RainbowFlutter Posted September 2, 2016 Posted September 2, 2016 Love these kinds of mods, almost makes me want to go back to Fallout 4 now that something like this exists!
SquigglySwag Posted September 2, 2016 Author Posted September 2, 2016 Love these kinds of mods, almost makes me want to go back to Fallout 4 now that something like this exists! Thanks. Maybe some day this mod will be improved such that it'll fully convince you to return to the game. If I had the skill I would like to make it so that clothes and armors actually visually get damaged before they're fully removed, but outside of some dynamic shader, I don't know how I could accomplish that without having to make modified damage meshes/textures for every single armor, which is far beyond my skill and time constraints. And then the mod would need a bunch of compatibility patches. In other news, I tested making an SCLP file to hide the underwear inside the body mesh while a bodyslot armor is worn, using near-zero values for all the nodes ("that'll shrink it down, right?"). Turns out it didn't shrink the undergarment, but shrunk the body mesh itself, so when I put the bra on an NPC, they turned into a nightmare noodle person. So I think SCLP is out, because there won't be a one-size-fits-all SCLP setting for all outfits that won't result in a swollen, seam-riddled body. But I think I removed the need to waste slot 57, and fixed power armor frame stripping. So I'll upload v0.07 soon.
ZarthonTheVanquished Posted September 2, 2016 Posted September 2, 2016 If I had the skill I would like to make it so that clothes and armors actually visually get damaged before they're fully removed, but outside of some dynamic shader, I don't know how I could accomplish that without having to make modified damage meshes/textures for every single armor, which is far beyond my skill and time constraints. And then the mod would need a bunch of compatibility patches. I wonder if this is possible now that there's an armor degradation system built into the game (for use with Power Armor). I mean Power Armor will become progressively more damaged as it degrades (or does it just make debris fly off but not actually change the mesh at all - now I can't remember lol...).
SquigglySwag Posted September 2, 2016 Author Posted September 2, 2016 If I had the skill I would like to make it so that clothes and armors actually visually get damaged before they're fully removed, but outside of some dynamic shader, I don't know how I could accomplish that without having to make modified damage meshes/textures for every single armor, which is far beyond my skill and time constraints. And then the mod would need a bunch of compatibility patches. I wonder if this is possible now that there's an armor degradation system built into the game (for use with Power Armor). I mean Power Armor will become progressively more damaged as it degrades (or does it just make debris fly off but not actually change the mesh at all - now I can't remember lol...). I noticed the Add Destruction Data option in the CK, it'll probably end up being useful for this type of thing. Looks like it allows nine stages of degradation! (Model Damage Stage 0 through 8) And then you could aim-and-shoot specific articles of clothing off, and do damage to them through a Health stat instead of RandomInt scripting. Would be a huge project to cover all vanilla stuff though. I don't use Power Armor and don't fight against them very often, but I think armor pieces are just one mesh on top of the frame, and when they fall to 0 health they're unequipped and the debris flies off. I don't know if anything actually uses the stages with different models, besides Gen1 synths (which the effects do look super awesome). I noticed another bug in my mod. Enemies that wear underarmor with separate torso and limb armor pieces work great, but something like Children of Atom, where their 33 slot armor also occupies slots 41-45, mess with my script. They'll usually get their robes unequipped but the undies won't equip because the "limb armor" was what got removed, not the bodyslot armor. My script only equips undies when 33 specifically gets removed. But if I try to add undies whenever any of those slots get removed, then it'll cause clipping again if the bodyslot remains intact. Looks like for now I'll need to remove the ability to strip limb armor. Or else force body stripping whenever any limb gets stripped.
