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OutfitShuffler - 10.4 - Some more speed, and a recommendation! AAF Compatible. Over 100 Outfit sets ready out of the box. More to come. User customizable. DeviousDevices/RealHandcuffs/AAF compatible, but not required.


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Posted (edited)

OutfitShuffler 10.4

And a further recommendation...

 

Transform the outfits of the NPCs in Fallout 4 with OutfitShuffler! This mod lets you mix and match clothing and accessories to create endless fashion combinations. Customize the frequency, NPC selection, and item exclusions for outfit changes to make them fit your playstyle. And if you're lucky, you might even find some new outfit pieces as loot! Plus, OutfitShuffler supports other mods like Devious Devices for even more options. So get ready to revamp the wardrobe of the wasteland with OutfitShuffler!

 

NOTE: All of my releases come with the most recent (at time of publication) version of LL_FourPlay. I recommend getting LL_FourPlay directly from the author, and watching the thread for updates. I update before coding.

10.4 LL_FourPlay has been updated. Now I'm using PopulateFormlist() again. https://www.nexusmods.com/fallout4/mods/72657

Seriously, go get the redress fix.

 

10.3 Oopsie. I left in a .Clear() that I was using in testing. My bad.
    
10.2 Probably never going to be upgrade friendly. The script is constantly changing... I'm going to try to make a working uninstall......

 

10.0 ALSO NOT UPGRADE FRIENDLY! DAILY effort has gone into this. There is now a new background script that maintains the massive sets of Arrays and FormLists I've created. I statically defined some very large arrays and formlists, so now all SaveNPC, LoadNPC, and all outfit lists are stored in memory after the initial scan. 1024 NPCs can be stored in the current configuration. Speaking of the initial scan, It should also be considerably faster. My current loadout now scans and loads in 210 seconds instead of 330-ish. I'm using a new function from LL_FourPlay, PopulateFormlist(). Load and correct form IDs into an array, then dump the entire section to a formlist. Go get GELUXRUM's Outfit ReDress Fix! I can't recommend it enough! I have done absolutely nothing to integrate with it, because it doesn't need it, "It just works."

 

9.1 NO LONGER UPGRADE FRIENDLY! The scripts are wildly different, and upgrading in situ, is definitely not supported! If you can manage to clean the old script out with ReSaver, more power to you. This is an advanced procedure and incredibly risky.
    
There haven't been changes in the effective operation, but speed is FAR FAR FAR improved, in every facet of the mod. Scanning 2278+Restricted and Diabled Items now takes 240-250 second instead of 600+. Main script is no longer responsible for assigning outfit items, it sets a variable on the NPC, the Maintenance script catches it, and handle the outfit change. Maintenance scripts on NPCs can run in parallel. Container script now resticts loot on dead bodies, based on the same Allowed Races/Disallowed Factions as outfit changes.

 

9.0 Major Overhaul! Moved all outfit assignment, saving, and loading to Maintainer script from the Main script. Much, much, much faster. Outfit assignments are now being done almost in parallel, instead of serially.

 

8.5 LL_FourPlay added a couple of features that I took advantage of. Increased outfit scanning speed so now it's 1/3 of what it was.
8.3 Accidentally removed the exclusion for [X?Disabled] at some point. Fixed that..
8.2 Furniture checks are in a better place now. Container and Dead Body loot chances can be independently changed in MCM.

 

8.1.0001 Just documentation updates.
    
8.1 So now it's using GetSlotMask to try to prevent outfit pieces from replacing each other. Seems to respect Devious Devices, Real Handcuffs, and SafeItems better.
Added a hotkey to spawn a captive from Commonwealth Captives (if available) or a random female settler.

There's a new section available for use, [OSRestrictedFurniture], and I've included INI files for some of the more popular restrictive furniture. I also threw in Cryopods, Memory Loungers, toilets, etc.

 

8.0c is the "Hard Save data file update, with Additional Optimizations" update. That's a mouthful. Outfits and Weapons are now saved to a file, and reloaded when NPCs come back into range. I highly recommend having Buffout 4 installed, as it uses a RAM buffer instead of going to disk for every INI check. The Hard Save has the additional feature of maintaining outfits across savegames. You can also manually edit loadouts. I made the unilateral decision to use a file, over an array tied to the script, for those reasons. I added a function at the bottom of the MCM to Clear OSNPCData. It will remove any OutfitShuffler special items from all NPCs in OSNPCData, and delete their outfits from the file. 10.0 Did away with this. It's all arrays, in memory, and in your save.

 

I removed a lot of repitition from the code by making a lot of the functions global, to call them from any script. I am passing properties, arrays, and formlists around, like joints at a Grateful Dead concert.

 

I have not updated the documentation yet. I hate documentation. I spent years writing technical documentation. Would anyone like to update my documentation for me?

