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Common Clothing Lists (CCL) beta


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Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible :smile:

How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging

 

This plugin contains a heap of FormLists and Levelled lists for clothing to be added to vendors or checked by other mods like:


FL_LeotardsThin
FL_BodysuitsThin
FL_UnitardsThin
FL_CatsuitsThin
FL_LeotardsArmored
FL_BodysuitsArmored
FL_UnitardsArmored
FL_CatsuitsArmored
FL_PantsArmored
FL_PantsSexy
FL_GlovesNice
FL_BootsNice
FL_BeltsNice
FL_HoodsNice
FL_JacketsNice
FL_HatsCapsNice
FL_BattleArmor
FL_PlateLegs
FL_PlateArms
FL_PlateChest
FL_Wetsuits

LL_Any_Gymwear

LL_Any_Kinky
LL_Any_Sexy
LL_Any_SexToys
LL_Any_Slavewear
LL_Any_Battlegear
LL_Any_Vaultwear
LL_Loot_LockerClothes
LL_Loot_SuitcaseClothes

LL_VaultTech 
LL_Western 
LL_BattleArmor 
LL_LeotardsArmored 
LL_BodysuitsArmored 
LL_UnitardsArmored 
LL_CatsuitsArmored 
LL_PowerArmorPlugsuits 
LL_PowerArmors 
LL_StealthSuits 
LL_Heroic 
LL_PlateChest 
LL_PlateArms 
LL_PlateLegs 
LL_HazmatWear 
LL_JetPacks 
LL_GasMasksNice  
LL_HelmetsOpenFace 
LL_HelmetsFaceMasked 
LL_HelmetsSealed 
LL_Accessories_Goggles 
LL_Accessories_Electronics 
LL_WeaponHolders 
LLI_AllDisplayWeapons 
FL_Heroic 
FL_TownDweller 
FL_Prostitute 
FL_Slutty 
FL_Vaultsuits 
FL_Gymwear 
FL_Slavewear 
FL_SciFi 

etc.

 

There are several clothing mods automatically added to the lists if they are installed. It might take a game day or 2 for them to appear.

The Lists are added to Vendors, some Actor Clothing Lists and Loots depending on the MCM settings.

 

Supported Mod esp's are:

GITS_suit_by_OniNigma.esp

GITS_suit_camo.esp

OpticalCamo.esp

el_precursorsuit.esp

ArmorBodySuit.esp

Colossus.esp

[SunJeong] Dva Outfits.esp

Kerrigan.esp

KerriganGlasses.esp

JSE-Kerrigan.esp

BRx Armor.esp

DX_Banshee_Recon_Armor.esp

FEAR.esp

[SunJeong] Yurica Summer Dress.esp

Kashima.esp

AsukaClothOfficer.esp

Black chinese qipao.esp

Nier.esp

Headcrab_Bunny.esp

Sporty Underwear.esp

Lara's Wetsuit.esp

CompetitionSwimsuit.esp

Bloomers.esp

SuperGirl.esp

Superman.esp

ShinoCosplay Spider Gwen.esp

Crimsonrider's WonderWoman.esp

Catwoman.esp

BlackWidow.esp

DavesMomJeans.esp

DavesMomJeansPatch.esp

tao_catsuit.esp

LatexNurseSuit.esp

SuitDreams(3.Average).esp

ApalLeotard.esp

rpampas.esp

fortaleza2.esp

Holsters & Sheaths.esp

Devious Devices.esm

 

I don't know where to get these files, most are from Nexus or Lover Lab.
I probably won't get much done on this myself unless other people send in modded scripts to add to it for new outfits. Some outfits are near impossible to add too if the color variations are set by templates.
Don't forget to give thanks to all the Modders who made this cool stuff.

 

 

 



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Neat, trying this out thanks.   Loaded up game and was greeted with this!  Guess I need to check if its flagged for females only for leveled listing ?