Halstrom Posted September 2, 2016 Posted September 2, 2016 I noticed the Add Destruction Data option in the CK, it'll probably end up being useful for this type of thing. Looks like it allows nine stages of degradation! (Model Damage Stage 0 through 8) And then you could aim-and-shoot specific articles of clothing off, and do damage to them through a Health stat instead of RandomInt scripting. Would be a huge project to cover all vanilla stuff though. Hmm hopefully it works, GECK in FONV had Destructible data option too but all it did was crash the game when I tried to use it for anything.
neokio Posted September 4, 2016 Posted September 4, 2016 Loving the new version!A few notes:1) Killed a radstag, found bras and underwear in its inventory. (I didn't stop to check its gender, but .. guessing animals in lingerie is outside the scope of this mod 2) Seems there's a 100% chance for every opponent to wear a full set of lingerie. Is that right? Seems more likely that a % of skanky raiders would go bareback or topless. My suggestion would be to do something like 70% chance of having a random bra, 70% chance of having a random underwear. Currently, most female opponents die wearing a bikini, it'd be more interesting to change it up a bit.3) Keep it up, and thank you!
SquigglySwag Posted September 4, 2016 Author Posted September 4, 2016 Loving the new version! A few notes: 1) Killed a radstag, found bras and underwear in its inventory. (I didn't stop to check its gender, but .. guessing animals in lingerie is outside the scope of this mod 2) Seems there's a 100% chance for every opponent to wear a full set of lingerie. Is that right? Seems more likely that a % of skanky raiders would go bareback or topless. My suggestion would be to do something like 70% chance of having a random bra, 70% chance of having a random underwear. Currently, most female opponents die wearing a bikini, it'd be more interesting to change it up a bit. 3) Keep it up, and thank you! 1) Oh, yikes. I should be able to fix that with a quick GetRace check. Thanks for bringing that to my attention. 2) I was considering faction-based underwear (yellow-and-blue only for vault dwellers, no whites for raiders, etc), but I didn't want to make things too complicated or messy in my early versions. I still might do something eventually for factions, but before that I'll probably just try getting more types of undies and keeping the universal nature. I'll be asking some other mod authors for permission to incorporate their underwear. (Well... I didn't ask, but their Permissions info on Nexus seems to allow what I'm doing) When I was testing the v0.06, I was having crashing issues when my code gave a chance for no undies. I thought it was related to the script tried to force NPCs to equip what they didn't have, but I'll give it another go. I realize now that those crashes may have been for one of several other issues with my mod (e.g., I had a few of the bras set to AlienRace instead of Human). Yeah I think some ladies having just panties and no bras, and some having neither would make sense and add variety. I'll see what I can do. 3) Thanks, I'm glad some people like the mod. I wish I could make it better. Also I want to keep cranking out updates but I don't want to hassle people who already just downloaded the "newest" version, then need the new new one. But I'll need at least one more quick update to fix the "animals get undies" bug. Two possible goals before I can consider myself satisfied with it: #1: Undies visible underneath any outfit, without clipping (difficult or impossible without superior modding and/or modeling skill). #2: Failing #1, then make the undies appear instantly when outfit removed (right now, there's sometimes a noticeable flash of nudity between outfit disappearing and undies appearing on the body). Unfortunately this might just be the way the game works, because I've tried equipping the undies and then unequipping the armor and there's still a nude flash.
theblindbat Posted September 7, 2016 Posted September 7, 2016 As a quick fix, you might equip the underwear just before removing the armor to avoid the naked flash. There might (or might not) be a quick underwear clip through the armor, but I doubt it would be as unimmersive as the naked flash...And a request... Would it be possible to not place underwear in inventory until you need it? All my settlers/companions have undies in their inventory without any use for them. Plus it might bloat game saves, etc., though I doubt by much.
SquigglySwag Posted September 7, 2016 Author Posted September 7, 2016 ... Thanks for the input. I believe the script currently does that: the equip function is used to equip the undies immediately before the body armor is unequipped, but momentary nudity still occurs. I'll double-check that in a bit, though. As for the useless undies in everyone's inventory. Yeah my method's not a great solution, but... When I tried adding items to their inventory mid-script, it ended up re-equipping their already-stripped items. I think it somehow forces the AI to say "let me look at my inventory and equip my best gear". But I'll tinker around with the order of things. Probably adding it and then equipping it then unequipping body armor should work, but the other concern with that is stuttering or frame loss during combat. (Also headgear or limb armors would get re-equipped and I wouldn't know which of any had been stripped already) Another option would be limiting it to hostiles or excluding settlers, but... I wanted it to apply to everyone in case the player gets the urge to go on a killing spree in their settlement or their faction's headquarters. (I realize right now the script usually gets disabled if you don't attack the NPC upon your first encounter with them post-install, but I'm testing it personally with an always-active script to see the effects on performance).
