tuxagent7 Posted April 18, 2020 Posted April 18, 2020 7 hours ago, Tentacus said: I have to create 1 new clothing item and 1 new misc object for every vanilla clothing item, I have to define properties for each of those in a script and create a fucking hella long function to manage it all which is gonna be long, tedious, nerve wracking, and insanity You sure ? We dont want you burning yourself up to a crisp and you know what will happen next People will ask what to do about modded clothing 7 hours ago, Tentacus said: gun version will be it's own mod at some point. I have a lot of ideas but it'll be at least after I release Hardship Final that I work on that. Yeah ! Right on, will we be able to read about your ideas just to give a little teaser i like reading those update development you post
Tentacus Posted April 18, 2020 Author Posted April 18, 2020 1 hour ago, tuxagent7 said: You sure ? We dont want you burning yourself up to a crisp and you know what will happen next Pretty sure. I wanted to do it with keywords but every method I tried to add keywords to clothes you picked up or put down failed. This way is tried and true, it's similar to what I did with Sleepytime. When you get an Item that fits it's rempoved and replaced with another that isn't on the clothing formlist I use that is called "Your Atom Cats Jacket and Jeans" etc... And yeah I want this too so it's worth the soul crushing. 1 hour ago, tuxagent7 said: People will ask what to do about modded clothing Modded clothing is never intended to be handled with this mod because it generally is either bought or picked up from a specific location (or crafted), and this mod is about scavenging. That said if there are sets that have good NPC leveled list integration, I might consider adding them on request after the vanilla items are done, assuming it's not absurdly a lot. 1 hour ago, tuxagent7 said: Yeah ! Right on, will we be able to read about your ideas just to give a little teaser i like reading those update development you post Nothing worse than radio silence. 1
Tentacus Posted April 19, 2020 Author Posted April 19, 2020 Just to give some perspective on what a pain in the ass this is. This is how much crap I have to put in the functions script for only 8 pieces of clothing so far : Scriptname Tentacus:Scavvers_Closet:_T_QuestScript extends Quest Actor Property PlayerRef Auto Armor Property _T_Armor_BoS_Knight_Underarmor Auto Armor Property _T_Armor_BoS_Officer_Underarmor Auto Armor Property _T_Armor_BoS_Soldier_Underarmor Auto Armor Property _T_Armor_DCGuard_UnderArmor Auto Armor Property _T_ClothesBaseballUniform Auto Armor Property _T_ClothesFatiguesPostWar Auto Armor Property _T_ClothesFatiguesPreWar Auto Armor Property _T_ClothesGreaserJacketAtomCats Auto Armor Property Armor_BoS_Knight_Underarmor Auto Armor Property Armor_BoS_Officer_Underarmor Auto Armor Property Armor_BoS_Soldier_Underarmor Auto Armor Property Armor_DCGuard_UnderArmor Auto Armor Property ClothesBaseballUniform Auto Armor Property ClothesFatiguesPostWar Auto Armor Property ClothesFatiguesPreWar Auto Armor Property ClothesGreaserJacketAtomCats Auto Form Property Clothes Auto MiscObject Property _T_Armor_BoS_Knight_UnderarmorUnfit Auto MiscObject Property _T_Armor_BoS_Officer_UnderarmorUnfit Auto MiscObject Property _T_Armor_BoS_Soldier_UnderarmorUnfit Auto MiscObject Property _T_Armor_DCGuard_UnderArmorUnfit Auto MiscObject Property _T_ClothesBaseballUniformUnfit Auto MiscObject Property _T_ClothesFatiguesPostWarUnfit Auto MiscObject Property _T_ClothesFatiguesPreWarUnfit Auto MiscObject Property _T_ClothesGreaserJacketAtomCatsUnfit Auto Function MyClothes() Clothes = PlayerRef.GetWornItem(3).Item ;Fallout 4 clothes If Clothes == ClothesFatiguesPreWar ;Army Fatiques PlayerRef.AddItem(_T_ClothesFatiguesPreWar) GetNekkid() PlayerRef.EquipItem(_T_ClothesFatiguesPreWar) Elseif Clothes == Armor_DCGuard_UnderArmor ;Atheletic Outfit PlayerRef.AddItem(_T_Armor_DCGuard_UnderArmor) GetNekkid() PlayerRef.EquipItem(_T_Armor_DCGuard_UnderArmor) Elseif Clothes == ClothesGreaserJacketAtomCats ;Atom Cats Jacket PlayerRef.AddItem(_T_ClothesGreaserJacketAtomCats) GetNekkid() PlayerRef.EquipItem(_T_ClothesGreaserJacketAtomCats) Elseif Clothes == ClothesBaseballUniform ;Baseball uniform PlayerRef.AddItem(_T_ClothesBaseballUniform) GetNekkid() PlayerRef.EquipItem(_T_ClothesBaseballUniform) Elseif Clothes == Armor_BoS_Knight_Underarmor ;BOS Knight uniform PlayerRef.AddItem(_T_Armor_BoS_Knight_Underarmor) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Knight_Underarmor) Elseif Clothes == Armor_BoS_Officer_Underarmor ;BOS Officer uniform PlayerRef.AddItem(_T_Armor_BoS_Officer_Underarmor) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Officer_Underarmor) Elseif Clothes == Armor_BoS_Soldier_Underarmor ;BOS Soldier uniform PlayerRef.AddItem(_T_Armor_BoS_Soldier_Underarmor) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Soldier_Underarmor) Elseif Clothes == ClothesFatiguesPostWar ;Dirty Army Fatiques PlayerRef.AddItem(_T_ClothesFatiguesPostWar) GetNekkid() PlayerRef.EquipItem(_T_ClothesFatiguesPostWar) Endif EndFunction Function SellClothes() Clothes = PlayerRef.GetWornItem(3).Item ;Fallout 4 clothes If Clothes == ClothesFatiguesPreWar ;Army Fatiques PlayerRef.RemoveItem(ClothesFatiguesPreWar, 1) PlayerRef.AddItem(_T_ClothesFatiguesPreWarUnfit) Elseif Clothes == Armor_DCGuard_UnderArmor ;Atheletic Outfits PlayerRef.RemoveItem(Armor_DCGuard_UnderArmor, 1) PlayerRef.AddItem(_T_Armor_DCGuard_UnderArmorUnfit) Elseif Clothes == ClothesGreaserJacketAtomCats ;Atom Cats Jacket PlayerRef.RemoveItem(ClothesGreaserJacketAtomCats, 1) PlayerRef.AddItem(_T_ClothesGreaserJacketAtomCatsUnfit) Elseif Clothes == ClothesBaseballUniform ;Baseball uniform PlayerRef.RemoveItem(ClothesBaseballUniform, 1) PlayerRef.AddItem(_T_ClothesBaseballUniformUnfit) Elseif Clothes == Armor_BoS_Knight_Underarmor ;BOS Knight uniform PlayerRef.RemoveItem(Armor_BoS_Knight_Underarmor, 1) PlayerRef.AddItem(_T_Armor_BoS_Knight_UnderarmorUnfit) Elseif Clothes == Armor_BoS_Officer_Underarmor ;BOS Officer uniform PlayerRef.RemoveItem(Armor_BoS_Officer_Underarmor, 1) PlayerRef.AddItem(_T_Armor_BoS_Officer_UnderarmorUnfit) Elseif Clothes == Armor_BoS_Soldier_Underarmor ;BOS Soldier uniform PlayerRef.RemoveItem(Armor_BoS_Soldier_Underarmor, 1) PlayerRef.AddItem(_T_Armor_BoS_Soldier_UnderarmorUnfit) Elseif Clothes == ClothesFatiguesPostWar ;Dirty Army Fatiques PlayerRef.RemoveItem(ClothesFatiguesPostWar, 1) PlayerRef.AddItem(_T_ClothesFatiguesPostWarUnfit) Endif EndFunction Function GetNekkid() Utility.Wait(0.1) PlayerRef.RemoveItem(Clothes) Utility.Wait(0.1) EndFunction Of course that's just the scripting I still have to actually make the extra forms in the CK, which involves manually copying over things like value, components, and model paths to the misc objects from the originals. ? (Send help) And yes... I know I am choosing to do this to myself, just venting (and educating) lol! 2
Tentacus Posted April 20, 2020 Author Posted April 20, 2020 Update: I've streamlined my workflow but this is still gonna take a while. I also forgot to add weight to the misc items so I had to go back and do that... Fun fact: it seems like bethesda was VERY arbitrary when weighting clothing. The baseball uniform weighs more than the bomber jacket for instance. 1
Tentacus Posted April 22, 2020 Author Posted April 22, 2020 Jesus christ there are so many institute uniform variants ? 1
Tentacus Posted April 22, 2020 Author Posted April 22, 2020 Update: As long as I am putting in all this work I'm going to make a seperate list for clothes that are too soiled to wear, and those that will fall apart, limiting it only to Less durable wasteland clothes, rags, and clothes marked as dirty. This should result in that outcome coming up much less often and more durable items and pre-war items only getting checked against fitting or not. You also may find you get more scrap from some items, than you would in vanilla if I deem it logical that the item you scrap should have multiple materials, or just a lot of it. 3
jbezorg Posted April 24, 2020 Posted April 24, 2020 A request to disable the auto equip. Also. I'm using Start Me Up. An alternate start mod. Don't know if they've changed that starting bathroom but after the "war never changes" into when the mirror is cleared clothing is added to the inventory and Scaver's Closet rips it up most of the time.