 

7.7 Fixed AAF Doppelgangers. Fixed an annoying bug that repeated a message unnecessarily. This update has completely revamped the 'layering' process, that adds clothing to NPCs. Devious Devices and Real Handcuffs are not removed, and any that are displaced are replaced.

7.6.1 Fixed a glitch in the updater code. It was adding the maintenance spell to ALL the NPCs, then relying on the maintenance to remove itself. The maintenance script was removing itself, but not before doing the maintenance.
7.6 Removed Debug hotkey. Added variables abd checks to handle updating NPC scripts when upgrading the mod.

7.5 DD Compatibility was breaking things, and I had to fix it. Left a debug function in, that teleports NPCs to your position. Not recommended in firefights.
7.4 Hammered out a little more speed in the outfit change routine.  Changed the scan routine to prioritize based on FOV and distance.

7.3 Lots of cleaning, speed improvements, logging improvements (Disable if you don't need it. Seriously.) Much better Devious Devices/Real Handcuffs compatibility.

7.2 Container management is much cleaner now. It's SUPPOSED to ignore the container used by Dave's In-Game ESP Explorer, now. I added rudimentary Devious Devices Support. I also added in a NoNudes option. It should be more aggressive at keeping some sort of clothing on the NPC's, unless they've been hit with the DontChange keyword. ** It is advised by the authors, and other users, that Devious Devices and NPCs don't mix well. I tried.

7.1 Now adds random amounts of random items to containers when you're looting. You rummage around in there, and sometimes something turns up.

 

Description/Instructions:

https://www.nexusmods.com/fallout4/mods/60875

or

https://github.com/tzenrick/FO4OutfitShuffler/releases

 

canvas.png.af6c18bb81b69dda98eeef936e3f290c.png
 

TURN DEBUGGING OFF, UNLESS YOU NEED IT!
This thing has an absolutely atrocious amount of debugging output. (20220612 - It's a little better, but still a lot of logging.)

 

 

 



Fallout 4 Script Extender
http://f4se.silverlock.org/

Mod Configuration Menu
https://www.nexusmods.com/fallout4/mods/21497



Zella's Pastel Ombre Wigs (Optional)
https://www.nexusmods.com/fallout4/mods/24557

Zella's Dyed Wigs (Optional)
https://www.nexusmods.com/fallout4/mods/14745

Absolutely Skimpy Attire (Optional)
https://www.nexusmods.com/fallout4/mods/30899

Clothes Pack by DonEb14n (Optional)
https://www.nexusmods.com/fallout4/mods/47440

Clothes Pack 2 by DonEb14n (Optional)
https://www.nexusmods.com/fallout4/mods/50250

Clothes Pack 3 by DonEb14n (Optional)
https://www.nexusmods.com/fallout4/mods/52199

Clothes Pack 4 by DonEb14n (Optional)
https://www.nexusmods.com/fallout4/mods/53293

HN66 Easygirl (Optional)
https://www.nexusmods.com/fallout4/mods/19596

HN66 TRS (Optional)
https://www.nexusmods.com/fallout4/mods/47810

Vtaw Wardrobe 5 (Optional)
https://www.nexusmods.com/fallout4/mods/43844

Vtaw Wardrobe 6 (Optional)
https://www.nexusmods.com/fallout4/mods/46628

Vtaw Wardrobe 7 (Optional)
https://www.nexusmods.com/fallout4/mods/51798

Vtaw Utility Pack (Optional)
https://www.nexusmods.com/fallout4/mods/42971

Oppai Milk Pasties (Optional)
https://www.nexusmods.com/fallout4/mods/40562

Classy Chassis Outfits - Cheeky Casuals Craftable (CBBE)
https://www.nexusmods.com/fallout4/mods/45623

Classy Chassis Outfits - Foxy Factions Craftable (CBBE)
https://www.nexusmods.com/fallout4/mods/35581

Classy Chassis Outfits - Vulgar Villains Craftable (CBBE)
https://www.nexusmods.com/fallout4/mods/35584

Classy Chassis Outfits - Saucy Settlers Craftable (CBBE)
https://www.nexusmods.com/fallout4/mods/35616

 

 

 

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Edited by tzenrick
10.4 It's been less than a week...
  • 3 weeks later...
Posted

This is a major rewrite. There's a dead reset function in the MCM that needs to go, since I did away with the file access method.

Posted

I've been using this mod for a while now, pretty much exclusively because of the container loot injection without having to mess with levelled lists.  How is that calculated? I'm always really confused by it, because I put it at like 10% but will see only one drop out of like 40-50 containers it feels like.  Also, how does it handle the odds of what drops when the max number of items is >1?

 

Posted

Everything that's not in XXSafeItems, XYSafeItems, or OSRestrictedFurniture, goes into a big list. Then it's just 'if RandomInt(0,100)<ContainerLootChance' that determines whether or not loot goes in the container. The loot chances aren't "Overall," they're "per incident"

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