ZarthonTheVanquished Posted September 7, 2016 Posted September 7, 2016 Just curious: why are you using undergarments from other mods and basically "pseudo-requiring" them as dependencies? I mean you made copies of them inside your own mod, but unless we at least install the meshes and textures from the mods used them won't work. It just means that there will be duplicates of any of the panties or bra mods that we use the original plugins for (I've been using Lacy Underwear for a long time now for example) - why not just make said plugins a master requirement for your mod and use their armor references directly...? If it's because they're .esp's, there's a very easy fix for that: use FO4Edit to tick the "master" flag on the .esp's you want your mod to be masters for. Then you can edit/add them as masters while working in the Creation Kit without it auto-stripping them. This doesn't mean that users of your mod would need the master'd versions either. Just a suggestion! :]
SquigglySwag Posted September 7, 2016 Author Posted September 7, 2016 ... Very good suggestion, thank you. I wasn't sure if/how I could do that. So I can edit the forms added by other .esp's in that fashion? I'd want to change weights/values and possibly other properties. And if a user had the other mods' .esp, my mod would MODIFY the forms, but if the user didn't have the original .esp, my mod would ADD those same forms? If it works, I'll do it that way in the next version, just to make it a little less messy.
Halstrom Posted September 7, 2016 Posted September 7, 2016 Just curious: why are you using undergarments from other mods and basically "pseudo-requiring" them as dependencies? I mean you made copies of them inside your own mod, but unless we at least install the meshes and textures from the mods used them won't work. It just means that there will be duplicates of any of the panties or bra mods that we use the original plugins for (I've been using Lacy Underwear for a long time now for example) - why not just make said plugins a master requirement for your mod and use their armor references directly...? If it's because they're .esp's, there's a very easy fix for that: use FO4Edit to tick the "master" flag on the .esp's you want your mod to be masters for. Then you can edit/add them as masters while working in the Creation Kit without it auto-stripping them. This doesn't mean that users of your mod would need the master'd versions either. Just a suggestion! :] Too much screwing around, if the CK allowed us to have other esps as masters like the GECK did it wouldn't be an issue but it doesn't They can also be added by script of course, but the other reason to create our own copies is to have different armor values or add scripts/effects to them etc if we want them to be unique or we just don't think a skimpy panty should give you 80 DT protection
ZarthonTheVanquished Posted September 7, 2016 Posted September 7, 2016 ... Very good suggestion, thank you. I wasn't sure if/how I could do that. So I can edit the forms added by other .esp's in that fashion? I'd want to change weights/values and possibly other properties. And if a user had the other mods' .esp, my mod would MODIFY the forms, but if the user didn't have the original .esp, my mod would ADD those same forms? If it works, I'll do it that way in the next version, just to make it a little less messy. Wait no - you either have them as a master or you don't. The only way to do the above would be to keep two different versions of the plugin - masters are not reactive, they are static. If you include them the user must have them as well. I think you may have misunderstood the final part of what I said. What I meant was that the user would not need the .esp's that you checked the master flag on to work with them in the CK - they could just use the original non master'd .esp's just fine. ---------- Also, It very well may be possible to use scripts to check for the presence of a mod, then if it sees it, disable your versions of the clothing and throws hooks into the plugins and modify them at runtime, but I wouldn't know the first thing about how that's done lol...
km1102 Posted September 10, 2016 Posted September 10, 2016 I know this is not the right thread to ask but, i install ffb body and it works perfectly, but after i update cbbe 2.1, nuka world DLC and reinstall ffb body again, i cant dismember female enemy anymore, so... do you have this problem?
