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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 :P

 

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

 

 

 

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1 hour ago, tuxagent7 said:

 

You sure ? We dont want you burning yourself up to a crisp and you know what will happen next :P

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.

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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!

 

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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.

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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.

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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.

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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.

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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? ? 

 

20200424154809_1.jpg.7c8993ec2d527578e5277fa0b9be2089.jpg

 

20200424154740_1.jpg.f379325b2fc6a0d4173e35c856c0dbd0.jpg

 

20200424154854_1.jpg.9032eebb280d0deb34cbd74d96b3dfbd.jpg

 

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      

 

 

 

 

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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:

 

20200425210811_1.jpg.c2b86d1e4fb742cc3d108d96913b4ff5.jpg

 

20200425210749_1.jpg.0854fb30f30ab692d6a9b5cff937046f.jpg

 

20200425210723_1.jpg.d65641d6407391439118e5e3173987cb.jpg

 

Won't affect unique items and quest rewards like Irma's dress and Agatha's dress.

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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.

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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)

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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.  

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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.

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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. 

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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 :P

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5 hours ago, tuxagent7 said:

Freakin Fantastic !  Thought about getting rid of those pipe weapons but now i will keep em :P

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.

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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 :D

 

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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. 

 

20200501200440_1.jpg.4f618ba1fe76aacf284b4d30c96546c1.jpg

 

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 :)

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