Aki K Posted August 31, 2019 Posted August 31, 2019 I recently got a mod that adds a ton of clothing items. But there are two issues. By themselves not a big deal but together, mostly unplayable. 1. If any of the clothing items are matched with the wrong gloves, boots, head piece, there are massive gaps of nothing on my character. If all the pieces from the same set are used, no gaps. 2. ALL of the clothing items have the exact same name. So I have no way to tell which items belong to which once I'm in the game. Is there a way to change the name that appears in game using TES5Edit? If I look at the raw files it's easy to figure out which outfit is which. But in game all of them have the same name.
yatol Posted August 31, 2019 Posted August 31, 2019 esp x in tesedit armor editorid is what you have click in the list armor name is what you have in inventory that armor have sbp 32, when you equip it, it unequip everything that have sbp 32 if skinnakedarmor was still there, arms would clip with it since that thing weights... gloves have sbp 33, it also unequip skinnakedhand, but there's hands in those gloves (unloading hands to reload them from the glove nif... useless waste of performance) and those gaps it's because there's no body inside armor x, no arm inside armor y, no leg inside armor z, and if you want to equip that with something else, you have to add that to those armor (and to the boots or whatever that don't expect those body parts, with highter priority, to unload them when it's equipped)
AWP3RATOR Posted August 31, 2019 Posted August 31, 2019 @Aki K Using TES5Edit is probably the fastest way. As Yatol mentioned. Open the Armor record, click the one you want to edit, change the NAME field. This is what displays in inventory or when hovering over the armor in the world. You can do this manually for each armor, or if you are handy with TES5Edit scripts you can use the included script below, which is a batch item name prepend/append script. To use the script with TES5Edit: 1. Highlight the items you wish to rename 2. Right click on any, select Apply Script 3. In the pop-up select <new script> and paste in this script, click OK Spoiler { This script will prepend or append supplied value to the Name field of every selected record. } unit UserScript; var DoPrepend: boolean; s: string; function Initialize: integer; var i: integer; begin Result := 0; // ask for prefix or suffix mode i := MessageDlg('Prepend [YES] or append [NO] to Item Name?', mtConfirmation, [mbYes, mbNo, mbCancel], 0); if i = mrYes then DoPrepend := true else if i = mrNo then DoPrepend := false else begin Result := 1; Exit; end; // ask for string if not InputQuery('Enter', 'Prefix/suffix', s) then begin Result := 2; Exit; end; // empty string - do nothing if s = '' then Result := 3; end; function Process(e: IInterface): integer; var elEditorID: IInterface; begin Result := 0; //AddMessage('Processing: ' + Name(e)); elEditorID := ElementByName(e, 'FULL - Name'); if Assigned(elEditorID) then begin if DoPrepend then SetEditValue(elEditorID, s + GetEditValue(elEditorID)) else SetEditValue(elEditorID, GetEditValue(elEditorID) + s); end; end; end. 4. Choose whether you want to prepend (beginning of name) or append (end of name) 5. Enter what you want to prepend/append, click OK. If done correctly, all of the records you had highlighted should now have their names changed to include the text you entered.
Aki K Posted August 31, 2019 Author Posted August 31, 2019 2 minutes ago, AWP3RATOR said: @Aki K Using TES5Edit is probably the fastest way. As Yatol mentioned. Open the Armor record, click the one you want to edit, change the NAME field. This is what displays in inventory or when hovering over the armor in the world. You can do this manually for each armor, or if you are handy with TES5Edit scripts you can use the included script below, which is a batch item name prepend/append script. To use the script with TES5Edit: 1. Highlight the items you wish to rename 2. Right click on any, select Apply Script 3. In the pop-up select <new script> and paste in this script, click OK Reveal hidden contents { This script will prepend or append supplied value to the Name field of every selected record. } unit UserScript; var DoPrepend: boolean; s: string; function Initialize: integer; var i: integer; begin Result := 0; // ask for prefix or suffix mode i := MessageDlg('Prepend [YES] or append [NO] to Item Name?', mtConfirmation, [mbYes, mbNo, mbCancel], 0); if i = mrYes then DoPrepend := true else if i = mrNo then DoPrepend := false else begin Result := 1; Exit; end; // ask for string if not InputQuery('Enter', 'Prefix/suffix', s) then begin Result := 2; Exit; end; // empty string - do nothing if s = '' then Result := 3; end; function Process(e: IInterface): integer; var elEditorID: IInterface; begin Result := 0; //AddMessage('Processing: ' + Name(e)); elEditorID := ElementByName(e, 'FULL - Name'); if Assigned(elEditorID) then begin if DoPrepend then SetEditValue(elEditorID, s + GetEditValue(elEditorID)) else SetEditValue(elEditorID, GetEditValue(elEditorID) + s); end; end; end. 4. Choose whether you want to prepend (beginning of name) or append (end of name) 5. Enter what you want to prepend/append, click OK. If done correctly, all of the records you had highlighted should now have their names changed to include the text you entered. Thank you. I'm not comfortable enough with scripts to do that. But I'll do them one at a time. It will be easier I think. Although I'm now discovering many of the files use the same names but are in different folders. But a bit of trial and error will help. One last question. Apparently the mod includes a follower who can equip the various outfits. If the ingame name is the only thing I change, the follower will still function as normal right?
AWP3RATOR Posted August 31, 2019 Posted August 31, 2019 12 minutes ago, Aki K said: Thank you. I'm not comfortable enough with scripts to do that. But I'll do them one at a time. It will be easier I think. Although I'm now discovering many of the files use the same names but are in different folders. But a bit of trial and error will help. One last question. Apparently the mod includes a follower who can equip the various outfits. If the ingame name is the only thing I change, the follower will still function as normal right? Yes - links between actors, scripts, etc. to armors or outfits are done by the editor ID, not the name of the item itself.
Aki K Posted August 31, 2019 Author Posted August 31, 2019 48 minutes ago, AWP3RATOR said: Yes - links between actors, scripts, etc. to armors or outfits are done by the editor ID, not the name of the item itself. Cool. I figured that out by testing. I renamed the outfits 1-10 and tested each piece to see what it was. Now I can rename them properly. But there was a downside. I had earlier tried to add some HDT physics to the outfits. For 7/9 it worked fine (10 apparently doesn't show up when I look for it in additem menu). One got a bit clippy, and the last one somehow became really distorted with parts shooting off infinitely. I think I know how to fix the issue but it brings up a tough decision. If I change the outfits base body to match mine, a lot of gaps and clipping can be fixed. However, then the NPC follower will not be able to use the clothes. If I leave it the follower can use the clothes but not me. In theory i could copy my body to the NPCs files, but I'm not sure it will work since the head mesh is custom to match the body mesh. My skills aren't great, so I see it as a one or the other. I guess I'll figure it out. The naming thing was my main concern. It made finding the outfits I wanted a pain in the ass.
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