ZarthonTheVanquished Posted September 12, 2016 Posted September 12, 2016 Would you consider using biped slot 59 instead of slot 61 for the bra's? Slot 61 conflicts with the mod I use to hide my PipBoy (and it unequips the PipBoy as a result): Hide Pip-Boy In all the time I've spent reordering biped slots manually on my end, I've really only ever seen ONE mod use slot 59 (shield), so it would be a good slot to make use of! :] *If you don't feel like doing this that's fine - I've fixed it on my end and patched it so that I don't need to do it again every time this mod updates, but lemme tell ya: SOOOO many mods use slot 61 lol... n.nU
theblindbat Posted September 15, 2016 Posted September 15, 2016 While I know this is LoversLab, I was wondering if with your next update you might include an option (or separate esp) to just strip them down to their undies instead of naked. That way you could have another form of NeverNude with a lot more variety in the unides. (For those who are occasionally in a SFW situation...)
ZarthonTheVanquished Posted September 16, 2016 Posted September 16, 2016 I seem to have a rather large issue where if I manually change the clothes on an NPC (by using the trading interface and telling them to equip things) it just spawns in more panties and bras each time the mod checks for updates. Rather obnoxious really... EDIT: Forgot to mention this causes their outfit to revert to the default one too, and if I took it then it will spawn a new copy.
Jay1646 Posted September 16, 2016 Posted September 16, 2016 Is there a way that my character can lose her clothes during combat???
ZarthonTheVanquished Posted September 16, 2016 Posted September 16, 2016 Is there a way that my character can lose her clothes during combat??? It's not supposed to affect the player or companions afaik, only your enemies (meaning NPC's that are currently hostile towards YOU).
tinoucas Posted October 4, 2016 Posted October 4, 2016 Is there a way that my character can lose her clothes during combat??? It's not supposed to affect the player or companions afaik, only your enemies (meaning NPC's that are currently hostile towards YOU). It's affecting extra companions when using the mod "Unlimited Companion Framework". That mod works really well, except for this. Any extra female companion is reverting to her default outfit, whatever I do. Is there any way to fix it?
Guest Posted October 6, 2016 Posted October 6, 2016 Is there a way that my character can lose her clothes during combat??? That would be a great option I did have a go trying to build something similar, but for whatever reason I couldn't get the UnequipItemSlot to work on the player character...I'm guess Armor Smith or something similar was blocking it or the slot numbers have been changed.
13631228608 Posted October 15, 2016 Posted October 15, 2016 Bug Report: I can't make my companion wear mod cloths anymore and settlers
SquigglySwag Posted October 15, 2016 Author Posted October 15, 2016 Sorry I went AWOL for so long. Been super busy, haven't had time to play any games let alone FO4 let alone mod (though messing around with mods is basically 90% of my FO4 playtime anyway). I'll try to address all concerns, though most of you probably stopped caring at this point. I wish I had more time to fix/improve this mod, but I'm going to be swamped with work for the foreseeable future. In a month or two the crunch should be over, and I plan to make at least a few improvements during that break. I also feel like waiting for F4SE functionality could make my mod much less buggy (since I could hopefully fancier functions allowing me to do specific things without upsetting the delicate balance of the equipment system [disclaimer: I've never modded with a script extender so I'm not actually sure what the suite of F4SE functionality will entail, I"m just guessing]), but not sure how long that'll be so I'll try to keep improving it with vanilla functions, when I can. I know this is not the right thread to ask but, i install ffb body and it works perfectly, but after i update cbbe 2.1, nuka world DLC and reinstall ffb body again, i cant dismember female enemy anymore, so... do you have this problem? Unfortunately I haven't updated CBBE in a long time (since I'm afraid of losing my dismemberment functionality, I think I'm at V1.4 or V1.5), and I haven't yet ventured to either Far Harbor or Nuka World. In fact, I haven't played since the last few game updates, so I can't say whether it's the game/DLCs updates that somehow stopped FFB dismemberment from working, or if a CBBE update changed the file structure in some way, or what. Sorry. All I can suggest is trying to reinstall FFB again, perhaps manually, and make sure the last thing you add is the mutilation meshes/files. You may also want to try completely uninstalling FFB and CBBE via Nexus Mod Manager (if you use it), not just deactivating or reinstalling. And then trying again. I think sometimes there are issues with things not getting properly added back on reactivation. Would you consider using biped slot 59 instead of slot 61 for the bra's? Slot 61 conflicts with the mod I use to hide my PipBoy (and it unequips the PipBoy as a result): Hide Pip-Boy In all the time I've spent reordering biped slots manually on my end, I've really only ever seen ONE mod use slot 59 (shield), so it would be a good slot to make use of! :] *If you don't feel like doing this