 

Found what I think is the issue.  I used a modified We Are The Minutemen to where I got it to integrate other esp's leveled lists.  For some reason the Red Dress and this Sequin Dress  got flagged to be random MM leveled listing.  Not game breaking, funny so for now I shall leave it as is 

20181025120124193.png.2a4582e799756af44e28a5ce6e73e2cb.png

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3 hours ago, Nickolos1818 said:

Neat, trying this out thanks.   Loaded up game and was greeted with this!  Guess I need to check if its flagged for females only for leveled listing ?

 

Found what I think is the issue.  I used a modified We Are The Minutemen to where I got it to integrate other esp's leveled lists.  For some reason the Red Dress and this Sequin Dress  got flagged to be random MM leveled listing.  Not game breaking, funny so for now I shall leave it as is 

20181025120124193.png.2a4582e799756af44e28a5ce6e73e2cb.png

LOL, I've never seen that issue, but I'll have a look at what lists its added to, that's always going to be an issue with outfits that don't have male equivalents, Bethj should have added an Elvis sequin jumpsuit :)
I set it up for Female PC, no idea what craziness it may do for Male Player:)

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44 minutes ago, Nickolos1818 said:

 https://www.nexusmods.com/fallout4/mods/30899 Been trying to include that but the usual way I add mods to leveled listing doesn't seem to work with this.  First attempt I forgot your mod came with an ESM and ESP.

Yeah you have to add to the esp if you want to do it using the CK, I'd advise doing any manual adding to the esp even if you use FO4Edit. Because if I update the esm, you will lose all your changes when you update.

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  • 2 weeks later...
On 10/27/2018 at 10:19 AM, Halstrom said:

Yeah you have to add to the esp if you want to do it using the CK, I'd advise doing any manual adding to the esp even if you use FO4Edit. Because if I update the esm, you will lose all your changes when you update.

And of course the ck will strip out references to esp's used as master files when it saves, well it did at least the last time I played around with it.

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3 hours ago, Varithina said:

And of course the ck will strip out references to esp's used as master files when it saves, well it did at least the last time I played around with it.

Hmm, didn't know that, I always use FO4Edit for that stuff or add it by script.

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9 hours ago, Halstrom said:

Hmm, didn't know that, I always use FO4Edit for that stuff or add it by script.

Only time you are likely to notice it is to rebuild nav meshes, as that requires the ck, so you load you new esp with its esp as master files rebuild the nav mesh, go back into xedit to do something and your mod is now full of error and null value references, as I said it did do it, not too sure if it still does, as I have not used the ck for anything for ages, which is a pain as I prefer the ck when working on things like level lists and such as it is much easier to use for that sort of thing.

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On ‎11‎/‎6‎/‎2018 at 5:57 PM, Varithina said:

Only time you are likely to notice it is to rebuild nav meshes, as that requires the ck, so you load you new esp with its esp as master files rebuild the nav mesh, go back into xedit to do something and your mod is now full of error and null value references, as I said it did do it, not too sure if it still does, as I have not used the ck for anything for ages, which is a pain as I prefer the ck when working on things like level lists and such as it is much easier to use for that sort of thing.

LOL, yep it still does it, I just did it accidently when I made one of my esp's dependant on another. Why the hell can't the CK just be like the NewVegas GECK and allow editing esms directly, I guess we will never know.

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  • 2 months later...

Hi, do I need to prevent mator smash from applying stuff to the esp? And what about wrye bash?

I first run wrye flash, and then mator smash. Both with the default settings.

I have a feeling that either may remove the lists because they are empty by default. In the wrye bash docs:

 

Quote

The leveled list merging is dictated by related Bash Tags, and functions as follows.

  • The load order of plugins is still important to the result of the leveled list patcher. It decides what plugins' effects override others.
  • Untagged plugins can only add new entries to leveled lists. If such a plugin adds an entry that already exists, it will be ignored. Furthermore, even if another plugin has already marked that entry as removed, it will not be re-added.
  • Delev tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed.
  • Relev tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading Delev tagged plugin from then removing an entry again.
  • Delev and Relev tagged mods simply combines the effects of the Delev and Relev Bash Tags.
  • In addition to the above, the leveled list patcher removes any empty sublists from leveled lists, as these would otherwise cause the leveled list to select nothing if such a sublist was picked in-game.