Tentacus Posted April 24, 2020 Author Posted April 24, 2020 10 hours ago, jbezorg said: A request to disable the auto equip. Also. I'm using Start Me Up. An alternate start mod. Don't know if they've changed that starting bathroom but after the "war never changes" into when the mirror is cleared clothing is added to the inventory and Scaver's Closet rips it up most of the time. It's gonna be impossible to disable the auto equip I'm afraid, * especially in the next version as it needs to be worn to be properly detected for sorting. That said the solution to your start me up problem is pretty simple, just install this mod after start me up is finished with the beginning, though that will also cause a problem in the next version as when it sorts clothing it's going to give you a dupliicate version called (for instance) "Your raider leathers" or whatever the item is. Hmmmm... actually I have an idea... I could start the mod defaulted to off. Then after you do your alt start you turn it on... Then add an MCM function that can convert vanilla clothes you are wearing into the "Your" version. I think that's the best solution. Edit: *Is your problem with the outfit auto change something technical? or is it just that you don't want to have to manually change your outfit back if you don't want to wear the new item right away? If it's the latter I can probably accomodate that with a setting as I already auto redress the player in the old outfit if the new one doesn't fit in the next version. Let me know ASAP. Edit: This actually did work quite well, so I hope it is what your problem was. It will be included. You'll have to opt in if you want it to change to the new outfit by default now.
Tentacus Posted April 24, 2020 Author Posted April 24, 2020 Update: I added the new features to the MCM, the converter works great. Why did nobody point out the caveman english in the eyeglasses section? ? I've made good progress but I reckon I've still got a couple of days to go Stare into the abyss: IF YOU DARE! Spoiler Scriptname Tentacus:Scavvers_Closet:_T_QuestScript extends Quest Actor Property PlayerRef Auto Armor Property _T_Armor_BoS_Cade Auto Armor Property _T_Armor_BoS_Kells Auto Armor Property _T_Armor_BoS_Knight_Lancer Auto Armor Property _T_Armor_BoS_Knight_Underarmor Auto Armor Property _T_Armor_BoS_Officer_Underarmor Auto Armor Property _T_Armor_BoS_Soldier Auto Armor Property _T_Armor_BoS_Soldier_Underarmor Auto Armor Property _T_Armor_DCGuard_UnderArmor Auto Armor Property _T_Armor_GunnerRustic_Underarmor Auto Armor Property _T_Armor_Rustic_Underarmor Auto Armor Property _T_Armor_Wastelander_Heavy Auto Armor Property _T_Armor_Wastelander_Heavy_Helmet Auto Armor Property _T_ChargenPlayerClothes Auto Armor Property _T_Clothes_InstituteLabCoat Auto Armor Property _T_Clothes_InstituteLabCoat_blacksleeves Auto Armor Property _T_Clothes_InstituteLabCoat_blacksleeves_dirty Auto Armor Property _T_Clothes_InstituteLabCoat_bluesleeves Auto Armor Property _T_Clothes_InstituteLabCoat_bluesleeves_dirty Auto Armor Property _T_Clothes_InstituteLabCoat_dirty Auto Armor Property _T_Clothes_InstituteLabCoat_greensleeves Auto Armor Property _T_Clothes_InstituteLabCoat_greensleeves_dirty Auto Armor Property _T_Clothes_InstituteLabCoat_yellowsleeves Auto Armor Property _T_Clothes_InstituteLabCoat_yellowsleeves_dirty Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Blue Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_Blue Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_Green Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_Orange Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Green Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Orange Auto Armor Property _T_Clothes_InstituteLabCoatDivisionHead_Yellow Auto Armor Property _T_Clothes_InstituteUniform Auto Armor Property _T_Clothes_InstituteUniform_Dirty Auto Armor Property _T_Clothes_InstituteWorker Auto Armor Property _T_Clothes_InstituteWorkerwithHelmet Auto Armor Property _T_ClothesBaseballUniform Auto Armor Property _T_ClothesChildofAtom Auto Armor Property _T_ClothesChildofAtom2 Auto Armor Property _T_ClothesChildofAtom3 Auto Armor Property _T_ClothesChildofAtomBrown Auto Armor Property _T_ClothesChildofAtomBrown2 Auto Armor Property _T_ClothesChildofAtomBrown3 Auto Armor Property _T_ClothesChildofAtomGreen Auto Armor Property _T_ClothesChildofAtomGreen2 Auto Armor Property _T_ClothesChildofAtomGreen3 Auto Armor Property _T_ClothesFatiguesPostWar Auto Armor Property _T_ClothesFatiguesPreWar Auto Armor Property _T_ClothesGreaserJacketAtomCats Auto Armor Property _T_ClothesMobster01 Auto Armor Property _T_ClothesPrewarShortSleevesAndSlacks Auto Armor Property _T_ClothesSuitClean_Black Auto Armor Property _T_ClothesSuitClean_Blue Auto Armor Property _T_ClothesSuitClean_Grey Auto Armor Property _T_ClothesSuitClean_Striped Auto Armor Property _T_ClothesSuitClean_Tan Auto Armor Property _T_ClothesSuitDirty_Black Auto Armor Property _T_ClothesSuitDirty_Blue Auto Armor Property _T_ClothesSuitDirty_Grey Auto Armor Property _T_ClothesSuitDirty_Striped Auto Armor Property _T_ClothesSuitDirty_Tan Auto Armor Property _T_ClothesWastelandCommon Auto Armor Property _T_NewsmanSuitA Auto Armor Property Armor_BoS_Cade Auto Armor Property Armor_BoS_Kells Auto Armor Property Armor_BoS_Knight_Lancer Auto Armor Property Armor_BoS_Knight_Underarmor Auto Armor Property Armor_BoS_Officer_Underarmor Auto Armor Property Armor_BoS_Soldier Auto Armor Property Armor_BoS_Soldier_Underarmor Auto Armor Property Armor_DCGuard_UnderArmor Auto Armor Property Armor_GunnerRustic_Underarmor Auto Armor Property Armor_Rustic_Underarmor Auto Armor Property Armor_Wastelander_Heavy Auto Armor Property Armor_Wastelander_Heavy_Helmet Auto Armor Property ChargenPlayerClothes Auto Armor Property Clothes_InstituteLabCoat Auto Armor Property Clothes_InstituteLabCoat_blacksleeves Auto Armor Property Clothes_InstituteLabCoat_blacksleeves_dirty Auto Armor Property Clothes_InstituteLabCoat_bluesleeves Auto Armor Property Clothes_InstituteLabCoat_bluesleeves_dirty Auto Armor Property Clothes_InstituteLabCoat_dirty Auto Armor Property Clothes_InstituteLabCoat_greensleeves Auto Armor Property Clothes_InstituteLabCoat_greensleeves_dirty Auto Armor Property Clothes_InstituteLabCoat_yellowsleeves Auto Armor Property Clothes_InstituteLabCoat_yellowsleeves_dirty Auto Armor Property Clothes_InstituteLabCoatDivisionHead Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Blue Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Dirty Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Dirty_Blue Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Dirty_Green Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Dirty_Orange Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Green Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Orange Auto Armor Property Clothes_InstituteLabCoatDivisionHead_Yellow Auto Armor Property Clothes_InstituteUniform Auto Armor Property Clothes_InstituteUniform_Dirty Auto Armor Property Clothes_InstituteWorker Auto Armor Property Clothes_InstituteWorkerwithHelmet Auto Armor Property ClothesBaseballUniform Auto Armor Property ClothesChildofAtom Auto Armor Property ClothesChildofAtom2 Auto Armor Property ClothesChildofAtom3 Auto Armor Property ClothesChildofAtomBrown Auto Armor Property ClothesChildofAtomBrown2 Auto Armor Property ClothesChildofAtomBrown3 Auto Armor Property ClothesChildofAtomGreen Auto