that's fine - I've fixed it on my end and patched it so that I don't need to do it again every time this mod updates, but lemme tell ya: SOOOO many mods use slot 61 lol... n.nU Thanks, I'll keep that in mind and if/when I release a new version of my mod I'll make two versions, one for slot 59 and one for 61 (or maybe just the 59 version). While I know this is LoversLab, I was wondering if with your next update you might include an option (or separate esp) to just strip them down to their undies instead of naked. That way you could have another form of NeverNude with a lot more variety in the unides. (For those who are occasionally in a SFW situation...) I'd like to make a version like this, but first I'll have to figure out a way to make it possible. As I've said before, my script is really dumb so it can't differentiate between specific armors/items, only slots. I could possibly add all the undies to a FormList and add a check to my script to not remove those during the strip check. And in the ESP I'd have to make the undies unselectable and un-unequippable, which is probably possible, barring slot conflicts. But that would still have the "nude flash" that happens with my mod in its current state before the undies appear on the body. Right now, the best solution I could think of for the nevernude variety problem is to use something like Standalone Customized Female Enemy Bodies and one of the unique player/companion bodies mods. It would take some work to follow the instructions and build all the bodies, but if you wanted you could build the same proportions with a different nevernude skin for each faction/character. That would solve the "nude flash" thing, because the fully naked body wouldn't exist anywhere in-game. I would still need to change my mod to not include removable undies at all, otherwise they would probably clip with the glued-on undies. I seem to have a rather large issue where if I manually change the clothes on an NPC (by using the trading interface and telling them to equip things) it just spawns in more panties and bras each time the mod checks for updates. Rather obnoxious really... EDIT: Forgot to mention this causes their outfit to revert to the default one too, and if I took it then it will spawn a new copy. I thought I had tested this functionality, but I guess I was just using openactorcontainer, not the trade interface, and I only tested it with generic raiders/gunners. I forget, can you use the trade menu to force settlers to equip things, or only followers? If it's just followers, I might have an idea. If it's more than that, it could get trickier. Perhaps a safer solution would be for me to just limit the undies/strip application to enemies. Right now it (sort of) also affects settlers/townspeople, because I wanted to spice up the occasional sadistic killing spree. I haven't looked at my script in a while, but I don't actually think I'm using the IsHostile(ToPlayer) function for the strip check, which I probably should use. Not using it allows you to stealth strip on a 1-hit-kill, but that's about it, and not using it seems to create several problems. Is there a way that my character can lose her clothes during combat??? It might be possible with a few tweaks to my mod, namely applying a modified OnHit script to the player as well as nearby NPCs. Then there's the question of "should we prevent re-equipping of these clothes? Should they fall to the ground (would look weird since world objects are bundled-up clothes), be destroyed completely, or just remain in your inventory so you could re-equip them whenever? Or I could make the script prevent equipping of any armor during combat so you need to at least survive the engagement before re-equipping? Could be troublesome for balance, i.e. you're in a rad-heavy zone and your hazmat suit gets unequipped in a minutes-long engagement. I'll look into it, but as I said at the top, it might be weeks or more before I have time to create, test, and release a new version. Is there a way that my character can lose her clothes during combat??? It's not supposed to affect the player or companions afaik, only your enemies (meaning NPC's that are currently hostile towards YOU). It's affecting extra companions when using the mod "Unlimited Companion Framework". That mod works really well, except for this. Any extra female companion is reverting to her default outfit, whatever I do. Is there any way to fix it? Sorry, I feel bad about not having tested my mod more thoroughly before "releasing" it (Beta or otherwise). The only companion I tested it with was ADA (AVA? It's been so long), and I haven't tried any human companions/followers. Depending on how I choose to alter my mod, I might be limiting its application to hostile NPCs, which should fix this problem. Or I could try using the GetPlayerFollowers function, which should let me prevent the stripping/underwear from applying to companions, but perhaps with a few caveats depending on how often I update that followers array (I'd probably do it on cell change, so if you get a new female companion she might have clothes/undies issues until you move location). Bug Report: I can't make my companion wear mod cloths anymore and settlers Have you checked to see if this is solely because of my mod? Were you experiencing duplicate underwear in their inventory and were they re-equipping default clothes, as others have reported?
