2023-10-14 v3 - Added legendary slots to all playable clothing even if can't spawn normally. - Increased rarity slightly. - Fixed a mistake in 2 items, whoops.
2023-10-11 v2 - Added swimsuits to shop at Paradiso. - Nearly all loot tables (with clothing) now affected.
Work in Progress - Do any kind of balance pass. - Handle unique clothing better.
Is there a trick to adding modifiers to apparel? I have some custom clothing items i'd like to add the modifiers my current outfit from this mod has. I tried getting the ID for the outfit, and using <Apparel ID>.amod <modifier ID> but it doesn't do anything. How did you get the modifiers to attach to apparel items?
Thanks! for some reason the .esp one stopped working, I guess because I installed a lot of esm mods or because I started to use plugin.txt instead of sTestFile method, was about to try to replicate it with xEdit but you saved me a lot of time since I am a noob at it so thank you so much!
no problem, but you have to put every file into the plugins.txt, and keep the order of esm->esp->esl, ONLY esp and esl files arent exactly supported by the game, yet.
Thanks for remaking these mods, they have been a worry for me since use them since I'm still even with all the warnings about esp mods. Out of curiosity why is Craftable Quality a requirement for this version?
Do not ask for support or post a bug if you use a bootleg version of my mods. There may be fields I've changed that are not yet visible in xEdit or other such issues.
does it mean that I get to remove the xarmoslegendarydrip.esp in my plugin.txt and my Data folder and replace it with the .esm file in both the folder and plugin.txt?
Install it as per normal, except instead of adding the "sTestFile" stuff, you need to add *xatmosLegendaryDrip.espas a new line in Plugins.txt.
You also need to move ALL "sTestFile" lines from your Custom.ini to Plugins.txt and then remove ALL "sTestFile" entries, otherwise it won't read Plugins.txt
Quick question if you're aware, what makes using plugins.txt in the AppData folder "better" than us just adding the "sTestFile" .esp load lines into our .ini? At least via the .ini everything was in one folder, now if we all start using plugins.txt in the AppData folder we are going to need to jump back and forth from AppData into Starfield Data folder it seems...
The number of mods you can load using the sTestFile method is very limited and you can't load from both .ini and Plugins.txt at the same time. If you want to add more mods as they keep coming out the Plugins.txt method is the only one that will allow you to keep adding them up the 255 limit for .esm right now. Mods like this that use .esp are also made with non-Starfield specific tools (.esp can't be done with xEdit right now), meaning that for game stability it would be awesome if the creator remade them to .esm mods using the Starfield xEdit version.
I did exactly that: invalidated the Test Files in StarfieldCustom and migrated them to Plugins.txt... Unfortunately, now all my plugin-written mods work (xD) EXCEPT this one... Any reason why?
Is it possible to allow this functionality on standalone outfits from other mods or would it require the mod authors of said outfits to change their mod in order to have this functionality?
At this point it entirely depends on whether the outfit mod was made with a hacked ESP or the through the current release candidate build of xEdit. In the case of the former, it seems that type of mod is no longer going to be supported by xEdit (plus it's bad for your save) and with the latter it can easily be done yourself if you grab the current dev build of xEdit from their Discord.
I am totally for trying to edit the .esm for the mod I want to have the functionality on myself, however despite my schooling I do not know how to actually get myself a usable version of xedit. I can download the project from github but I'm not sure how you actually compile that into a usable format and my attempts to get on the discord have resulted only in "Invalid invite." Any information on how to do this would be appreciated but I don't want to clog up the comments section for this mod with too much off topic discussion.
So the xEdit you can get from github is only version 4.04, which is the current full release version that still only handles previous games like Skyrim and Fallout 4. The release candidate version of xEdit I'm talking about is 4.14 and that's what can create and modify ESM plugins without the need for workarounds like hacked Fallout 4 ESPs. It's not on github because it's currently still experimental and it can be obtained from the xEdit Discord.
Since most people have been creating esm mods with xEdit for a while now and this mod is an esp (which I believe still needs to be loaded after an esm), I don't think it's possible to create a patch for another mod and yours unless you change to esm as well. Is that correct?
I already have one of your other mods with the test file line. How would I go about using multiple mods of yours? Do I need to add a new line for each mod, or do I have to add the mods to the current line I have?
I was transferring my mod files from My Games/Starfield/Data over into my common/Starfield/Data folder, as I've heard that is the recommended Data folder to use.
Anyways, I've noticed that in My Games/Starfield/Data folder, I have a "strings" folder which seem to have some .STRINGS files from this mod. I was wondering if I can go ahead and transfer this folder over into my common/Starfield/Data folder.
112 comments
- Added legendary slots to all playable clothing even if can't spawn normally.
- Increased rarity slightly.
- Fixed a mistake in 2 items, whoops.
2023-10-11 v2
- Added swimsuits to shop at Paradiso.
- Nearly all loot tables (with clothing) now affected.
Work in Progress
- Do any kind of balance pass.
- Handle unique clothing better.
https://drive.google.com/drive/folders/14YPVOx14Od8Sn2FA6vvcJm8aupHjtle9?usp=sharing
The Legendary Drip file in this google drive folder requires Craftable Quality by Gambit77
Out of curiosity why is Craftable Quality a requirement for this version?
*xatmosLegendaryDrip.esp
as a new line in Plugins.txt.You also need to move ALL "sTestFile" lines from your Custom.ini to Plugins.txt and then remove ALL "sTestFile" entries, otherwise it won't read Plugins.txt
Quick question if you're aware, what makes using plugins.txt in the AppData folder "better" than us just adding the "sTestFile" .esp load lines into our .ini? At least via the .ini everything was in one folder, now if we all start using plugins.txt in the AppData folder we are going to need to jump back and forth from AppData into Starfield Data folder it seems...
Any reason why?
Anyways, I've noticed that in My Games/Starfield/Data folder, I have a "strings" folder which seem to have some .STRINGS files from this mod. I was wondering if I can go ahead and transfer this folder over into my common/Starfield/Data folder.