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[Immersion] Auto Equip Swimsuits and Towngear


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Posted

AutoSwimsuit.esp

 

Description

================

This plugin keeps track of 3 sets of armor:

- Adventuring gear

- Town gear

- Swim gear

 

Town Gear

- This is gear that will be equipped whenever you enter a major stronghold.

- Automatically removed once you leave

 

Swim Gear

- Equipped when you start swimming

- Will remain equipped even when wading in shallow water

- Removed a few seconds after you completely leave the water

- If in combat, swim gear will not be put on / be removed until combat ends

 

Adventuring Gear

- "Normal" gear, which is equipped whenever the other 2 aren't

 

 

Requirements

SKSE

 

 

How it works

It works 100% silently, behind the scenes. It watches what you put on and remembers it according to where you were.

 

Note: When first loaded, all the sets are empty -> meaning it thinks you're naked. So it will unequip your gear, just put on your gear and it will remember it from then on.

 

 

Uninstallation

Included is a less power which will toggle the features of this on and off. Be sure to toggle it off before removing the mod. This will prevent save bloat and prevent errors.

 

 

Modding / Redistribution

Feel free to do whatever you want. Script source is included.

 

I'd only ask two things:

- Please credit me

- If you modify it, please post a link in this thread to your new version so we can all enjoy it! (you don't have to do this though)

AutoSwimsuit.zip

Posted

I made a quick update to this due to a bug I discovered today.

 

Bug fixed: If you remove an item from a gearset not currently equipped, a new one will be created next time that gear set put on.

Check edit time on OP to know if you need to grab it or not.

 

Updating

IMPORTANT: If you are updating, you need to follow this annoying process, due to something stupid I did when I made this mod (it was my first mod... I did not know any better at the time).

 

Ingame, use your power Toggle AutoSwimsuit to disable the plugin.

Save your game.

Diable the plugin in the Skyrim launder.

Load your game.

Save your game.

Install the new version (only the script changed).

Enjoy.

 

 

 

Random Bug:

So, I discovered today that part of this which used to work had broken for me. Namely, it was no longer detecting when I was standing in the water (but not swimming). I use a condition called 'IsInDangerousWater' to detect it. I figured it had been broken by an update or DLC (I had none of them when I made this).

 

Well, I was trying to find another way of detecting when someone is just standing in the water and was checking out some other mods. In the process, I discovered that installing the plugin 'Eat, Drink, and sleep' fixed the issue. Not a clue why. When that plugin is enabled, IsInDangerousWater works, when it's disabled, it doesn't.

 

Anybody else having this bug? Easiest way to tell: Go to Riverwood (coc riverwood), jump in the stream to put on your swimgear, then find a shallow spot and stand there for 10-15 seconds, if you're still in your swimsuit then it is working properly, if it puts you back in your armor, you have this weird bug too.

Posted

I haven't tested this with older versions of Skyrim. Make sure both Skyrim and SKSE are up-to-date.

 

Does it properly change your gear when you enter major strongholds? (ex: Whiterun)

 

If updating doesn't fix it, type "sqv autoswimsuit" into the console, and post back the output (you'll need to use PgUp to view it all)

Example output:

 

 

autosuitscr:

Script state = ""

AutoSwimsuitOnOff_var = (XX0044d0)

AutoSwimTrigger_var = (XX000802)

Curgear_var[] = [ None, None, ..., None ]

Gear_var[] = [ None, None, ..., None ]

Swimgear_var[] = [ None, None, ..., None ]

TownCells_var = (XX002853)

Towngear_var[] = [ None, None, ..., None ]

TownLocs_var = (XX002852)

TownWorlds_var = (XX002F3A)

Changed = True

changing = 0

checkWorld = True

Demask[] = [False, False, False, ... ]

Demaskval[] = [1, 2, 4, 8, 16, 32, 64, 128, ..., 1073741824 ]

inside = False

intown = True

inwater = False

Player = (00000014)

UpdateTime = 0

- 0 Aliases for quest 'AutoSwisuit' (XX000801)-

--- Quest state ---------------------

Enabled? Yes

State: Running

Current stage: 0

Priority: 0

 

 

Posted

I´ve played the mod for some time, and must say it is great. But one of the things, that annoyed me, is, that every time you enter an inn or your home, you change from town gear to adventure gear. Could you fix that?

Posted

I´ve played the mod for some time' date=' and must say it is great. But one of the things, that annoyed me, is, that every time you enter an inn or your home, you change from town gear to adventure gear. Could you fix that?

[/quote']

Hmm, odd, that doesn't happen to me. Does this happen in all the major strongholds? Just double checked to make sure it was working for me and I stay in my towngear in Breezehome as well as the Bannered Mare.

 

It's also possible that if you're using some sort of town overhaul mod, it could disrupt how this detects town spaces. Do you have anything like that installed?

Posted

Yes, it is in all Greater Towns, and no, I do not use overhauls at all besides Hearthfire and a Bardmod. I will try it again without the Bardmod Tommorow.

  • 5 weeks later...
Posted

@Cmod

 

The mod seems to work fine for me, so far. Cool idea.

