia. In my opinion, this is a bug that was added with the update to V1.14.74. V3.4 fixes this problem, so that the player in Cydonia changes his
      ο»Ώ outfit automatically again.
      I only tried with Sarah and Adoring Fan as this is a fairly new gameplay, it was not just Cydonia I tried back on the starting planet too, I equipped my space suit fine, companions did not equip at all.

      ο»ΏAnd very important, make sure that you are in the inventory of the NPC when configuring, and not in the container inventory. This has already happened to someone here. He was in the container inventory and wondered why the outfits of the NPCs did not change. I only mention it because it has happened to me too. When you open the inventory, you first end up in the container and then have to switch to the inventory of the NPC/player using Q.
      With the gun equipped I had the option to press  "R" to configure companion outfits, the outfit change worked fine some places so I presume I was doing things right, like I set  the Lodge as HOME, made an outfit without a jacket using the "Constellation Modular Outfits" mod and set a city outfit as the same but with a jacket on, it switched fine when leaving and entering the lodge automatically, (manual changing still did not work without using the debug option). but when landing on a planet with no Oxygen and leaving the ship both companions would not equip a spacesuit.

      That is when I checked their inventory using the console command "showinventory" both spacesuits were missing, I reloaded a save before enabling the companion and it showed the spacesuits in their inventory with "NOT USABLE" or something similar for the helmet, boost pack and suit. once enabled to the outfit changer though, those items vanished from their inventories.

      I will try a fresh game as you have suggested with just this mod and its dependencies installed and see how it goes, I am not the best with mods, I only have maybe 80 mods installed and most of them as Zone79's and Rabbits lights mods, with a few like workbench filter framework, StarUI and a few other HUD mods. and a load of character creation mods as well as a few random mods. I have checked my load order with LOOT too.

      ο»ΏI'm sorry I can't be of more help
      You have been a great help, I only wish I could sort this out because I love the idea of the mod, I am the type of person who changes to a SysDef uniform when I am doing quests for Sgt. Yumi etc, so being able to change outfits on the fly without the need to enter the inventory was like a dream come true for my immersion.

      I will try that fresh install and see how it goes from there. Thanks for all your help.
    5. EagleFour
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      That is when I checked their inventory using the console command "showinventory" both spacesuits were missing, I reloaded a save before enabling the companion and it showed the spacesuits in their inventory with "NOT USABLE" or something similar for the helmet, boost pack and suit. once enabled to the outfit changer though, those items vanished from their inventories.


      Please try this mod first:
      Highly recommended Mod: Visible Unequippable Takeable Companion Outfits

      And then this thread from 25/12/204 with ahasley further down might be interesting.
      In his case, it was because another mod had blocked the slots with a necklace. Not the same situation, but maybe some of the information is still helpful.

      Good luck.


    6. IM3KONI
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      In his case, it was because another mod had blocked the slots with a necklace
      I am actually using  a necklace from one of Zone79's mods, but only on my character and I haven't had issues with my stuff disappearing, only things on companions are pants/vest apparel and a jacket. 

      Highly recommended Mod: Visible Unequippable Takeable Companion Outfits
      I thought that mod only affected their apparel, seems you can take the spacesuits too, I will give that a try and see how it works, if I can maybe have their space suits actually show up in their container inventories instead of just showing under "showinventory" console command it might work better.
  10. Ahplla
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    Does Amelia Earhart become a crew member? Seeing these images I realize even more how I made wrong choices. Just yesterday I came across Genghis Khan destroying civilian ships like a common pirate. What have I done? 😞
    1. EagleFour
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      Oh yes, wrong decision, I would say.