Armor Property ClothesChildofAtomGreen2 Auto Armor Property ClothesChildofAtomGreen3 Auto Armor Property ClothesFatiguesPostWar Auto Armor Property ClothesFatiguesPreWar Auto Armor Property ClothesGreaserJacketAtomCats Auto Armor Property ClothesMobster01 Auto Armor Property ClothesPrewarShortSleevesAndSlacks Auto Armor Property ClothesSuitClean_Black Auto Armor Property ClothesSuitClean_Blue Auto Armor Property ClothesSuitClean_Grey Auto Armor Property ClothesSuitClean_Striped Auto Armor Property ClothesSuitClean_Tan Auto Armor Property ClothesSuitDirty_Black Auto Armor Property ClothesSuitDirty_Blue Auto Armor Property ClothesSuitDirty_Grey Auto Armor Property ClothesSuitDirty_Striped Auto Armor Property ClothesSuitDirty_Tan Auto Armor Property ClothesWastelandCommon Auto Armor Property NewsmanSuitA Auto Armor Property ClothesCourserJacket Auto Armor Property _T_ClothesCourserJacket Auto Armor Property DBTech_Armor_Highschool_Jacket Auto Armor Property _T_DBTech_Armor_Highschool_Jacket Auto Armor Property ClothesPostman Auto Armor Property _T_ClothesPostman Auto Armor Property ClothesPostmanPostwar Auto Armor Property _T_ClothesPostmanPostwar Auto Armor Property ClothesVaultTecSalesmanCoatPW Auto Armor Property _T_ClothesVaultTecSalesmanCoatPW Auto Armor Property Armor_Wastelander_Light Auto Armor Property _T_Armor_Wastelander_Light Auto Armor Property Armor_GunnerRaider_Underwear2 Auto Armor Property _T_Armor_GunnerRaider_Underwear2 Auto Armor Property Armor_Raider_Underwear2 Auto Armor Property _T_Armor_Raider_Underwear2 Auto Armor Property Armor_GunnerRaiderMod_Underarmor Auto Armor Property _T_Armor_GunnerRaiderMod_Underarmor Auto Armor Property Armor_GunnerGuard_UnderArmor Auto Armor Property _T_Armor_GunnerGuard_UnderArmor Auto Armor Property Armor_Raider_Underwear Auto Armor Property _T_Armor_Raider_Underwear Auto Armor Property ClothesMilitaryFatigues Auto Armor Property _T_ClothesMilitaryFatigues Auto Armor Property ClothesMinutemanOutfit Auto Armor Property _T_ClothesMinutemanOutfit Auto Armor Property Armor_RaiderMod_Underarmor Auto Armor Property _T_Armor_RaiderMod_Underarmor Auto Armor Property Armor_Raider_Underarmor Auto Armor Property _T_Armor_Raider_Underarmor Auto Armor Property Armor_Synth_Underarmor Auto Armor Property _T_Armor_Synth_Underarmor Auto Armor Property Armor_Highschool_UnderArmor Auto Armor Property _T_Armor_Highschool_UnderArmor Auto Form Property Clothes Auto MiscObject Property _T_Armor_BoS_CadeUnfit Auto MiscObject Property _T_Armor_BoS_KellsUnfit Auto MiscObject Property _T_Armor_BoS_Knight_LancerUnfit Auto MiscObject Property _T_Armor_BoS_Knight_UnderarmorUnfit Auto MiscObject Property _T_Armor_BoS_Officer_UnderarmorUnfit Auto MiscObject Property _T_Armor_BoS_Soldier_UnderarmorUnfit Auto MiscObject Property _T_Armor_BoS_SoldierUnfit Auto MiscObject Property _T_Armor_DCGuard_UnderArmorUnfit Auto MiscObject Property _T_Armor_GunnerRustic_UnderarmorUnfit Auto MiscObject Property _T_Armor_Rustic_UnderarmorUnfit Auto MiscObject Property _T_Armor_Wastelander_Heavy_HelmetUnfit Auto MiscObject Property _T_Armor_Wastelander_HeavyUnfit Auto MiscObject Property _T_ChargenPlayerClothesUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_blacksleeves_dirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_blacksleevesUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_bluesleeves_dirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_bluesleevesUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_dirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_greensleeves_dirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_greensleevesUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_yellowsleeves_dirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoat_yellowsleevesUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_BlueUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_BlueUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_GreenUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_OrangeUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_Dirty_YellowUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_DirtyUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_GreenUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_OrangeUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHead_YellowUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatDivisionHeadUnfit Auto MiscObject Property _T_Clothes_InstituteLabCoatUnfit Auto MiscObject Property _T_Clothes_InstituteUniform_DirtyUnfit Auto MiscObject Property _T_Clothes_InstituteUniformUnfit Auto MiscObject Property _T_Clothes_InstituteWorkerUnfit Auto MiscObject Property _T_Clothes_InstituteWorkerwithHelmetUnfit Auto MiscObject Property _T_ClothesBaseballUniformUnfit Auto MiscObject Property _T_ClothesChildofAtom2Unfit Auto MiscObject Property _T_ClothesChildofAtom3Unfit Auto MiscObject Property _T_ClothesChildofAtomBrown2Unfit Auto MiscObject Property _T_ClothesChildofAtomBrown3Unfit Auto MiscObject Property _T_ClothesChildofAtomBrownUnfit Auto MiscObject Property _T_ClothesChildofAtomGreen2Unfit Auto MiscObject Property _T_ClothesChildofAtomGreen3Unfit Auto MiscObject Property _T_ClothesChildofAtomGreenUnfit Auto MiscObject Property _T_ClothesChildofAtomUnfit Auto MiscObject Property _T_ClothesFatiguesPostWarUnfit Auto MiscObject Property _T_ClothesFatiguesPreWarUnfit Auto MiscObject Property _T_ClothesGreaserJacketAtomCatsUnfit Auto MiscObject Property _T_ClothesMobster01Unfit Auto MiscObject Property _T_ClothesPrewarShortSleevesAndSlacksUnfit Auto MiscObject Property _T_ClothesSuitClean_BlackUnfit Auto MiscObject Property _T_ClothesSuitClean_BlueUnfit Auto MiscObject Property _T_ClothesSuitClean_GreyUnfit Auto MiscObject Property _T_ClothesSuitClean_StripedUnfit Auto MiscObject Property _T_ClothesSuitClean_TanUnfit Auto MiscObject Property _T_ClothesSuitDirty_BlackUnfit Auto MiscObject Property _T_ClothesSuitDirty_BlueUnfit Auto MiscObject Property _T_ClothesSuitDirty_GreyUnfit Auto MiscObject Property _T_ClothesSuitDirty_StripedUnfit Auto MiscObject Property _T_ClothesSuitDirty_TanUnfit Auto MiscObject Property _T_ClothesWastelandCommonUnfit Auto MiscObject Property _T_NewsmanSuitAUnfit Auto MiscObject Property _T_DBTech_Armor_Highschool_JacketUnfit Auto MiscObject Property _T_ClothesPostmanUnfit Auto MiscObject Property _T_ClothesPostmanPostwarUnfit Auto MiscObject Property _T_ClothesVaultTecSalesmanCoatPWUnfit Auto MiscObject Property _T_Armor_Wastelander_LightUnfit Auto MiscObject Property _T_Armor_GunnerRaider_Underwear2Unfit Auto MiscObject Property _T_Armor_Raider_Underwear2Unfit Auto MiscObject Property _T_Armor_GunnerRaiderMod_UnderarmorUnfit Auto MiscObject Property _T_Armor_GunnerGuard_UnderArmorUnfit Auto MiscObject Property _T_Armor_Raider_UnderwearUnfit Auto MiscObject Property _T_ClothesMilitaryFatiguesUnfit Auto MiscObject Property _T_ClothesMinutemanOutfitUnfit Auto MiscObject Property _T_Armor_RaiderMod_UnderarmorUnfit Auto MiscObject Property _T_Armor_Raider_UnderarmorUnfit Auto MiscObject Property _T_Armor_Synth_UnderarmorUnfit Auto MiscObject Property _T_Armor_Highschool_UnderArmorUnfit Auto Function MyClothes() Clothes = PlayerRef.GetWornItem(3).Item ;Fallout 4 clothes If Clothes == ClothesFatiguesPreWar ;Army Fatiques PlayerRef.AddItem(_T_ClothesFatiguesPreWar, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesFatiguesPreWar, abSilent = true) Elseif Clothes == Armor_DCGuard_UnderArmor ;Atheletic Outfit PlayerRef.AddItem(_T_Armor_DCGuard_UnderArmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_DCGuard_UnderArmor, abSilent = true) Elseif Clothes == ClothesGreaserJacketAtomCats ;Atom Cats Jacket PlayerRef.AddItem(_T_ClothesGreaserJacketAtomCats, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesGreaserJacketAtomCats, abSilent = true) Elseif Clothes == ClothesBaseballUniform ;Baseball uniform PlayerRef.AddItem(_T_ClothesBaseballUniform, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesBaseballUniform, abSilent = true) Elseif Clothes == ClothesMobster01 ;Black Vest and slacks PlayerRef.AddItem(_T_ClothesMobster01, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesMobster01, abSilent = true) Elseif Clothes == Armor_BoS_Knight_Lancer ; Bomber Jacket PlayerRef.AddItem(_T_Armor_BoS_Knight_Lancer, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Knight_Lancer, abSilent = true) Elseif Clothes == Armor_BoS_Soldier ; Brotherhood fatigues PlayerRef.AddItem(_T_Armor_BoS_Soldier, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Soldier, abSilent = true) Elseif Clothes == Armor_BoS_Kells PlayerRef.AddItem(_T_Armor_BoS_Kells, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Kells, abSilent = true) Elseif Clothes == Armor_BoS_Cade PlayerRef.AddItem(_T_Armor_BoS_Cade, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Cade, abSilent = true) Elseif Clothes == Armor_BoS_Knight_Underarmor ;BOS Knight uniform PlayerRef.AddItem(_T_Armor_BoS_Knight_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Knight_Underarmor, abSilent = true) Elseif Clothes == Armor_BoS_Officer_Underarmor ;BOS Officer uniform PlayerRef.AddItem(_T_Armor_BoS_Officer_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Officer_Underarmor, abSilent = true) Elseif Clothes == Armor_BoS_Soldier_Underarmor ;BOS Soldier uniform PlayerRef.AddItem(_T_Armor_BoS_Soldier_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_BoS_Soldier_Underarmor, abSilent = true) Elseif Clothes == Armor_Wastelander_Heavy ; Cage Armor PlayerRef.AddItem(_T_Armor_Wastelander_Heavy, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Wastelander_Heavy, abSilent = true) Elseif Clothes == Armor_Wastelander_Heavy_Helmet PlayerRef.AddItem(_T_Armor_Wastelander_Heavy_Helmet, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Wastelander_Heavy_Helmet, abSilent = true) Elseif Clothes == ChargenPlayerClothes ; Casual Outfit PlayerRef.AddItem(_T_ChargenPlayerClothes, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ChargenPlayerClothes, abSilent = true) Elseif Clothes == ClothesPrewarShortSleevesAndSlacks ; Checkered shirt and slacks PlayerRef.AddItem(_T_ClothesPrewarShortSleevesAndSlacks, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesPrewarShortSleevesAndSlacks, abSilent = true) Elseif Clothes == ClothesChildofAtom ; Chidren of Atom Rags PlayerRef.AddItem(_T_ClothesChildofAtom, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtom, abSilent = true) Elseif Clothes == ClothesChildofAtom2 PlayerRef.AddItem(_T_ClothesChildofAtom2, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtom2, abSilent = true) Elseif Clothes == ClothesChildofAtom3 PlayerRef.AddItem(_T_ClothesChildofAtom3, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtom3, abSilent = true) Elseif Clothes == ClothesChildofAtomBrown ; Chidren of Atom Brown Rags PlayerRef.AddItem(_T_ClothesChildofAtomBrown, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomBrown, abSilent = true) Elseif Clothes == ClothesChildofAtomBrown2 PlayerRef.AddItem(_T_ClothesChildofAtomBrown2, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomBrown2, abSilent = true) Elseif Clothes == ClothesChildofAtomBrown3 PlayerRef.AddItem(_T_ClothesChildofAtomBrown3, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomBrown3, abSilent = true) Elseif Clothes == ClothesChildofAtomGreen ; Chidren of Atom Green Rags PlayerRef.AddItem(_T_ClothesChildofAtomGreen, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomGreen, abSilent = true) Elseif Clothes == ClothesChildofAtomGreen2 PlayerRef.AddItem(_T_ClothesChildofAtomGreen2, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomGreen2, abSilent = true) Elseif Clothes == ClothesChildofAtomGreen3 PlayerRef.AddItem(_T_ClothesChildofAtomGreen3, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesChildofAtomGreen3, abSilent = true) Elseif Clothes == ClothesCourserJacket ; Courser Jacket PlayerRef.AddItem(_T_ClothesCourserJacket, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesCourserJacket, abSilent = true) Elseif Clothes == DBTech_Armor_Highschool_Jacket ; DB Tech Varsity uniform PlayerRef.AddItem(_T_DBTech_Armor_Highschool_Jacket, 1, true) GetNekkid() PlayerRef.EquipItem(_T_DBTech_Armor_Highschool_Jacket, abSilent = true) Elseif Clothes == ClothesVaultTecSalesmanCoatPW ; Dirty Trenchcoat PlayerRef.AddItem(_T_ClothesVaultTecSalesmanCoatPW, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesVaultTecSalesmanCoatPW, abSilent = true) Elseif Clothes == ClothesFatiguesPostWar ;Dirty Army Fatiques PlayerRef.AddItem(_T_ClothesFatiguesPostWar, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesFatiguesPostWar, abSilent = true) Elseif Clothes == Armor_Wastelander_Light ; Drifter Outfit PlayerRef.AddItem(_T_Armor_Wastelander_Light, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Wastelander_Light, abSilent = true) Elseif Clothes == Armor_Rustic_Underarmor ;Flannel shirt and jeans PlayerRef.AddItem(_T_Armor_Rustic_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Rustic_Underarmor, abSilent = true) Elseif Clothes == Armor_GunnerRustic_Underarmor PlayerRef.AddItem(_T_Armor_GunnerRustic_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_GunnerRustic_Underarmor, abSilent = true) Elseif Clothes == ClothesWastelandCommon ;Green shirt and C Boots PlayerRef.AddItem(_T_ClothesWastelandCommon, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesWastelandCommon, abSilent = true) Elseif Clothes == Armor_GunnerGuard_UnderArmor ;Gunner Guard PlayerRef.AddItem(_T_Armor_GunnerGuard_UnderArmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_GunnerGuard_UnderArmor, abSilent = true) Elseif Clothes == Armor_GunnerRaiderMod_Underarmor ; Gunner Leathers PlayerRef.AddItem(_T_Armor_GunnerRaiderMod_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_GunnerRaiderMod_Underarmor, abSilent = true) Elseif Clothes == Armor_GunnerRaider_Underwear2 ; Harness PlayerRef.AddItem(_T_Armor_GunnerRaider_Underwear2, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_GunnerRaider_Underwear2, abSilent = true) Elseif Clothes == Armor_Raider_Underwear2 PlayerRef.AddItem(_T_Armor_Raider_Underwear2, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Raider_Underwear2, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat ;Institute crap (seriously JFC) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_blacksleeves PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_blacksleeves, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_blacksleeves, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_blacksleeves_dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_blacksleeves_dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_blacksleeves_dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_bluesleeves PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_bluesleeves, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_bluesleeves, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_bluesleeves_dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_bluesleeves_dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_bluesleeves_dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_greensleeves PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_greensleeves, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_greensleeves, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_greensleeves_dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_greensleeves_dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_greensleeves_dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_yellowsleeves PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_yellowsleeves, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_yellowsleeves, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoat_yellowsleeves_dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_yellowsleeves_dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoat_yellowsleeves_dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Blue PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Blue, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Blue, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Blue PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Blue, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Blue, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Orange PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Orange, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Orange, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Orange PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Orange, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Orange, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Green PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Green, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Green, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Green PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Green, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Green, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Yellow PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Yellow, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Yellow, abSilent = true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow, abSilent = true) Elseif Clothes == _T_Clothes_InstituteWorker PlayerRef.AddItem(_T_Clothes_InstituteWorker, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteWorker, abSilent = true) Elseif Clothes == Clothes_InstituteWorkerwithHelmet PlayerRef.AddItem(_T_Clothes_InstituteWorkerwithHelmet, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteWorkerwithHelmet, abSilent = true) Elseif Clothes == Clothes_InstituteUniform PlayerRef.AddItem(_T_Clothes_InstituteUniform, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteUniform, abSilent = true) Elseif Clothes == Clothes_InstituteUniform_Dirty PlayerRef.AddItem(_T_Clothes_InstituteUniform_Dirty, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Clothes_InstituteUniform_Dirty, abSilent = true) Elseif Clothes == Armor_Raider_Underwear ; Long Johns PlayerRef.AddItem(_T_Armor_Raider_Underwear, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Raider_Underwear, abSilent = true) Elseif Clothes == ClothesMilitaryFatigues ; Military Fatigues PlayerRef.AddItem(_T_ClothesMilitaryFatigues, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesMilitaryFatigues, abSilent = true) Elseif Clothes == ClothesMinutemanOutfit ; Minuteman Outfit PlayerRef.AddItem(_T_ClothesMinutemanOutfit, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesMinutemanOutfit, abSilent = true) Elseif Clothes == ClothesPostman ; Postman PlayerRef.AddItem(_T_ClothesPostman, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesPostman, abSilent = true) Elseif Clothes == ClothesPostmanPostwar PlayerRef.AddItem(_T_ClothesPostmanPostwar, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesPostmanPostwar, abSilent = true) Elseif Clothes == Armor_RaiderMod_Underarmor ; Raider Leathers PlayerRef.AddItem(_T_Armor_RaiderMod_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_RaiderMod_Underarmor, abSilent = true) Elseif Clothes == Armor_Raider_Underarmor ; Road Leathers PlayerRef.AddItem(Armor_Raider_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Raider_Underarmor, abSilent = true) Elseif Clothes == ClothesSuitClean_Black ; Suits PlayerRef.AddItem(_T_ClothesSuitClean_Black, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitClean_Black, abSilent = true) Elseif Clothes == NewsmanSuitA PlayerRef.AddItem(_T_NewsmanSuitA, 1, true) GetNekkid() PlayerRef.EquipItem(_T_NewsmanSuitA, abSilent = true) Elseif Clothes == ClothesSuitClean_Blue PlayerRef.AddItem(_T_ClothesSuitClean_Blue, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitClean_Blue, abSilent = true) Elseif Clothes == ClothesSuitClean_Grey PlayerRef.AddItem(_T_ClothesSuitClean_Grey, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitClean_Grey, abSilent = true) Elseif Clothes == ClothesSuitClean_Striped PlayerRef.AddItem(_T_ClothesSuitClean_Striped, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitClean_Striped, abSilent = true) Elseif Clothes == ClothesSuitClean_Tan PlayerRef.AddItem(_T_ClothesSuitClean_Tan, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitClean_Tan, abSilent = true) Elseif Clothes == ClothesSuitDirty_Black PlayerRef.AddItem(_T_ClothesSuitDirty_Black, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitDirty_Black, abSilent = true) Elseif Clothes == ClothesSuitDirty_Blue PlayerRef.AddItem(_T_ClothesSuitDirty_Blue, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitDirty_Blue, abSilent = true) Elseif Clothes == ClothesSuitDirty_Grey PlayerRef.AddItem(_T_ClothesSuitDirty_Grey, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitDirty_Grey, abSilent = true) Elseif Clothes == ClothesSuitDirty_Striped PlayerRef.AddItem(_T_ClothesSuitDirty_Striped, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitDirty_Striped, abSilent = true) Elseif Clothes == ClothesSuitDirty_Tan PlayerRef.AddItem(_T_ClothesSuitDirty_Tan, 1, true) GetNekkid() PlayerRef.EquipItem(_T_ClothesSuitDirty_Tan, abSilent = true) Elseif Clothes == Armor_Synth_Underarmor ; Synth Uniform PlayerRef.AddItem(_T_Armor_Synth_Underarmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Synth_Underarmor, abSilent = true) Elseif Clothes == Armor_Highschool_UnderArmor ; Undershirt and jeans PlayerRef.AddItem(_T_Armor_Highschool_UnderArmor, 1, true) GetNekkid() PlayerRef.EquipItem(_T_Armor_Highschool_UnderArmor, abSilent = true) Endif EndFunction Function SellClothes() Clothes = PlayerRef.GetWornItem(3).Item ;Fallout 4 clothes If Clothes == ClothesFatiguesPreWar ;Army Fatiques PlayerRef.RemoveItem(ClothesFatiguesPreWar, 1, true) PlayerRef.AddItem(_T_ClothesFatiguesPreWarUnfit, 1, true) Elseif Clothes == Armor_DCGuard_UnderArmor ;Atheletic Outfits PlayerRef.RemoveItem(Armor_DCGuard_UnderArmor, 1, true) PlayerRef.AddItem(_T_Armor_DCGuard_UnderArmorUnfit, 1, true) Elseif Clothes == ClothesGreaserJacketAtomCats ;Atom Cats Jacket PlayerRef.RemoveItem(ClothesGreaserJacketAtomCats, 1, true) PlayerRef.AddItem(_T_ClothesGreaserJacketAtomCatsUnfit, 1, true) Elseif Clothes == ClothesBaseballUniform ;Baseball uniform PlayerRef.RemoveItem(ClothesBaseballUniform, 1, true) PlayerRef.AddItem(_T_ClothesBaseballUniformUnfit, 1, true) Elseif Clothes == ClothesMobster01 ;Black vest and slacks