 

I don't know how matorsmash handles leveled lists. Can you add some info on what settings we should use for either wrye bash / mator smash on the file page?

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2 hours ago, langmans said:

Hi, do I need to prevent mator smash from applying stuff to the esp? And what about wrye bash?

I first run wrye flash, and then mator smash. Both with the default settings.

I have a feeling that either may remove the lists because they are empty by default. In the wrye bash docs:

 

 

I don't know how matorsmash handles leveled lists. Can you add some info on what settings we should use for either wrye bash / mator smash on the file page?

Not too sure about this, but from what I am aware if you are using a smash patch you do not need a bash patch as well, smash is supposed to replace bash/merged patches for conflict resolution.  Though for me both smash and bash patches tend to be somewhat hmm, when dealing with conflicts, though after doing a bit of digging that seems to mainly due to most mods not having the appropriate bash tags attached to them, though to be honest I usually end up doing a smash patch then creating a override patch with the actual custom stuff I want getting passed through into that, which is damn tedious to say the least.

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17 hours ago, Varithina said:

Not too sure about this, but from what I am aware if you are using a smash patch you do not need a bash patch as well, smash is supposed to replace bash/merged patches for conflict resolution.  Though for me both smash and bash patches tend to be somewhat hmm, when dealing with conflicts, though after doing a bit of digging that seems to mainly due to most mods not having the appropriate bash tags attached to them, though to be honest I usually end up doing a smash patch then creating a override patch with the actual custom stuff I want getting passed through into that, which is damn tedious to say the least.

Mator Smash doesn't merge plugins(anymore), from https://www.nexusmods.com/skyrim/mods/90987. Also, Merge Plugins can't automaticly flag ESP's, Wrye Bash can however. That's why I use Wrye Bash to generate a bashed patch and then generate a Smashed Patch on top of it.

Quote

Q: Can/should I use a Bashed Patch with the Smashed Patch?
A: You can, but you only should use it if you want to use the Bashed Patch's tweaks or plugin merging functionality.  The Smashed Patch does more conflict resolution than the Bashed Patch.  You'll run the Bashed Patch prior to the Smashed Patch.

Q: How do Smash and Merge Plugins compare?
A: Smash resolves conflicts so you won't be missing content due to the rule of one - it does not reduce the number of active plugins in your load 
order.  Merge Plugins combines plugin files following the rule of one, reducing the number of active plugins in your load order so you can work around the 255 plugin limit.

Q: Older versions of smash had a feature to "merge redundant plugins", similar to what Wrye Bash does, why doesn't smash have this feature anymore?
A: Smash is built on the xEdit framework, and the xEdit framework is not capable of loading more than 255 plugins (and likely never will be).  Because of this limitation, smash merging plugins comprised entirely of overrides would be purely placebo and wouldn't actually create space in your load order.  If you want to merge plugins, use Merge Plugins.

 

17 hours ago, Halstrom said:

If you smash or bash the esp's the ref ID's will change and this mod won't work, the idea is you install those mods then remove the esp completely.

That's not really what I asked lol, I asked what settings I should use on Wrye Bash /  Mator Smash. I'll ask Mator(author) directly on his discord and will post back the answer.

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7 hours ago, langmans said:

 

Mator Smash doesn't merge plugins(anymore), from https://www.nexusmods.com/skyrim/mods/90987. Also, Merge Plugins can't automaticly flag ESP's, Wrye Bash can however. That's why I use Wrye Bash to generate a bashed patch and then generate a Smashed Patch on top of it.

 

That's not really what I asked lol, I asked what settings I should use on Wrye Bash /  Mator Smash. I'll ask Mator(author) directly on his discord and will post back the answer.

Never had a need for either of those myself, voodoo like that can screw scripts. And even after you get all that fancy stuff done to run 300 mods you will probably hit the mesh/texture memory limits anyway like FONV :)

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  • 3 years later...

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