      Amelia becomes a full crew member. She loves the freedom and flying. Besides, Genghis Khan died during the mission and so he couldn't do any more harm. He was really evil.
  11. SperrholzGamer
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    Don't understand to use it on PC. Seems, the setting of slots does not work. Can't see, what's in a slot. 
    Will wait, until someone makes a how to video.
    1. EagleFour
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      I'd like to help you. If you take the default type, for example, you can see the slots at the top of the window (configutaion menu). All the ones with a 0 are unoccupied. Select the slot you want to occupy. It will now take a while for the inventory to open (either yours or the NPC's). Now you have the normal inventory menu. Press Q to go from the container to your inventory. Equip the clothing and close the inventory menu. This slot should now show a 1 when you open the configuration menu again. Finally, you have to click on Enable in the main menu (only the first time) to activate the OutfitChanger.
  12. ahasley
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    Thanks for the great mod! But after installing the latest update and completely configuring the outfit of my character, it unequips my helmet and boost pack from the default category. This happens every time I re-configure it and equip it back. What may cause this issue? Can I just leave the default category unconfigured?
    1. EagleFour
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      Hi,
      Very strange.Ok, let's start to get to the bottom of the problem.
      It's best to create a save first. Better safe than sorry.

      A few questions first.
      Does Default work properly with your companions, do you only have the problem with your player character?
      Have you tried to remove all NPCs and players in the debug menu? (Probably yes, but I'm asking anyway)
      What version did you have installed before you did the update?

      Let's start.
      1. check whether there is a mod conflict.

      It is possible that another mod is equipping invisible items that are causing problems.

      a. Go to a place where the default condition is fulfilled.
      b. It is best to remove all items that are not needed (for clarity).
      c. Open the console. Type 'prid 14; showInventory' (without '). The entire inventory will now be displayed. Search for items that are equipped (marked with - worn). If you find items that are NOT in your regular inventory but are still equipped, you need to search for the mod that adds these items. For example, Visible Chronomark Watch causes problems of this kind. When you have found the mod, remove it and test if the problem is solved.

      2. problems with update over existing installation

      I have done everything to ensure that updates can be installed over existing installations. But since there are countless configurations, you never really know if you have covered all the possibilities.

      We do a clean save and a reinstallation. Make a save now in any case.

      Follow these instructions:

      Uninstall sequence:

      1. remove NPCs and Player from management and go to an area that is not an outpost (the safest thing to do is to go in a ship and fly into Space). This is absolutely necessary. If managed NPCs and the Player remain in the world without mod, it can lead to crashes. So again: Open Debug Menu and Remove all NPCs and Player before uninstalling.

      Clean Save:
      2. save
      3. uninstall mod
      4. load save
      5. save
      6. load save

      Reinstall the mod. Problem solved?
      If the problem still persists, there is most likely a mod conflict. You can only uninstall one mod after the other to find out which mod is causing the conflict. For example, I have a profile without mods for such cases, i.e. vanilla. There I install the mod that is causing problems and test whether the problem still exists, if not, there is definitely a mod conflict and everything is ok with the mod itself.

      You asked if you can remove the default configuration completely. The problem is that the default configuration is equipped as soon as another type is not configured. Therefore it is the only configuration that needs to be configured. You can set it to manual or switch off the auto change mode so that only one slot is active. But having no slot occupied will not work.

      Please report back if you were successful or not and what you did.
    2. ahasley
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      Wow, I commend you sir for the detailed reply. Top notch support right there. I will now do my due diligence to troubleshoot the problem.

      First, let me clarify it's the helmet and spacesuit.

      Does Default work properly with your companions, do you only have the problem with your player character?
      Default works properly with companions. They occasionally be stuck on their spacesuits but debug fixes it.

      Have you tried to remove all NPCs and players in the debug menu?
      Yup, part of my initial troubleshooting.

      I did the 'prid 14; showInventory' but everything marked worn is in my inventory. I both have Smarter Spacesuit Auto-Hide and Visible Chronomark Watch which I thought to conflict with your mod but upon disabling them, it still persist.

      Those two out of my mods are just what I think would have a conflict with your mod but again it stillο»Ώ persist with those disabled.