 

I am curious about scripting and have looked through your script source here, and one thing eludes me.

 

Where are the FormLists TownCells, TownLocs and TownWorlds actually populated? TownCells.AddForm() is only called within the AutoTownScr.psc file, and that part is commented out. I can find your quest and formlists in CK, but I fail to see where it ever gets any town references.

 

I thought I might play with extending this, to allow clothes changes in all towns to include any items included in the chest in owned houses. Sort of like having a different persona in every city.

 

Anyway, thanks for sharing.

Posted

@Cmod

 

The mod seems to work fine for me' date=' so far. Cool idea.

 

I am curious about scripting and have looked through your script source here, and one thing eludes me.

 

Where are the FormLists TownCells, TownLocs and TownWorlds actually populated? TownCells.AddForm() is only called within the AutoTownScr.psc file, and that part is commented out. I can find your quest and formlists in CK, but I fail to see where it ever gets any town references.

 

I thought I might play with extending this, to allow clothes changes in all towns to include any items included in the chest in owned houses. Sort of like having a different persona in every city.

 

Anyway, thanks for sharing.

[/quote']

They are populated by the plugin file itself. Properties can be populated by the plugin, if desired. If you open the plugin with the CK, go find the quest I added with this plugin. In it, go to the scripts tab, then double click on the script name in that menu.

 

It will open up a screen where you can see all the properties, with an icon next to the ones it is auto-filling. I auto fill them from a FormList which is also defined within the CK.

 

You can read more about that here.

 

Hope that helps.

Posted

Like the idea behind this mod but I think there might be a problem with it, seems like the enchantment(s) on the clothing don't take when the script equips them, which means you have to re-equip your armor yourself to make the enchamnets take (which kind of defeats the point of the mod). Also I might be the only one having this issue as I do have a lot of mods running and it could be some other kind of conflict going on.

Posted

Like the idea behind this mod but I think there might be a problem with it' date=' seems like the enchantment(s) on the clothing don't take when the script equips them, which means you have to re-equip your armor yourself to make the enchamnets take (which kind of defeats the point of the mod). Also I might be the only one having this issue as I do have a lot of mods running and it could be some other kind of conflict going on.

[/quote']

Not unique to you. Unfortunately there is nothing I can do about this, as Bethesda is the one who f*cked up:

http://www.creationkit.com/EquipItem_-_Actor#Notes

Posted

Don't know how I missed this one (guess I don't browse the non-adult section enough lol) had a discussion on another thread a week or so ago how we needed something like this thanks for sharing.

 

I hope someone figures out a work around for the enchant problem someday.This isn't the only mod that would benifit from that. Bethesda knows that auto-equip is something we love to use.

 

edit: just got done playing this and it works great and in case anyone else was curious, if you don't equip anything when you get stripped going in the water you will be naked the next time you swim which is what I wanted since I don't think a swimsuit is appropriate for this game.(unless I find one that looks right for the period) thanks again for sharing.

Posted

A work-around for the losing enchants on equip is fairly simple. Just make a set of rings with the unlimited rings mod that are always equipped, and leave normal gear unenchanted.

 

Think I might play around with this mod a bit, as I have been wanting something to change equip while swimming. There's an equipppable wet body on nexus (specular map) that would work nice. Also bonus on that mod is that you can equip the body over your armor and you look naked but you're really not, so no enchant bug on unequip/equip.

Posted

First of, thanks for this nice mod :)

 

But I just thought that there really something is missing. Well, the equipable wet skin integration already has been mentioned, but hey, we are civilisized :P , so wearing something out there in the wilderness is better than running around naked as a result of the mod published on Nexus, especially when using equipable tattoos (Khantus mark) which will also disappear using that mod. So I just fiddled around in the CK and made some swimgear with wet skin effect for personal usage. Actually I took Ananos LayerBikini mod, dropped in a CBBE TBBP model thanks to the Bodyslide++ tool, mixed it with Mr. Troublemakers nice UNPB BBPx conversion and found that using a topless variant would also be fine. And just for a complete look wearable hands and feet for CBBE and UNP with wet look. The textures used are the default textures for CBBE and UNP but you can simply replace them by own textures, they are stored separately. I´ve uploaded everything on Mediafire

Guest Jenova23
Posted

Does this work for npc if and if doesn't can you add npc suppport?

Posted

Think I might play around with this mod a bit' date=' as I have been wanting something to change equip while swimming. There's an equipppable wet body on nexus (specular map) that would work nice. Also bonus on that mod is that you can equip the body over your armor and you look naked but you're really not, so no enchant bug on unequip/equip.

[/quote']

 

I just noticed something when I was testing this one. If you are using the Osare Panty mod, equipping the wet body leaves the panty visible. So it's kinda like wearing a topless swimsuit.

Posted

I'm looking for a variant of this idea that would swap the specular map when wet and then after a while or near a fire it would turn back to the original specular map. Is that doable ?

Posted (edited)

i cant use the power. do i have to use it before uninstalling?

I removed it from one of my saves once and whenever I entered water it would still change my gear. So, you should definitely use the power before uninstalling.

 

What's preventing you from using it?

Edited by Cmod

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