PlayerRef.RemoveItem(ClothesMobster01, 1, true) PlayerRef.AddItem(_T_ClothesMobster01Unfit, 1, true) Elseif Clothes == Armor_BoS_Knight_Lancer ;Bomber Jacket PlayerRef.RemoveItem(Armor_BoS_Knight_Lancer, 1, true) PlayerRef.AddItem(_T_Armor_BoS_Knight_LancerUnfit, 1, true) Elseif Clothes == Armor_BoS_Soldier ; Brotherhood fatigues PlayerRef.RemoveItem(Armor_BoS_Soldier, 1, true) PlayerRef.AddItem(_T_Armor_BoS_SoldierUnfit, 1, true) Elseif Clothes == Armor_BoS_Kells PlayerRef.RemoveItem(Armor_BoS_Kells, 1, true) PlayerRef.AddItem(_T_Armor_BoS_KellsUnfit, 1, true) Elseif Clothes == Armor_BoS_Cade PlayerRef.RemoveItem(Armor_BoS_Cade, 1, true) PlayerRef.AddItem(_T_Armor_BoS_CadeUnfit, 1, true) Elseif Clothes == Armor_BoS_Knight_Underarmor ;BOS Knight uniform PlayerRef.RemoveItem(Armor_BoS_Knight_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_BoS_Knight_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_BoS_Officer_Underarmor ;BOS Officer uniform PlayerRef.RemoveItem(Armor_BoS_Officer_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_BoS_Officer_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_BoS_Soldier_Underarmor ;BOS Soldier uniform PlayerRef.RemoveItem(Armor_BoS_Soldier_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_BoS_Soldier_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_Wastelander_Heavy ; Cage Armor PlayerRef.RemoveItem(Armor_Wastelander_Heavy, 1, true) PlayerRef.AddItem(_T_Armor_Wastelander_HeavyUnfit, 1, true) Elseif Clothes == Armor_Wastelander_Heavy_Helmet PlayerRef.RemoveItem(Armor_Wastelander_Heavy_Helmet, 1, true) PlayerRef.AddItem(_T_Armor_Wastelander_Heavy_HelmetUnfit, 1, true) Elseif Clothes == ChargenPlayerClothes ; Casual Outfit PlayerRef.RemoveItem(ChargenPlayerClothes, 1, true) PlayerRef.AddItem(_T_ChargenPlayerClothesUnfit, 1, true) Elseif Clothes == ClothesPrewarShortSleevesAndSlacks ; Checkered shirt and slacks PlayerRef.RemoveItem(ClothesPrewarShortSleevesAndSlacks, 1, true) PlayerRef.AddItem(_T_ClothesPrewarShortSleevesAndSlacksUnfit, 1, true) Elseif Clothes == ClothesChildofAtomBrown ; Children of Atom Rags PlayerRef.RemoveItem(ClothesChildofAtom, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomUnfit, 1, true) Elseif Clothes == ClothesChildofAtomBrown2 PlayerRef.RemoveItem(ClothesChildofAtom2, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtom2Unfit, 1, true) Elseif Clothes == ClothesChildofAtom3 PlayerRef.RemoveItem(ClothesChildofAtom3, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtom3Unfit, 1, true) Elseif Clothes == ClothesChildofAtomBrown ; Children of Atom Brown Rags PlayerRef.RemoveItem(ClothesChildofAtomBrown, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomBrownUnfit, 1, true) Elseif Clothes == ClothesChildofAtomBrown2 PlayerRef.RemoveItem(ClothesChildofAtomBrown2, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomBrown2Unfit, 1, true) Elseif Clothes == ClothesChildofAtomBrown3 PlayerRef.RemoveItem(ClothesChildofAtomBrown3, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomBrown3Unfit, 1, true) Elseif Clothes == ClothesChildofAtomGreen ; Children of Atom Green Rags PlayerRef.RemoveItem(ClothesChildofAtomGreen, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomGreenUnfit, 1, true) Elseif Clothes == ClothesChildofAtomGreen2 PlayerRef.RemoveItem(ClothesChildofAtomGreen2, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomGreen2Unfit, 1, true) Elseif Clothes == ClothesChildofAtomGreen3 PlayerRef.RemoveItem(ClothesChildofAtomGreen3, 1, true) PlayerRef.AddItem(_T_ClothesChildofAtomGreen3Unfit, 1, true) Elseif Clothes == DBTech_Armor_Highschool_Jacket ; DB Tech Varsity Uniform PlayerRef.RemoveItem(DBTech_Armor_Highschool_Jacket, 1, true) PlayerRef.AddItem(_T_DBTech_Armor_Highschool_JacketUnfit, 1, true) Elseif Clothes == ClothesVaultTecSalesmanCoatPW ; Dirty Trenchcoat PlayerRef.RemoveItem(ClothesVaultTecSalesmanCoatPW, 1, true) PlayerRef.AddItem(_T_ClothesVaultTecSalesmanCoatPWUnfit, 1, true) Elseif Clothes == ClothesFatiguesPostWar ;Dirty Army Fatiques PlayerRef.RemoveItem(ClothesFatiguesPostWar, 1, true) PlayerRef.AddItem(_T_ClothesFatiguesPostWarUnfit, 1, true) Elseif Clothes == Armor_Wastelander_Light ; Driter Outfit PlayerRef.RemoveItem(Armor_Wastelander_Light, 1, true) PlayerRef.AddItem(_T_Armor_Wastelander_LightUnfit, 1, true) Elseif Clothes == Armor_Rustic_Underarmor ;Flannel shirt and jeans PlayerRef.RemoveItem(Armor_Rustic_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_Rustic_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_GunnerRustic_Underarmor PlayerRef.RemoveItem(Armor_GunnerRustic_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_GunnerRustic_UnderarmorUnfit, 1, true) Elseif Clothes == ClothesWastelandCommon ;Green shirt and C boots PlayerRef.RemoveItem(ClothesWastelandCommon, 1, true) PlayerRef.AddItem(_T_ClothesWastelandCommonUnfit, 1, true) Elseif Clothes == Armor_GunnerGuard_UnderArmor ; Gunner Guard PlayerRef.RemoveItem(Armor_GunnerGuard_UnderArmor, 1, true) PlayerRef.AddItem(_T_Armor_GunnerGuard_UnderArmorUnfit, 1, true) Elseif Clothes == Armor_GunnerRaiderMod_Underarmor ; Gunner Leathers PlayerRef.RemoveItem(Armor_GunnerRaiderMod_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_GunnerRaiderMod_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_GunnerRaider_Underwear2 ; Harness PlayerRef.RemoveItem(Armor_GunnerRaider_Underwear2, 1, true) PlayerRef.AddItem(_T_Armor_GunnerRaider_Underwear2Unfit, 1, true) Elseif Clothes == Armor_Raider_Underwear2 PlayerRef.RemoveItem(Armor_Raider_Underwear2, 1, true) PlayerRef.AddItem(_T_Armor_Raider_Underwear2Unfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat ; Institute fucking shit ;_; PlayerRef.RemoveItem(Clothes_InstituteLabCoat, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoat_dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_dirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_blacksleeves PlayerRef.RemoveItem(Clothes_InstituteLabCoat_blacksleeves, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_blacksleevesUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_blacksleeves_dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoat_blacksleeves_dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_blacksleeves_dirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_bluesleeves PlayerRef.RemoveItem(Clothes_InstituteLabCoat_bluesleeves, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_bluesleevesUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_bluesleeves_dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoat_bluesleeves_dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_bluesleeves_dirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_greensleeves PlayerRef.RemoveItem(Clothes_InstituteLabCoat_greensleeves, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_greensleevesUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_greensleeves_dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoat_greensleeves_dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_greensleeves_dirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_yellowsleeves PlayerRef.RemoveItem(Clothes_InstituteLabCoat_yellowsleeves, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_yellowsleevesUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoat_yellowsleeves_dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoat_yellowsleeves_dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoat_yellowsleeves_dirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHeadUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_DirtyUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Blue PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Blue, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_BlueUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Blue PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Dirty_Blue, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_BlueUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Orange PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Orange, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_OrangeUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Orange PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Dirty_Orange, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_OrangeUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Green PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Green, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_GreenUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Green PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Dirty_Green, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_GreenUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Yellow PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Yellow, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_YellowUnfit, 1, true) Elseif Clothes == Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow PlayerRef.RemoveItem(Clothes_InstituteLabCoatDivisionHead_Dirty_Yellow, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteLabCoatDivisionHead_Dirty_YellowUnfit, 1, true) Elseif Clothes == _T_Clothes_InstituteWorker PlayerRef.RemoveItem(Clothes_InstituteWorker, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteWorkerUnfit, 1, true) Elseif Clothes == Clothes_InstituteWorkerwithHelmet PlayerRef.RemoveItem(Clothes_InstituteWorkerwithHelmet, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteWorkerwithHelmetUnfit, 1, true) Elseif Clothes == Clothes_InstituteUniform PlayerRef.RemoveItem(Clothes_InstituteUniform, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteUniformUnfit, 1, true) Elseif Clothes == Clothes_InstituteUniform_Dirty PlayerRef.RemoveItem(Clothes_InstituteUniform_Dirty, 1, true) PlayerRef.AddItem(_T_Clothes_InstituteUniform_DirtyUnfit, 1, true) Elseif Clothes == Armor_Raider_Underwear ; Long Johns PlayerRef.RemoveItem(Armor_Raider_Underwear, 1, true) PlayerRef.AddItem(_T_Armor_Raider_UnderwearUnfit, 1, true) Elseif Clothes == ClothesMilitaryFatigues ; Military Fatiques PlayerRef.RemoveItem(ClothesMilitaryFatigues, 1, true) PlayerRef.AddItem(_T_ClothesMilitaryFatiguesUnfit, 1, true) Elseif Clothes == ClothesMinutemanOutfit ; Minuteman outfit PlayerRef.RemoveItem(ClothesMinutemanOutfit, 1, true) PlayerRef.AddItem(_T_ClothesMinutemanOutfitUnfit, 1, true) Elseif Clothes == ClothesPostman ; Postman PlayerRef.RemoveItem(ClothesPostman, 1, true) PlayerRef.AddItem(_T_ClothesPostmanUnfit, 1, true) Elseif Clothes == ClothesPostmanPostwar PlayerRef.RemoveItem(ClothesPostmanPostwar, 1, true) PlayerRef.AddItem(_T_ClothesPostmanPostwarUnfit, 1, true) Elseif Clothes == Armor_RaiderMod_Underarmor ; Raider Leathers PlayerRef.RemoveItem(Armor_RaiderMod_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_RaiderMod_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_Raider_Underarmor ; Road Leathers PlayerRef.RemoveItem(Armor_Raider_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_Raider_UnderarmorUnfit, 1, true) Elseif Clothes == ClothesSuitClean_Black ; Suits PlayerRef.RemoveItem(ClothesSuitClean_Black, 1, true) PlayerRef.AddItem(_T_ClothesSuitClean_BlackUnfit, 1, true) Elseif Clothes == NewsmanSuitA PlayerRef.RemoveItem(NewsmanSuitA, 1, true) PlayerRef.AddItem(_T_NewsmanSuitAUnfit, 1, true) Elseif Clothes == ClothesSuitClean_Blue PlayerRef.RemoveItem(ClothesSuitClean_Blue, 1, true) PlayerRef.AddItem(_T_ClothesSuitClean_BlueUnfit, 1, true) Elseif Clothes == ClothesSuitClean_Grey PlayerRef.RemoveItem(ClothesSuitClean_Grey, 1, true) PlayerRef.AddItem(_T_ClothesSuitClean_GreyUnfit, 1, true) Elseif Clothes == ClothesSuitClean_Striped PlayerRef.RemoveItem(ClothesSuitClean_Striped, 1, true) PlayerRef.AddItem(_T_ClothesSuitClean_StripedUnfit, 1, true) Elseif Clothes == ClothesSuitClean_Tan PlayerRef.RemoveItem(ClothesSuitClean_Tan, 1, true) PlayerRef.AddItem(_T_ClothesSuitClean_TanUnfit, 1, true) Elseif Clothes == ClothesSuitDirty_Black PlayerRef.RemoveItem(ClothesSuitDirty_Black, 1, true) PlayerRef.AddItem(_T_ClothesSuitDirty_BlackUnfit, 1, true) Elseif Clothes == ClothesSuitDirty_Blue PlayerRef.RemoveItem(ClothesSuitDirty_Blue, 1, true) PlayerRef.AddItem(_T_ClothesSuitDirty_BlueUnfit, 1, true) Elseif Clothes == ClothesSuitDirty_Grey PlayerRef.RemoveItem(ClothesSuitDirty_Grey, 1, true) PlayerRef.AddItem(_T_ClothesSuitDirty_GreyUnfit, 1, true) Elseif Clothes == ClothesSuitDirty_Striped PlayerRef.RemoveItem(ClothesSuitDirty_Striped, 1, true) PlayerRef.AddItem(_T_ClothesSuitDirty_StripedUnfit, 1, true) Elseif Clothes == ClothesSuitDirty_Tan PlayerRef.RemoveItem(ClothesSuitDirty_Tan, 1, true) PlayerRef.AddItem(_T_ClothesSuitDirty_TanUnfit, 1, true) Elseif Clothes == Armor_Synth_Underarmor ; Synth Uniform PlayerRef.RemoveItem(Armor_Synth_Underarmor, 1, true) PlayerRef.AddItem(_T_Armor_Synth_UnderarmorUnfit, 1, true) Elseif Clothes == Armor_Highschool_UnderArmor ; Undershirt and jeans PlayerRef.RemoveItem(Armor_Highschool_UnderArmor, 1, true) PlayerRef.AddItem(_T_Armor_Highschool_UnderArmorUnfit, 1, true) Endif EndFunction Function GetNekkid() Utility.Wait(0.1) PlayerRef.RemoveItem(Clothes, abSilent = true) Utility.Wait(0.1) EndFunction
Tentacus Posted April 26, 2020 Author Posted April 26, 2020 Update: I completely melted my brain adding 70 more forms to the mod today. Getting there. I also realized I'll need to create a couple of formlists and scrap recipes for the owned clothes, fortunately that seems like it'll be pretty easy. I added another new feature to the MCM, please excuse my weird sense of humor: Won't affect unique items and quest rewards like Irma's dress and Agatha's dress.
Tentacus Posted April 27, 2020 Author Posted April 27, 2020 Update: I was hoping to push through and get this done today, but I got sidetracked by RL and some new ideas, so may be a couple of more days to pursue that.
tuxagent7 Posted April 27, 2020 Posted April 27, 2020 9 minutes ago, Tentacus said: some new ideas please tell
Tentacus Posted April 28, 2020 Author Posted April 28, 2020 18 hours ago, tuxagent7 said: please tell I wanted to make sure it would work at first to some capacity. It's a bit of a hard core encumbrance system (which can be toggled on and off) that limits how many (of my forms) you can carry at once not related to weight. The cool part is if you have the mod Scavver's backpacks (no relation) and wear one you can carry more. (though still limited) When you take off the back pack all those clothes (that aren't equipped) go with it, so to access the items you have to equip the backpack again. I can also probably add compatibbility to other backpack mods eventually, but Scavvers is my favorite.
tuxagent7 Posted April 28, 2020 Posted April 28, 2020 16 minutes ago, Tentacus said: Scavvers is my favorite. Fits with your mod name Quite nice i have just checked it. So encumbrance would be two-fold, the original with weight and a hardcore one for the clothes you have modified ?