      I will now try to reinstall the mod and and hope it fixes the issue.
    3. ahasley
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      Hi! I found another mod on my list which is CaCAO and found this on it's compatibility section:

      ο»Ώ"Due to having to edit the condition records for spacesuits, mods that hide the player spacesuit are also likely compatible. Due to this the mod has the ability to set your suit to mirror your helmet visibility."

      I can't test it out if this is the culprit because it's crashing my game when loading a save with this mod disabled.
    4. EagleFour
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      Hello,
      I also use CACAO and it works perfectly with the Outfitchanger. So the mod shouldn't be the cause. Yes, some mods can cause CTDs when you try to disable them. If the problem is still there after a clean save, create a new profile without mods and install only the Outfit Changer for now. This is to make sure that it really is a mod conflict. And then you can install the suspicious mods. Unfortunately, this is all very time-consuming. I know this all too well.

      By the way, CaCao causes numerous bugs and has not been updated in a long time. See the bug tracker. For me, it has worked reasonably well so far. But that doesn't have to be the case for everyone.
    5. ahasley
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      Hey, I tried to load a very early save file with all my mods and the problem is not showing. I even tried replicating the items and it work fine. Sadly there something I did or I previously installed that is baked on my recent save files so I will not be able to identify what's causing the issue. Thank you for your time! Guess I need to visit the unity now. lol
    6. EagleFour
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      Hi,
      ok, I'm sorry you lost game time. That's always very annoying. Apparently Starfield is more likely to have problems with saves than FO4. I've read several times that saves have been corrupted by various mods. I had the same problem a few days ago, where the inventory suddenly took a few seconds to open. This occurred suddenly, without me having installed any mods. The only thing I could do was load an older save game. Fortunately, I save very often and the save was not very old. I use
      autosave set to 5 minutes. This also allows me to isolate problems very precisely.

      Unfortunately, the engine from Starfield is in very poor condition. ElminsterAU, the author of xEdit, wrote this on Discord some time ago:

      It's an absolute miracle that the game is even working as much as it does.

      Spoiler:  
      Show


      ElminsterAU
       β€”
      03.10.2024 07:31
      I think the game is so far broken now that there is no longer a point in having SFEdit at all

      ikazuchi
       β€”
      03.10.2024 07:47
      my current use of SF1edit is just checking the record and let mod author know what to fix/improve πŸ˜‚
      I don't like using CK because the interface is so messy, I always mod fallout with fo4edit

      ElminsterAU
       β€”
      03.10.2024 07:49
      starfield is simply a completely broken mess inside
      ikazuchi
       β€”
      03.10.2024 09:12
      standard creation engine game

      ElminsterAU
       β€”
      03.10.2024 09:13
      No. Starfield is in a completely new class of its own here

      ikazuchi
       β€”
      03.10.2024 09:35
      yeah I agree for most part, compared to fallout 4 starfield is better on fidelity of course but at the cost of heavy performance hit. While starfield supports UI mod in creations which benefits console user, it's quite broken at the same time. When installed a new mod or move a load order even if it doesn't affect the mod itself it'll stop working, have to restart the whole game to make it working again

      ElminsterAU
       β€”
      03.10.2024 10:14
      In talking about the internal technical details. Which are just so much worse in Starfield than in any previous Bethesda game.

      It's an absolute miracle that the game is even working as much as it does.


    7. ahasley
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      Hi,

      I felt like this thread is already closed so I sent you a DM but I'll post is here anyway. 

      Yeah I know I said I'd jump to Unity but then I think I found what's causing the issue. Every time I include EIT Necklace Artifact on the configuration, helmet will be unequipped and every time I include Infiltrator backsword, spacesuit will be unequipped respectively.

      I assume this will include any accessories like necklace and backpacks, but I haven't checked, only those two items present in my inventory.

      Hope this helps!
    8. EagleFour
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      Yes, that makes sense, of course.

      Unlike Fallout 4, there are no different slots in Starfield, just the main slots (suits, helmets, clothing).This means that if the helmet slot is occupied by another item, such as a necklace, the helmet disappears. Both together are not possible.

      Thanks for the hint.