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[REQUEST] Only Equip "Tailored" Clothes


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Posted

A number of different mods features ways to make the player naked. These tend to work by incentivizing nudity, punish the wearing of clothes or outright preventing the wearing of clothes. Some mods take away or break clothing, but ultimately it's usually very simple to get new clothes. Break Undies Plus has a solution to this. With the "Heavenly Body" option enabled, the player can only equip armors from the mod. I think that this is a good feature in principle, but it works with such a small pool of armors. I had an idea to extend this: the player can only equip tailored clothing and armor.

 

The core feature of this mod would be that the player can only equip main-slot armor/clothing with a "tailored" flag. Importantly, if the game or a mod should auto-equip something on the player, this should not be prevented. This is to preempt any possible compatibility errors. Additionally, it would be good if the auto-equipped piece was automatically flagged as tailored.

 

Getting equipment tailored is important. General merchant NPCs and clothing sellers would be marked as "tailors." Tailors can do one of two things. First, they can tailor a particular item, thereby allowing the player to equip it freely. The cost of tailoring would be configurable, and go up based on the number of tailored items in the world. Alternatively, a tailor can "take your measurements." Doing this will remove the "tailored" flag from all items in the world. This will make it much cheaper to use the tailor, at the expense of loosing the ability to wear all previously tailored items.

 

Ideally, everything the tailor does is MCM configurable. Measurement cost, base tailor cost and increase rate (i.e. each visit costs 1-3 times as much as the last visit). Additionally, there might be an MCM option to make tailors refuse to serve nude clients.

 

What this will do is make it harder to get clothes and thereby make the player involuntarily naked. It will make the game a brief, embarrassing scramble to get your clothes back, in case you loose them. There are other mods to provide for the loosing of clothes. But, in order to make the mod stand on its own better, it would be nice to have a system by which clothes can get stolen. What follows would make the mod better, to my view, but is not necessary for it to be completely functional.

 

A stealing mechanic would be the best way to part the player from clothing. I can think of four different stealing events. Upon entering a dungeon (i.e. Naked Dungeons Lite), upon having an alcoholic drink or Skooma (loosing clothes in the course of a wild evening), upon sleeping (having your clothes stolen in the night) or upon fast traveling (robbed on the road). Each event would ideally have an independent probability of happening. You might, for instance, turn the dungeon entrance robbery down to 0% to allow the actual Naked Dungeons to do its thing.

 

Upon suffering a robbery event, your inventory will be pilfered according to the following MCM configurable scheme:
Clothing: None/Tailored Only/All
Gold: User-defined percentage

Weapons: None/Unequipped/All
Others: None/All

 

Upon suffering a robbery, you can approach a town guard, who will point you to a nearby bandit encampment to recover your stolen items.

 

I imagine that the stealing mechanic might well be its own mod (if it isn't already). I think it would be no small thing to implement, but I suspect that once the base mechanic is done, enabling the various events would be straightforward enough.

 

If someone should pick this up, I would be glad to volunteer to help write it (given how much I just now wrote, you would be correct to think I'm better at writing than modding).

Posted
45 minutes ago, ayetien said:

The core feature of this mod would be that the player can only equip main-slot armor/clothing with a "tailored" flag. Importantly, if the game or a mod should auto-equip something on the player, this should not be prevented. This is to preempt any possible compatibility errors. Additionally, it would be good if the auto-equipped piece was automatically flagged as tailored.

I like the basic idea a lot. Find a new set of clothes or armor, but being forced to make it tailored feels lore friendly.

 

But as I do not like my crafted and enchanted items to be stolen, and I think that money is not a very good method to balance things, thus I have two suggestions:

  • Items can be torn or worn out. The system could lower the 'integrity' of tailored item each hour. If the item is worn, the integrity will of course be lowered a lot more. And when a piece of clothing gets worn out, you have to see a smith or tailor again (the item still counts as a tailored item and fixing might be cheaper than tailoring). A nice addition could be that the level of integrity is not visible to the player and premature fixing clothes will not be possible.
  • Tailoring takes time. And you could perhaps even adjust the timing a little with each piece of armor (smith) or cloth (tailor). First item could take 15 hours to tailor, while each next item takes 5 hours longer. Meaning that in the beginning you have to return the next day, but after a few items that could add up to multiple days (and one day less when you enter the shop early). Thus waiting instead of money to force the dragonborn to remain naked.

Anyway, despite my two suggestion, I really like the basics of your idea and this might be considered semi lore-friendly.

 

Posted
9 hours ago, jaberwocky said:

I like the basic idea a lot. Find a new set of clothes or armor, but being forced to make it tailored feels lore friendly.

 

But as I do not like my crafted and enchanted items to be stolen, and I think that money is not a very good method to balance things, thus I have two suggestions:

  • Items can be torn or worn out. The system could lower the 'integrity' of tailored item each hour. If the item is worn, the integrity will of course be lowered a lot more. And when a piece of clothing gets worn out, you have to see a smith or tailor again (the item still counts as a tailored item and fixing might be cheaper than tailoring). A nice addition could be that the level of integrity is not visible to the player and premature fixing clothes will not be possible.
  • Tailoring takes time. And you could perhaps even adjust the timing a little with each piece of armor (smith) or cloth (tailor). First item could take 15 hours to tailor, while each next item takes 5 hours longer. Meaning that in the beginning you have to return the next day, but after a few items that could add up to multiple days (and one day less when you enter the shop early). Thus waiting instead of money to force the dragonborn to remain naked.

Anyway, despite my two suggestion, I really like the basics of your idea and this might be considered semi lore-friendly.

 

Both are very good ideas. I suspect that the first might be a bit tricky, but the second suggestion I don't imagine would be very difficult at all should a modder adopt this idea.

  • 5 weeks later...
Posted
On 6/21/2018 at 5:46 AM, ayetien said:

Both are very good ideas. I suspect that the first might be a bit tricky, but the second suggestion I don't imagine would be very difficult at all should a modder adopt this idea.

I just thought of an alternative to the 'worn out' system. Just give a chance a piece of clothing 'worns out', no slowly degrading. And you can still have an increased chance for clothes that are worn when the 'check' occurs. No need to track status, just two booleans: Tailored & Worn Out.

 

I like the idea that when the dragonborn isn't careful, he/she could walk around with a worn-out set of spare clothes. Meaning that although the dragonborn carries a spare set, he/she might still end up naked.

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