Tentacus Posted April 28, 2020 Author Posted April 28, 2020 28 minutes ago, tuxagent7 said: Fits with your mod name Quite nice i have just checked it. So encumbrance would be two-fold, the original with weight and a hardcore one for the clothes you have modified ? yeah. It al;ways bothered me that you can cram items of any size in as long as the weight can be carried. weight adjustment mods are fiddly and don't do it for me most of the time. If I have time I'll probably add weapons to this too. (For the encumberance, at least) 1
jbezorg Posted April 29, 2020 Posted April 29, 2020 On 4/24/2020 at 12:55 AM, Tentacus said: It's gonna be impossible to disable the auto equip I'm afraid, * especially in the next version as it needs to be worn to be properly detected for sorting. That said the solution to your start me up problem is pretty simple, just install this mod after start me up is finished with the beginning, though that will also cause a problem in the next version as when it sorts clothing it's going to give you a dupliicate version called (for instance) "Your raider leathers" or whatever the item is. Hmmmm... actually I have an idea... I could start the mod defaulted to off. Then after you do your alt start you turn it on... Then add an MCM function that can convert vanilla clothes you are wearing into the "Your" version. I think that's the best solution. Edit: *Is your problem with the outfit auto change something technical? or is it just that you don't want to have to manually change your outfit back if you don't want to wear the new item right away? If it's the latter I can probably accomodate that with a setting as I already auto redress the player in the old outfit if the new one doesn't fit in the next version. Let me know ASAP. Edit: This actually did work quite well, so I hope it is what your problem was. It will be included. You'll have to opt in if you want it to change to the new outfit by default now. Technical although the mod being off by default should fix it. What was happening in the bathroom startup was that their suburban pre-war clothing was being checked and torn up. By the sound of it, several times. They'd always end up being in their vault suit. Swap player gender and the test cycle would start again with the same result. In the vault suit. But the spouse moving away from the mirror would revert back to suburban pre-war clothing. Character generation would proceed normally. Select your start scenario and then start. At this point the players outfit would be changed and the test cycle would start again. Most times the player would end up back in their vault suit.
Tentacus Posted April 30, 2020 Author Posted April 30, 2020 I changed my mind. I'm going to add the weapons to the scavving as well as the Hardcore encumberance, rather than making it it's own mod. I don't think It'll add much dev time honestly, now that god forsaken functions script is done. It'll be a seperate toggle so if you want one but not the other you can. The way it will work (Hopefully) is that weapons you pick up will have a chance of being broken, but salvageable for parts, lost causes, or functional. Prewar guns will have a better chance of working than pipe guns, Revolvers and bolt actions will almost always work. If you have enough gun parts scavvenged and pick up a broken gun that is not a lost cause you can repair it if you have gun nut. Oh and you'll need to find a damn screwdriver and screws too. ? I'll warn you most pipe guns aren't gonna work and I plan to make a lot of snarky ass comments about them in the message popups as I hate those things.
chuBBies1 Posted April 30, 2020 Posted April 30, 2020 4 hours ago, Tentacus said: I changed my mind. I'm going to add the weapons to the scavving as well as the Hardcore encumberance, rather than making it it's own mod. I don't think It'll add much dev time honestly, now that god forsaken functions script is done. It'll be a seperate toggle so if you want one but not the other you can. The way it will work (Hopefully) is that weapons you pick up will have a chance of being broken, but salvageable for parts, lost causes, or functional. Prewar guns will have a better chance of working than pipe guns, Revolvers and bolt actions will almost always work. If you have enough gun parts scavvenged and pick up a broken gun that is not a lost cause you can repair it if you have gun nut. Oh and you'll need to find a damn screwdriver and screws too. ? I'll warn you most pipe guns aren't gonna work and I plan to make a lot of snarky ass comments about them in the message popups as I hate those things. I'm digging the chances of broken weapons, but I'm wondering if modded weapons will be affected.
tuxagent7 Posted April 30, 2020 Posted April 30, 2020 8 hours ago, Tentacus said: I changed my mind. I'm going to add the weapons to the scavving as well as the Hardcore encumberance, rather than making it it's own mod. I don't think It'll add much dev time honestly, now that god forsaken functions script is done. Freakin Fantastic ! Thought about getting rid of those pipe weapons but now i will keep em
Tentacus Posted April 30, 2020 Author Posted April 30, 2020 5 hours ago, tuxagent7 said: Freakin Fantastic ! Thought about getting rid of those pipe weapons but now i will keep em I'd still recommend that one mod on Nexus that makes enemies carry fewer pipe weapons in favor of melee 9 hours ago, chuBBies1 said: I'm digging the chances of broken weapons, but I'm wondering if modded weapons will be affected. This is something I'm struggling with. what I plan on doing is seeing if I can't use an F4SE function to get the mods on broken weapons and just give you the mods to install later on other guns. I'm also making some gun types immortal, like laser rifles as I know of at least 2 "unique items" that are generated from leveled lists, and there is no way to exclude them. Rule of thumb is if you are doing a quest likely to give a weapon reward it might still be a good idea to temporarily disable the mod in the MCM, This mod is more meant for a particular kind of survival roleplaying than for "normal" questing. EDIT: Shit... GetAll Mods() requires an object reference, I was thinking it was a form function. So you are gonna get the unmodded version of whatever weapon you pick up. If you really hate that you can shut off the broken weapons and still use the encumberance. Once you have the "Your" version of the weapon you can mod it and rename it to your hearts content though as the drop and pickup of "Your" weapon won't be affected. Also neither will The Deliverer. Oh and I just realized you probably meant weapons from other mods... Not immediately. Edit: I may have figured out a way around this... Maybe.
Tentacus Posted April 30, 2020 Author Posted April 30, 2020 Okay, I can make this work, though it may look a little janky
Tentacus Posted April 30, 2020 Author Posted April 30, 2020 Update: I've got the weapon sorting working pretty good now. It uses a bit of a messy workaround to get the object reference, which involves picking the weapon up then dropping it again for a fraction of a second to check the keywords to see if it's owned or broken. This will give you a debug notification that can't be muted unfortunately and you might catch a glimpse of the gun in midair, but the advantage is that adding weapons from other mods will be as easy as adding them to a formlist on load. The other advantage is that your modifications will stay on the guns, I tested it with various mods and renamed weapons and it worked perfect. Well so much for "This shouldn't be hard"... LOL. I'm just glad I figured it out, but I am done for the day 2
Tentacus Posted May 1, 2020 Author Posted May 1, 2020 Putting the finishing touches on the MCM. The basic functionality seems to be working, tomorrow I'll work on the repair system, 2
tuxagent7 Posted May 1, 2020 Posted May 1, 2020 From a tiny mod to a full fledged features bad-ass mod McM looking good
Tentacus Posted May 2, 2020 Author Posted May 2, 2020 12 hours ago, tuxagent7 said: From a tiny mod to a full fledged features bad-ass mod McM looking good Thanks, yeah it has a been a rather explosive transformation, it'll certainly be my second biggest (released) mod after Hardship. I'd like to get it released this weekend but I may not have time, I've still got a few things left to add, including heavy weapon encumbrance (which again will be seperately toggleable) It's something I've always wanted. Weapons like Fatman and minigun will be auto equippped on pickup and autodropped when unequipped (and holstered if I can manage) It's ridiculous that somebody not in Power armor can lug around a minigun, or flamer but it's then completely absurd that they can just slip it in their pocket. It's much more impactful roleplaying if you have to drop it like a ton of bricks. when not using it (and worry about some Settler stealing it heh heh) And you WILL look threatening when you have it in Hardship 1
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