13631228608 Posted October 19, 2016 Posted October 19, 2016 Sorry I went AWOL for so long. Been super busy, haven't had time to play any games let alone FO4 let alone mod (though messing around with mods is basically 90% of my FO4 playtime anyway). I'll try to address all concerns, though most of you probably stopped caring at this point. I wish I had more time to fix/improve this mod, but I'm going to be swamped with work for the foreseeable future. In a month or two the crunch should be over, and I plan to make at least a few improvements during that break. I also feel like waiting for F4SE functionality could make my mod much less buggy (since I could hopefully fancier functions allowing me to do specific things without upsetting the delicate balance of the equipment system [disclaimer: I've never modded with a script extender so I'm not actually sure what the suite of F4SE functionality will entail, I"m just guessing]), but not sure how long that'll be so I'll try to keep improving it with vanilla functions, when I can. I know this is not the right thread to ask but, i install ffb body and it works perfectly, but after i update cbbe 2.1, nuka world DLC and reinstall ffb body again, i cant dismember female enemy anymore, so... do you have this problem? Unfortunately I haven't updated CBBE in a long time (since I'm afraid of losing my dismemberment functionality, I think I'm at V1.4 or V1.5), and I haven't yet ventured to either Far Harbor or Nuka World. In fact, I haven't played since the last few game updates, so I can't say whether it's the game/DLCs updates that somehow stopped FFB dismemberment from working, or if a CBBE update changed the file structure in some way, or what. Sorry. All I can suggest is trying to reinstall FFB again, perhaps manually, and make sure the last thing you add is the mutilation meshes/files. You may also want to try completely uninstalling FFB and CBBE via Nexus Mod Manager (if you use it), not just deactivating or reinstalling. And then trying again. I think sometimes there are issues with things not getting properly added back on reactivation. Would you consider using biped slot 59 instead of slot 61 for the bra's? Slot 61 conflicts with the mod I use to hide my PipBoy (and it unequips the PipBoy as a result): Hide Pip-Boy In all the time I've spent reordering biped slots manually on my end, I've really only ever seen ONE mod use slot 59 (shield), so it would be a good slot to make use of! :] *If you don't feel like doing this that's fine - I've fixed it on my end and patched it so that I don't need to do it again every time this mod updates, but lemme tell ya: SOOOO many mods use slot 61 lol... n.nU Thanks, I'll keep that in mind and if/when I release a new version of my mod I'll make two versions, one for slot 59 and one for 61 (or maybe just the 59 version). While I know this is LoversLab, I was wondering if with your next update you might include an option (or separate esp) to just strip them down to their undies instead of naked. That way you could have another form of NeverNude with a lot more variety in the unides. (For those who are occasionally in a SFW situation...) I'd like to make a version like this, but first I'll have to figure out a way to make it possible. As I've said before, my script is really dumb so it can't differentiate between specific armors/items, only slots. I could possibly add all the undies to a FormList and add a check to my script to not remove those during the strip check. And in the ESP I'd have to make the undies unselectable and un-unequippable, which is probably possible, barring slot conflicts. But that would still have the "nude flash" that happens with my mod in its current state before the undies appear on the body. Right now, the best solution I could think of for the nevernude variety problem is to use something like Standalone Customized Female Enemy Bodies and one of the unique player/companion bodies mods. It would take some work to follow the instructions and build all the bodies, but if you wanted you could build the same proportions with a different nevernude skin for each faction/character. That would solve the "nude flash" thing, because the fully naked body wouldn't exist anywhere in-game. I would still need to change my mod to not include removable undies at all, otherwise they would probably clip with the glued-on undies. I seem to have a rather large issue where if I manually change the clothes on an NPC (by using the trading interface and telling them to equip things) it just spawns in more panties and bras each time the mod checks for updates. Rather obnoxious really... EDIT: Forgot to mention this causes their outfit to revert to the default one too, and if I took it then it will spawn a new copy. I thought I had tested this functionality, but I guess I was just using openactorcontainer, not the trade interface, and I only tested it with generic raiders/gunners. I forget, can you use the trade menu to force settlers to equip things, or only followers? If it's just followers, I might have an idea. If it's more than that, it could get trickier. Perhaps a safer solution would be for me to just limit the undies/strip application to enemies. Right now it (sort of) also affects settlers/townspeople, because I wanted to spice up the occasional sadistic killing spree. I haven't looked at my script in a while, but I don't actually think I'm using the IsHostile(ToPlayer) function for the strip check, which I probably should use. Not using it allows you to stealth strip on a 1-hit-kill, but that's about it, and not using it seems to create several problems. Is there a way that my character can lose her clothes during combat??? It might be possible with a few tweaks to my mod, namely applying a modified OnHit script to the player as well as nearby NPCs. Then there's the question of "should we prevent re-equipping of these clothes? Should they fall to the ground (would look weird since world objects are bundled-up clothes), be destroyed completely, or just remain in your inventory so you could re-equip them whenever? Or I could make the script prevent equipping of any armor during combat so you need to at least survive the engagement before re-equipping? Could be troublesome for balance, i.e. you're in a rad-heavy zone and your hazmat suit gets unequipped in a minutes-long engagement. I'll look into it, but as I said at the top, it might be weeks or more before I have time to create, test, and release a new version. Is there a way that my character can lose her clothes during combat??? It's not supposed to affect the player or companions afaik, only your enemies (meaning NPC's that are currently hostile towards YOU). It's affecting extra companions when using the mod "Unlimited Companion Framework". That mod works really well, except for this. Any extra female companion is reverting to her default outfit, whatever I do. Is there any way to fix it? Sorry, I feel bad about not having tested my mod more thoroughly before "releasing" it (Beta or otherwise). The only companion I tested it with was ADA (AVA? It's been so long), and I haven't tried any human companions/followers. Depending on how I choose to alter my mod, I might be limiting its application to hostile NPCs, which should fix this problem. Or I could try using the GetPlayerFollowers function, which should let me prevent the stripping/underwear from applying to companions, but perhaps with a few caveats depending on how often I update that followers array (I'd probably do it on cell change, so if you get a new female companion she might have clothes/undies issues until you move location). Bug Report: I can't make my companion wear mod cloths anymore and settlers Have you checked to see if this is solely because of my mod? Were you experiencing duplicate underwear in their inventory and were they re-equipping default clothes, as others have reported? yeah.i'm sure after i equiped anything for npcs,after a few seconds they just change back and added some new underwears in their inventory list. than i uninstalled this mod and it doesn't happen anymore but i really love it so i just take dogmeat with me for now
Solzucht Posted October 19, 2016 Posted October 19, 2016 I can second this bug report of -settlers and -companions undressing when equiped with new armory. I also use the unlimited companion framework, as it seems to be essential for other mods i use
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